Hey there, after spending 2 days making your fusion reactor,( in creative whilst producing materials for our server) we have hit alittle snag.
We can run the whole thing, with 1 plasma injector with out an issue for a few minutes but anymore Injectors and the neutrons are bombarding the catchers to often for 2 banks of steam boilers to deal with the heat and melting the neutron catchers. Atm we are experimenting with reactorcraft concrete and rotary craft steel blocks to try and reduce the about of neutrons hitting the catchers.
But we seem to be having little success.
Has Anyone found a way to run this without the neutron catchers melting?
The same way I suggested Reika test the crash bug. The irony being that the game tries to render the insides of blocks, but really all one ever sees is muddy grey because there's no *light* inside the block!
IMO the simplest solution for Reactorcraft (at least until the invariant of Blocks requiring a metadata 0 version changes) would be to add an icon for metadata 0, even though the block will never appear. Just make it point at Stone or something. If Mojang wish to make the invariant of the "Block" type be that all blocks have metadata 0 icon, that's their prerogative and it's not a bug. It's a reasonable optimisation considering the lighting situation inside solid blocks. (A more reasonable optimisation would just be to render grey for solid blocks though! just in case anyone does push a fix to Forge) If it's unintentional and someone at Mojang just didn't think of it, that's a bug. Either way, I don't thing Mojang have a bug tracking system where we could report it and find out?
Saying that, if you test with a more interesting block, you get this lovely image of sulphurous diamond!
Hey Reika, love the mod and I thought I would bounce some ideas off of you for suggestions for future updates. Not too sure this is the best place, so I'm sorry if you have another preferred medium for these suggestions.
Before I say anything else, I'm not too good at forum-ing (lolwut?) so I might come across snide or disrespectful or that I think something is bad, I really don't.
So, I have always loved and been fascinated by jet engines and gas turbines so getting to play around with them in a game is f***ing AWESOME!.
I look them up a lot on youtube and I actually came across AgentJayZ who basically works on the darn things and has dozens of different videos explaining all about them.
Basically I personally feel like gas turbines are too 'small' for realism. I'm not sure if you made the power realistic for how much power a <1m large gas turbine would produce, so I'm not ridiculing that. My suggestions that follow all pander to the 'realism' tenet and not much else, so I understand if all are rejected.
Gas turbines could be multi-block structures. You can make them into turbofans by adding some of those turbines you have for power generation from steam with a gas turbine casing, which in turn make the engine more powerful at the cost of space and additional resources. More info here: (Yeah ikr youtube, but it really is good info).
Gas turbines should have to be 'locked' in place. Put an engine on the ground and it's liable to fly away. You should have to have an engine mount structure with X amount of steel pilings drilled Y meters meters into the ground that scale directly with how large and powerful the engine itself is. 16x16 could be the limit and completely overkill for all except the most powerful engines.
Power turbines. Again I'll link you to the man who actually works in the field: (), but the short version is that basically the turbine outputs into an empty housing filled with nothing but the hot gases generated during the combustion process that turns a (propeller?)/turbine which THEN generates the power. You could have more power turbines to collect more of the energy from the turbofan but they are really expensive and TOO many will actually start to decrease the efficiency of the power turbine. Generating power by connecting a shaft directly to the back of the gas turbine is kind of silly.
Starting the engine. More advanced setups can have a computer-type block that automates the startup, but beginners have to use a coil-powered drill or air blower to get the engine going.
So all of these can arguably make turbine engine power harder to achieve, but with an increased power output and realism I don't see a problem. Anyways, thank you for taking the time to read my post and have a good day.
Hey Reika, love the mod and I thought I would bounce some ideas off of you for suggestions for future updates. Not too sure this is the best place, so I'm sorry if you have another preferred medium for these suggestions.
Before I say anything else, I'm not too good at forum-ing (lolwut?) so I might come across snide or disrespectful or that I think something is bad, I really don't.
So, I have always loved and been fascinated by jet engines and gas turbines so getting to play around with them in a game is f***ing AWESOME!.
