Hi ! I thing I do have a bug to report. It is about the electrical probe. I try to feed a big load of lights (2000w), and so I instal the regulation with a probe and a red wire inside... no matter what, the probe explodes. So, I don't think I have seen any alternative electrical probe for high current, so... this is so confusing that I would say this is a bug... but actualy... everything is so confusing in this mod, I don't even know if I just have done something wrong. I don't know, I am trying for now 3 days to understand this mod and today I still know nothing. This realy needs a tutorial.
The reason why that has exploide is because red cable can't support 2000W at 200V (limited to 6.25A => at 800V => 5000W) So you must use green cable that is designed to suport 200V with 10A. it's not a bug. There is a tutorial map, do you have try it ?
The developer of Minecraft Comes Alive said it would take time for larger mods to address the problem until Forge themselves fix the issue.
*edit*
Just wanted to give you a heads up with regards to memory leaks. It does seems that Forge has an issue with the 1.7.2 and 1.7.10 builds. The latest 10.12.2.1147 forge release was the one I was previously using and the memory use does rapidly rise and ultimately freeze Java. However, version 10.12.2.1121 actually seems a little more stable although the memory leak does exist.
In 10.12.2.1121 the RAM usage rose to 97%, froze Java but then flushed the cache and dropped back down to 50% RAM usage. So while it may not be 'fixed' the issue is not as serious as in the 1147 build. In the end however, the more mods you have loaded, the more severe the problem will become. Due to the amount of content in Electrical Age it was making the Forge memory leak worse, not because Electrical Age is poorly designed but because the recent Forge builds are poorly designed.
Ahhh oky, thanks for feed back i hope they could fix that. I'm a little bit affraid by next minecraft 1.8 that probably change loooooot of think that need looooooot of adaptation and patch for modder XDXD
Thank you anyway, indeed you were right, it works fine know ^^. I am sorry for the tutorial map... but that problem of cable was explained no where. It is obvious in the mind of anyone who doesn't know electricity that a bigger cable would carry more current than a smaller :/. This is what I said earlier, this is not instinctive, the tutorial map does not help to undestand the components. It is just some simple to complex circuits and it is hard to understand why each pieces is working this way and how to modulate the circuits for other purposes. I am just saying that it lacks of learning tools, the mod is still very good, much better.
Yes learning tools missing My english is so bad, and i'm not very good to explain in general XD There missing good spotlight.
The reason why the bigger cable handle less than smaller (for the game, not in reality) is : They support high voltage => Lot of isolator that make the cable bigger.
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Ele20002
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I'm incredibly sorry is I missed something and am wasting your time, but I wish to attempt to create a modpack to be very possibly made into a public pack through the technic launcher (As it is an easy modpack platform). This looks like a very interesting mod and I wish to give others a look and allow them to try at it to see what it's like as it is so new. Also, being a tech pack, this would fit perfectly with the theme. Especially with the new style on electrics you take. I've wanted a more realistic system for months and this is that exactly. Anyway, please consider. If yes, I will add it and give credit as well as linking this page. If no then I will make sure it stays out of any public packs I create.
Many thanks and congrats on the progress of the mod
Rollback Post to RevisionRollBack
You can never have too many mods. Add them until it crashes. Then, after fixing the issue, add some more
I'm incredibly sorry is I missed something and am wasting your time, but I wish to attempt to create a modpack to be very possibly made into a public pack through the technic launcher (As it is an easy modpack platform). This looks like a very interesting mod and I wish to give others a look and allow them to try at it to see what it's like as it is so new. Also, being a tech pack, this would fit perfectly with the theme. Especially with the new style on electrics you take. I've wanted a more realistic system for months and this is that exactly. Anyway, please consider. If yes, I will add it and give credit as well as linking this page. If no then I will make sure it stays out of any public packs I create.
Many thanks and congrats on the progress of the mod
Hi,
There is no problem with mod pack, have fun with
I have a question : i have an electric current (200V) I would like convert this current to an electric current (50V). How I make it ? I try the transformer but it blow up. Can you help me.
Thank
(sorry if i make mistakes because i'm french and i speak english not very well)
Yes you must put a transformer, in tutorial map there is some transformer.
fait attention a la direction ( vert jaune ) et au nombre de cable que tu met dans chaque slot. c'est cela qui determine le rapport de transformation de tension.
Hi,
There is no problem with mod pack, have fun with
Yes you must put a transformer, in tutorial map there is some transformer.
fait attention a la direction ( vert jaune ) et au nombre de cable que tu met dans chaque slot. c'est cela qui determine le rapport de transformation de tension.
Thanks
Rollback Post to RevisionRollBack
You can never have too many mods. Add them until it crashes. Then, after fixing the issue, add some more
Additonnaly if you don't know a lot about electricity, a new room was added to the begin of tutorial map. That explaine some electricity basics and some formula
BETA-1.9_r38
Adding energy counter and advanced energy counter blocks with lovely model
New lamp socket model
Betther electricalAge_tutorialmap with a intro that explain electricity basics
Add a room into electricalAge_tutorialmap with energy counter
Lamp supply range can be extanded by puting more cable into slot.
How does the resin collecter detect that it is on a tree? Terrafirmacraft overwrites vanilla wood (using the same ID); however it will not let me place it on the wood. Is there any way to fix this?