I look them up a lot on youtube and I actually came across AgentJayZ who basically works on the darn things and has dozens of different videos explaining all about them.
Basically I personally feel like gas turbines are too 'small' for realism. I'm not sure if you made the power realistic for how much power a <1m large gas turbine would produce, so I'm not ridiculing that. My suggestions that follow all pander to the 'realism' tenet and not much else, so I understand if all are rejected.
Gas turbines could be multi-block structures. You can make them into turbofans by adding some of those turbines you have for power generation from steam with a gas turbine casing, which in turn make the engine more powerful at the cost of space and additional resources. More info here: (Yeah ikr youtube, but it really is good info).
Gas turbines should have to be 'locked' in place. Put an engine on the ground and it's liable to fly away. You should have to have an engine mount structure with X amount of steel pilings drilled Y meters meters into the ground that scale directly with how large and powerful the engine itself is. 16x16 could be the limit and completely overkill for all except the most powerful engines.
Power turbines. Again I'll link you to the man who actually works in the field: (), but the short version is that basically the turbine outputs into an empty housing filled with nothing but the hot gases generated during the combustion process that turns a (propeller?)/turbine which THEN generates the power. You could have more power turbines to collect more of the energy from the turbofan but they are really expensive and TOO many will actually start to decrease the efficiency of the power turbine. Generating power by connecting a shaft directly to the back of the gas turbine is kind of silly.
Starting the engine. More advanced setups can have a computer-type block that automates the startup, but beginners have to use a coil-powered drill or air blower to get the engine going.
So all of these can arguably make turbine engine power harder to achieve, but with an increased power output and realism I don't see a problem. Anyways, thank you for taking the time to read my post and have a good day.
All of this would be enormously difficult to code and would make many players simply unable to get it to work. The length of the turbine is smaller than most, yes, but the diameter of a meter is hardly unrealistic. Maybe not quite as big as the engines it is based off of, but I have seen jet engines less than 50cm across.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I can join the server and it will continue to run but a be it a bit laggy. When I go to break any block that has to do with Electricraft it kicks the client but you can join right back in.
I also noticed that when you break the Induction generator or the motor it gives back a black and purple block called transformer.
Loving the mods though great job Loving the accuracy. Im a machinist by day so this stuff is awesome to me! Would be cool if you could set up belt pullies to work with an input and output on the same block so you can run a shaft through it kinda how old school machine shops used to be run by large steam engines.
Keep up the great work.
Wikid
Found some more issues by this nasty bug, it seems that the loops will only happen after the server has been restarted after the inital placement of the Electircraft blocks, every motor and battery. The data doesnt seem to want to update on how much voltage/amps are being passed through the cables. When the loop error is running the and you try to add a cable to the system it will output 0V and 0A.
I decided to test this though single player to see if it would also cause the issue and it did but took a while longer for the issue to happen but when I broke a cable it gave this crash report.
Found some more issues by this nasty bug, it seems that the loops will only happen after the server has been restarted after the inital placement of the Electircraft blocks, every motor and battery. The data doesnt seem to want to update on how much voltage/amps are being passed through the cables. When the loop error is running the and you try to add a cable to the system it will output 0V and 0A.
I decided to test this though single player to see if it would also cause the issue and it did but took a while longer for the issue to happen but when I broke a cable it gave this crash report.
On an unrelated note, dang dude you respond A LOT to this thread. I don't think I've seen another mod author have this much dialogue and support for their mods.
On an unrelated note, dang dude you respond A LOT to this thread. I don't think I've seen another mod author have this much dialogue and support for their mods.
Kudos
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
If someone else hadn't said something I wouldn't have posted again in regards to Reika's rule about not bothering him if he doesn't say yes to an idea, but I will comment one last time and won't comment again unless asked.
The power plant turbine would be hard to make. Complex and with much that can fail this is a beast of a power system; and drinks like it. With a large intake to feed the combustion enough oxygen and fuel that can either be pumped in liquid or gaseous form this engine takes large amounts of resources to both setup, and to continually use. Enough power to supply an entire base's power demands if fed continuously, it is only rivaled in power by nuclear fission or fusion power plants which can supply entire servers.
NO changes would have to be made to the current gas turbine in order for the power turbine multiblock to work. In messing around in creative mode with the current gas turbine, when a player get sucked through it sometimes it starts shooting sparks out of the back which can catch things on fire. This same code logic could be applied for the power turbine setup, whereas the heat from the exhaust gas of a gas turbine engine could be detected by the power turbine block(s) which would then start to spin.
Wind mills already have the ability to detect blocks in front of them so that code too could be reused for the power turbine prop to detect that there is sufficient empty space in the turbine housing to allow the pressure to build.
I really don't mean to sound picky or annoying, I think I have spent too much time sneak+right clicking those huge turbine blades that generate power from steam onto the front of a gas turbine imagining how awesome it would be to see them spin and the whole thing work.
This is something that really is worth the time if others agree. As a programmer myself I know how time consuming it is just to implement small features, so I do understand that. I haven't taken a look at his mod's code but I feel like a lot of the basic features are already in place so the code could maybe mostly be reused. Anyways, thanks again as always.
Reika you may wan't to check your SteamTurbine ( RC one ) - eats steam like crazy, no power production not even fancy rotation. Was working in v18 - same mod setup.
Also I got some crash when I was investigating yesterdays worldwide servers dawn time:
In location from log I had steam engine connected with EnderIO pipe - in idle state:
Description: Ticking tile entity
java.lang.IllegalArgumentException: Empty string not allowed
at net.minecraft.nbt.NBTTagString.<init>(SourceFile:15)
at net.minecraft.nbt.NBTTagCompound.func_74778_a(SourceFile:81)
at net.minecraftforge.fluids.FluidStack.writeToNBT(FluidStack.java:88)
at net.minecraftforge.fluids.FluidTank.writeToNBT(FluidTank.java:53)
at Reika.DragonAPI.Instantiable.HybridTank.writeToNBT(HybridTank.java:41)
at Reika.RotaryCraft.TileEntities.Production.TileEntityEngine.writeSyncTag(TileEntityEngine.java:1304)
at Reika.DragonAPI.Base.TileEntityBase.func_70319_e(TileEntityBase.java:113)
at Reika.DragonAPI.Base.TileEntityBase.sendSyncPacket(TileEntityBase.java:235)
at Reika.DragonAPI.Base.TileEntityBase.func_70316_g(TileEntityBase.java:222)
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.nbt.NBTTagString.<init>(SourceFile:15)
at net.minecraft.nbt.NBTTagCompound.func_74778_a(SourceFile:81)
at net.minecraftforge.fluids.FluidStack.writeToNBT(FluidStack.java:88)
at net.minecraftforge.fluids.FluidTank.writeToNBT(FluidTank.java:53)
at Reika.DragonAPI.Instantiable.HybridTank.writeToNBT(HybridTank.java:41)
at Reika.RotaryCraft.TileEntities.Production.TileEntityEngine.writeSyncTag(TileEntityEngine.java:1304)
at Reika.DragonAPI.Base.TileEntityBase.func_70319_e(TileEntityBase.java:113)
at Reika.DragonAPI.Base.TileEntityBase.sendSyncPacket(TileEntityBase.java:235)
at Reika.DragonAPI.Base.TileEntityBase.func_70316_g(TileEntityBase.java:222)
-- Tile entity being ticked --
Details:
Name: RCengine // Reika.RotaryCraft.TileEntities.Production.TileEntityEngine
Block type: ID #3504 (tile.classReika.RotaryCraft.Blocks.BlockEngine // Reika.RotaryCraft.Blocks.BlockEngine)
Block data value: 3 / 0x3 / 0b0011
Block location: World: (-864,70,-970), Chunk: (at 0,4,6 in -54,-61; contains blocks -864,0,-976 to -849,255,-961), Region: (-2,-2; contains chunks -64,-64 to -33,-33, blocks -1024,0,-1024 to -513,255,-513)
Actual block type: ID #3504 (tile.classReika.RotaryCraft.Blocks.BlockEngine // Reika.RotaryCraft.Blocks.BlockEngine)
Actual block data value: 2 / 0x2 / 0b0010
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
Well... If I've been surprised by this that mean that I've obviously not seen that discussion...
Just a little mod that may not ever make it to completion; rideable (and cargo-carrying) jet aircraft for high-speed transport. It hit some severe issues soon after I started, though; the game seems to not be able to keep up with the player moving a hundred blocks a second.
If someone else hadn't said something I wouldn't have posted again in regards to Reika's rule about not bothering him if he doesn't say yes to an idea, but I will comment one last time and won't comment again unless asked.
The power plant turbine would be hard to make. Complex and with much that can fail this is a beast of a power system; and drinks like it. With a large intake to feed the combustion enough oxygen and fuel that can either be pumped in liquid or gaseous form this engine takes large amounts of resources to both setup, and to continually use. Enough power to supply an entire base's power demands if fed continuously, it is only rivaled in power by nuclear fission or fusion power plants which can supply entire servers.
NO changes would have to be made to the current gas turbine in order for the power turbine multiblock to work. In messing around in creative mode with the current gas turbine, when a player get sucked through it sometimes it starts shooting sparks out of the back which can catch things on fire. This same code logic could be applied for the power turbine setup, whereas the heat from the exhaust gas of a gas turbine engine could be detected by the power turbine block(s) which would then start to spin.
Wind mills already have the ability to detect blocks in front of them so that code too could be reused for the power turbine prop to detect that there is sufficient empty space in the turbine housing to allow the pressure to build.
I really don't mean to sound picky or annoying, I think I have spent too much time sneak+right clicking those huge turbine blades that generate power from steam onto the front of a gas turbine imagining how awesome it would be to see them spin and the whole thing work.
This is something that really is worth the time if others agree. As a programmer myself I know how time consuming it is just to implement small features, so I do understand that. I haven't taken a look at his mod's code but I feel like a lot of the basic features are already in place so the code could maybe mostly be reused. Anyways, thanks again as always.
Multiblocks are a huge hassle to code, especially one as dynamic and intelligent as the one proposed. Additionally, I am not going to change the power output - it is already approximately equal to that of a real jet engine - and that means this would only be a net loss to players gameplay-wise. Finally, it is going to be very complex - arguably more complex even than the nuclear reactors, and one only need to look and see how many people fail at that to realize how many people will simply be unable to build it.
Also, I want to keep RC away from multiblocks - I generally do not like them and they do not fit well in it.
Reika you may wan't to check your SteamTurbine ( RC one ) - eats steam like crazy, no power production not even fancy rotation. Was working in v18 - same mod setup.
Also I got some crash when I was investigating yesterdays worldwide servers dawn time:
In location from log I had steam engine connected with EnderIO pipe - in idle state:
Description: Ticking tile entity
java.lang.IllegalArgumentException: Empty string not allowed
at net.minecraft.nbt.NBTTagString.<init>(SourceFile:15)
at net.minecraft.nbt.NBTTagCompound.func_74778_a(SourceFile:81)
at net.minecraftforge.fluids.FluidStack.writeToNBT(FluidStack.java:88)
at net.minecraftforge.fluids.FluidTank.writeToNBT(FluidTank.java:53)
at Reika.DragonAPI.Instantiable.HybridTank.writeToNBT(HybridTank.java:41)
at Reika.RotaryCraft.TileEntities.Production.TileEntityEngine.writeSyncTag(TileEntityEngine.java:1304)
at Reika.DragonAPI.Base.TileEntityBase.func_70319_e(TileEntityBase.java:113)
at Reika.DragonAPI.Base.TileEntityBase.sendSyncPacket(TileEntityBase.java:235)
at Reika.DragonAPI.Base.TileEntityBase.func_70316_g(TileEntityBase.java:222)
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.nbt.NBTTagString.<init>(SourceFile:15)
at net.minecraft.nbt.NBTTagCompound.func_74778_a(SourceFile:81)
at net.minecraftforge.fluids.FluidStack.writeToNBT(FluidStack.java:88)
at net.minecraftforge.fluids.FluidTank.writeToNBT(FluidTank.java:53)
at Reika.DragonAPI.Instantiable.HybridTank.writeToNBT(HybridTank.java:41)
at Reika.RotaryCraft.TileEntities.Production.TileEntityEngine.writeSyncTag(TileEntityEngine.java:1304)
at Reika.DragonAPI.Base.TileEntityBase.func_70319_e(TileEntityBase.java:113)
at Reika.DragonAPI.Base.TileEntityBase.sendSyncPacket(TileEntityBase.java:235)
at Reika.DragonAPI.Base.TileEntityBase.func_70316_g(TileEntityBase.java:222)
-- Tile entity being ticked --
Details:
Name: RCengine // Reika.RotaryCraft.TileEntities.Production.TileEntityEngine
Block type: ID #3504 (tile.classReika.RotaryCraft.Blocks.BlockEngine // Reika.RotaryCraft.Blocks.BlockEngine)
Block data value: 3 / 0x3 / 0b0011
Block location: World: (-864,70,-970), Chunk: (at 0,4,6 in -54,-61; contains blocks -864,0,-976 to -849,255,-961), Region: (-2,-2; contains chunks -64,-64 to -33,-33, blocks -1024,0,-1024 to -513,255,-513)
Actual block type: ID #3504 (tile.classReika.RotaryCraft.Blocks.BlockEngine // Reika.RotaryCraft.Blocks.BlockEngine)
Actual block data value: 2 / 0x2 / 0b0010
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
Your version is an old one because the code lines do not match to anything in my copy. That said, looking at your error, it appears the engine lost all its NBT data at some point, including the name of the player who placed it and the name of the fluid tanks. Breaking and replacing it will fix both.
That is incorrect assumption because files in my mods folder are exactly the same as files on your website, unless you are talking about your development versions :).
SteamTurbines are brand new and totally refuse to work - I submit complaint ;).
the game seems to not be able to keep up with the player moving a hundred blocks a second.
I run into this frequently when zooming around with my Ender IO Staff of Traveling. Teleport too fast and I'll find myself unable to warp for a second while the world loads.
Perhaps someone with a successful build of this can possibly see what I'm doing wrong on this Fusion reactor. I've tore it down 10 times, verified each and every Toroid is positioned properly and aligned correctly; and all I ever get is a straight line of plasma coming out of the injector (doesn't arch through any of the Toroid's like on video).
Image of Toroid over VDG (energy transfer isn't visible, but its there; only 1 VDG in all)
Other end of the loop, where you can see that the energy is being conducted all the way around.
Overhead view
Only part that looks out of place are the energy lines going in+out of the plasma injecter. On both side of every injector, the 1 beam seems to skip that toroid and connect directly to the injector (on other side, 1 beam of the only 3 beams coming off first Toroid seem to aim for Toroid #3) http://imgur.com/Sju...w5ImG,uiUHTsX#3
Additionally, I am not going to change the power output - it is already approximately equal to that of a real jet engine - and that means this would only be a net loss to players gameplay-wise.
I've never seen a jet engine only one meter across; you've said you've seen then half that size.
Is the output of the one meter game engine equal to a real world one meter engine? Perhaps a better question: What size real world engine is the game's one-meter engine modeling?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The Meaning of Life, the Universe, and Everything.
Join Date:
4/26/2011
Posts:
50
Minecraft:
tonius11
Member Details
Hello again, Reika. After experiencing some framerate lag on the server I play on, I decided to profile my client. The profiler reported that reading received packets apparently took a lot of CPU time.
After some digging around, I decided to look in DragonAPI's packet handling code.
In ReikaPacketHelper.java, in every sendUpdatePacket method, I found this piece of code:
}
else if (side == Side.CLIENT) {
// We are on the client side.
PacketDispatcher.sendPacketToServer(packet);
PacketDispatcher.sendPacketToAllInDimension(packet, te.worldObj.provider.dimensionId);
}
If I'm correct, this means that all of your tile entities, whenever sending update packets (which is quite often), send their packets to every player in the same dimension. This would mean that, on a server with several players using RotaryCraft, one would receive a ton of update packets from all around the current world. I suppose this could be very heavy on clients.
Could you perhaps change your packet sending methods, so that they only send packets to players in, say, a 50 block range or similar? This may greatly reduce client lag on bigger servers that use your mods. Thanks in advance!
I am not too sure how modders feel about others repurposing their code for the communities benefit, BUT if you want you can maybe ask the author of modular powersuits for perms for their flying mechanic. That is if you want 1st person control of the aircraft at all times rather than punching in x and z coords.
In mps if you slide the flight control module or 'y-look ratio' all the way to the right you basically fly wherever your cursor is pointed. So you could decrease the turning speed while increasing horizontal speed to make it viable. And of course different aircraft bodies would have different turning (radii?) persay.
I am not too sure how modders feel about others repurposing their code for the communities benefit, BUT if you want you can maybe ask the author of modular powersuits for perms for their flying mechanic. That is if you want 1st person control of the aircraft at all times rather than punching in x and z coords.
In mps if you slide the flight control module or 'y-look ratio' all the way to the right you basically fly wherever your cursor is pointed. So you could decrease the turning speed while increasing horizontal speed to make it viable. And of course different aircraft bodies would have different turning (radii?) persay.
Just a thought to maybe make it easier on thou.
My aircraft use realistic flight physics; there is no "follow the mouse". You control the thrust, roll and pitch, and that controls the rest of the motion.
Hello again, Reika. After experiencing some framerate lag on the server I play on, I decided to profile my client. The profiler reported that reading received packets apparently took a lot of CPU time.
After some digging around, I decided to look in DragonAPI's packet handling code.
In ReikaPacketHelper.java, in every sendUpdatePacket method, I found this piece of code:
}
else if (side == Side.CLIENT) {
// We are on the client side.
PacketDispatcher.sendPacketToServer(packet);
PacketDispatcher.sendPacketToAllInDimension(packet, te.worldObj.provider.dimensionId);
}
If I'm correct, this means that all of your tile entities, whenever sending update packets (which is quite often), send their packets to every player in the same dimension. This would mean that, on a server with several players using RotaryCraft, one would receive a ton of update packets from all around the current world. I suppose this could be very heavy on clients.
Could you perhaps change your packet sending methods, so that they only send packets to players in, say, a 50 block range or similar? This may greatly reduce client lag on bigger servers that use your mods. Thanks in advance!
What packets are these for? Sync packets already only send to nearby players.
I've never seen a jet engine only one meter across; you've said you've seen then half that size.
Is the output of the one meter game engine equal to a real world one meter engine? Perhaps a better question: What size real world engine is the game's one-meter engine modeling?
That is incorrect assumption because files in my mods folder are exactly the same as files on your website, unless you are talking about your development versions .
SteamTurbines are brand new and totally refuse to work - I submit complaint .
Steam Turbines have existed since mid 1.5 and work fine, because I have some people complaining that they are too OP.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Since I have 0 clue on how to reply or quote someone, while also being at the risk of spamming this thread I'll just copy/paste.
"My aircraft use realistic flight physics; there is no "follow the mouse". You control the thrust, roll and pitch, and that controls the rest of the motion."
Dayum. Dats gunna be one helluva gui. I knew you liked realism but that would be fricking amazing lol.
Anyways, I assume that the code pasted on github is the code for the mod. Anything the community can do to help you out with it?
More water.
I will load a vanilla stone texture in that slot.
No, that just edits visibility. Core mods could probably do it, but that is dangerous, extremely difficult, and pointless.
No, because I need a fix now, not in six months.
Did you not see that discussion a month or two ago?
Before I say anything else, I'm not too good at forum-ing (lolwut?) so I might come across snide or disrespectful or that I think something is bad, I really don't.
So, I have always loved and been fascinated by jet engines and gas turbines so getting to play around with them in a game is f***ing AWESOME!.
I look them up a lot on youtube and I actually came across AgentJayZ who basically works on the darn things and has dozens of different videos explaining all about them.
Basically I personally feel like gas turbines are too 'small' for realism. I'm not sure if you made the power realistic for how much power a <1m large gas turbine would produce, so I'm not ridiculing that. My suggestions that follow all pander to the 'realism' tenet and not much else, so I understand if all are rejected.
Gas turbines could be multi-block structures. You can make them into turbofans by adding some of those turbines you have for power generation from steam with a gas turbine casing, which in turn make the engine more powerful at the cost of space and additional resources. More info here: (Yeah ikr youtube, but it really is good info).
Gas turbines should have to be 'locked' in place. Put an engine on the ground and it's liable to fly away. You should have to have an engine mount structure with X amount of steel pilings drilled Y meters meters into the ground that scale directly with how large and powerful the engine itself is. 16x16 could be the limit and completely overkill for all except the most powerful engines.
Power turbines. Again I'll link you to the man who actually works in the field: (), but the short version is that basically the turbine outputs into an empty housing filled with nothing but the hot gases generated during the combustion process that turns a (propeller?)/turbine which THEN generates the power. You could have more power turbines to collect more of the energy from the turbofan but they are really expensive and TOO many will actually start to decrease the efficiency of the power turbine. Generating power by connecting a shaft directly to the back of the gas turbine is kind of silly.
Starting the engine. More advanced setups can have a computer-type block that automates the startup, but beginners have to use a coil-powered drill or air blower to get the engine going.
So all of these can arguably make turbine engine power harder to achieve, but with an increased power output and realism I don't see a problem. Anyways, thank you for taking the time to read my post and have a good day.
All of this would be enormously difficult to code and would make many players simply unable to get it to work. The length of the turbine is smaller than most, yes, but the diameter of a meter is hardly unrealistic. Maybe not quite as big as the engines it is based off of, but I have seen jet engines less than 50cm across.
Found some more issues by this nasty bug, it seems that the loops will only happen after the server has been restarted after the inital placement of the Electircraft blocks, every motor and battery. The data doesnt seem to want to update on how much voltage/amps are being passed through the cables. When the loop error is running the and you try to add a cable to the system it will output 0V and 0A.
I decided to test this though single player to see if it would also cause the issue and it did but took a while longer for the issue to happen but when I broke a cable it gave this crash report.
http://pastebin.com/XeKNxy9m
Regards,
Wikid
This will be fixed for v20.
On an unrelated note, dang dude you respond A LOT to this thread. I don't think I've seen another mod author have this much dialogue and support for their mods.
Kudos
The power plant turbine would be hard to make. Complex and with much that can fail this is a beast of a power system; and drinks like it. With a large intake to feed the combustion enough oxygen and fuel that can either be pumped in liquid or gaseous form this engine takes large amounts of resources to both setup, and to continually use. Enough power to supply an entire base's power demands if fed continuously, it is only rivaled in power by nuclear fission or fusion power plants which can supply entire servers.
NO changes would have to be made to the current gas turbine in order for the power turbine multiblock to work. In messing around in creative mode with the current gas turbine, when a player get sucked through it sometimes it starts shooting sparks out of the back which can catch things on fire. This same code logic could be applied for the power turbine setup, whereas the heat from the exhaust gas of a gas turbine engine could be detected by the power turbine block(s) which would then start to spin.
Wind mills already have the ability to detect blocks in front of them so that code too could be reused for the power turbine prop to detect that there is sufficient empty space in the turbine housing to allow the pressure to build.
I really don't mean to sound picky or annoying, I think I have spent too much time sneak+right clicking those huge turbine blades that generate power from steam onto the front of a gas turbine imagining how awesome it would be to see them spin and the whole thing work.
This is something that really is worth the time if others agree. As a programmer myself I know how time consuming it is just to implement small features, so I do understand that. I haven't taken a look at his mod's code but I feel like a lot of the basic features are already in place so the code could maybe mostly be reused. Anyways, thanks again as always.
Also I got some crash when I was investigating yesterdays worldwide servers dawn time:
In location from log I had steam engine connected with EnderIO pipe - in idle state:
It does not.
Just a little mod that may not ever make it to completion; rideable (and cargo-carrying) jet aircraft for high-speed transport. It hit some severe issues soon after I started, though; the game seems to not be able to keep up with the player moving a hundred blocks a second.
Multiblocks are a huge hassle to code, especially one as dynamic and intelligent as the one proposed. Additionally, I am not going to change the power output - it is already approximately equal to that of a real jet engine - and that means this would only be a net loss to players gameplay-wise. Finally, it is going to be very complex - arguably more complex even than the nuclear reactors, and one only need to look and see how many people fail at that to realize how many people will simply be unable to build it.
Also, I want to keep RC away from multiblocks - I generally do not like them and they do not fit well in it.
The only real differences are of scale and fuel type.
Your version is an old one because the code lines do not match to anything in my copy. That said, looking at your error, it appears the engine lost all its NBT data at some point, including the name of the player who placed it and the name of the fluid tanks. Breaking and replacing it will fix both.
That is incorrect assumption because files in my mods folder are exactly the same as files on your website, unless you are talking about your development versions :).
SteamTurbines are brand new and totally refuse to work - I submit complaint ;).
I run into this frequently when zooming around with my Ender IO Staff of Traveling. Teleport too fast and I'll find myself unable to warp for a second while the world loads.
Image of Toroid over VDG (energy transfer isn't visible, but its there; only 1 VDG in all)
Other end of the loop, where you can see that the energy is being conducted all the way around.
Overhead view
Only part that looks out of place are the energy lines going in+out of the plasma injecter. On both side of every injector, the 1 beam seems to skip that toroid and connect directly to the injector (on other side, 1 beam of the only 3 beams coming off first Toroid seem to aim for Toroid #3)
http://imgur.com/Sju...w5ImG,uiUHTsX#3
I've never seen a jet engine only one meter across; you've said you've seen then half that size.
Is the output of the one meter game engine equal to a real world one meter engine? Perhaps a better question: What size real world engine is the game's one-meter engine modeling?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
After some digging around, I decided to look in DragonAPI's packet handling code.
In ReikaPacketHelper.java, in every sendUpdatePacket method, I found this piece of code:
If I'm correct, this means that all of your tile entities, whenever sending update packets (which is quite often), send their packets to every player in the same dimension. This would mean that, on a server with several players using RotaryCraft, one would receive a ton of update packets from all around the current world. I suppose this could be very heavy on clients.
Could you perhaps change your packet sending methods, so that they only send packets to players in, say, a 50 block range or similar? This may greatly reduce client lag on bigger servers that use your mods. Thanks in advance!
In mps if you slide the flight control module or 'y-look ratio' all the way to the right you basically fly wherever your cursor is pointed. So you could decrease the turning speed while increasing horizontal speed to make it viable. And of course different aircraft bodies would have different turning (radii?) persay.
Just a thought to maybe make it easier on thou.
My aircraft use realistic flight physics; there is no "follow the mouse". You control the thrust, roll and pitch, and that controls the rest of the motion.
What packets are these for? Sync packets already only send to nearby players.
Steam Turbines have existed since mid 1.5 and work fine, because I have some people complaining that they are too OP.
video here:
same engine in a boat working:
skip around in the videos if you hate boring or slow parts, but i strongly recommend watching the entire series.
"My aircraft use realistic flight physics; there is no "follow the mouse". You control the thrust, roll and pitch, and that controls the rest of the motion."
Dayum. Dats gunna be one helluva gui. I knew you liked realism but that would be fricking amazing lol.
Anyways, I assume that the code pasted on github is the code for the mod. Anything the community can do to help you out with it?