As I mentioned in an earlier comment, it is my personal opinion that some of the models in this mod are a bit too detailed for Minecraft. This is actually keeping me from wanting to use the mod in my survival worlds, even though I'm having a lot of fun messing around with it in creative mode. I just think stuff like the electric furnace, turbines and other machines don't match the look of the rest of the game.
Because of this I've been thinking about creating some alternative models and textures of my own, that I could apply kind of like a resource pack and make them look more to my taste. So my question is if you know of any way to do what I want? I tried making some simple models in blender, exporting as OBJ and putting them into a standard resource pack with the same names and folder structures as you use in your mod, but I guess Minecraft won't recognize models like these.
How does the resin collecter detect that it is on a tree? Terrafirmacraft overwrites vanilla wood (using the same ID); however it will not let me place it on the wood. Is there any way to fix this?
Hi,
I have fix that, that come in r40. If they have register logs and leaf into ore dictionnary => ok in r40.
As I mentioned in an earlier comment, it is my personal opinion that some of the models in this mod are a bit too detailed for Minecraft. This is actually keeping me from wanting to use the mod in my survival worlds, even though I'm having a lot of fun messing around with it in creative mode. I just think stuff like the electric furnace, turbines and other machines don't match the look of the rest of the game.
Because of this I've been thinking about creating some alternative models and textures of my own, that I could apply kind of like a resource pack and make them look more to my taste. So my question is if you know of any way to do what I want? I tried making some simple models in blender, exporting as OBJ and putting them into a standard resource pack with the same names and folder structures as you use in your mod, but I guess Minecraft won't recognize models like these.
my game crash and the world get corrupted with no reason
Client> mods.eln.libs.com.serotonin.modbus4j.exception.ModbusInitException: java.net.SocketException: socket closed
Client> at mods.eln.libs.com.serotonin.modbus4j.ip.tcp.TcpSlave.start(TcpSlave.java:57)
Client> at mods.eln.sixnode.modbusrtu.ModbusServer$ServerThread.run(ModbusServer.java:31)
Client> at java.lang.Thread.run(Unknown Source)
Client> Caused by: java.net.SocketException: socket closed
Client> at java.net.TwoStacksPlainSocketImpl.socketAccept(Native Method)
Client> at java.net.AbstractPlainSocketImpl.accept(Unknown Source)
Client> at java.net.PlainSocketImpl.accept(Unknown Source)
Client> at java.net.ServerSocket.implAccept(Unknown Source)
Client> at java.net.ServerSocket.accept(Unknown Source)
Client> at mods.eln.libs.com.serotonin.modbus4j.ip.tcp.TcpSlave.start(TcpSlave.java:51)
Client> ... 2 more
this happen randomly even when there is no electrical age blocks in the world
Hi,
Do you have enabled modbus ?
In eln.cfg
modbus {
B:enable=false Is it to false ?
}
Hi,
Could you give me case where relay and cable can't handle the power you need ?
Relay for cable => signal processor don't do the job ?.
This happens when I try to transmit power more than 6 kW, аpproximately.
To use multiple switches or relays is not the best solution
What formula i need to use for cutting of signal line?
I have not modified the config but apparently it's true by default,I've set it to false now,I'll see if that corrected the bug,thanks
It's strang, i juste have tested, and eln.cfg created has this flag to false. Maybe you get this flag to true from a very old version of the mod, even if now you have a recent version.
Thanks for issue ^^
This happens when I try to transmit power more than 6 kW, аpproximately.
To use multiple switches or relays is not the best solution
What formula i need to use for cutting of signal line?
In last version, over current don't destroy relay, switch and probes. Do you play on last version ? (r39) ?
One thing that is possible is that we add cables thermal dissipator, that rise the maximal current throung electrical cable. What do you think about this solution ?
no problem for english
The reason why that has exploide is because red cable can't support 2000W at 200V (limited to 6.25A => at 800V => 5000W) So you must use green cable that is designed to suport 200V with 10A. it's not a bug. There is a tutorial map, do you have try it ?
Ahhh oky, thanks for feed back
Website | Github | IRC
Yes learning tools missing
The reason why the bigger cable handle less than smaller (for the game, not in reality) is : They support high voltage => Lot of isolator that make the cable bigger.
Website | Github | IRC
Website | Github | IRC
Many thanks and congrats on the progress of the mod
You can never have too many mods. Add them until it crashes. Then, after fixing the issue, add some more
Unless you're making a modpack...
Hi,
There is no problem with mod pack, have fun with
Yes you must put a transformer, in tutorial map there is some transformer.
fait attention a la direction ( vert jaune ) et au nombre de cable que tu met dans chaque slot. c'est cela qui determine le rapport de transformation de tension.
Website | Github | IRC
Thanks
You can never have too many mods. Add them until it crashes. Then, after fixing the issue, add some more
Unless you're making a modpack...
Additonnaly if you don't know a lot about electricity, a new room was added to the begin of tutorial map. That explaine some electricity basics and some formula
BETA-1.9_r38
Website | Github | IRC
Website | Github | IRC
Website | Github | IRC
As I mentioned in an earlier comment, it is my personal opinion that some of the models in this mod are a bit too detailed for Minecraft. This is actually keeping me from wanting to use the mod in my survival worlds, even though I'm having a lot of fun messing around with it in creative mode. I just think stuff like the electric furnace, turbines and other machines don't match the look of the rest of the game.
Because of this I've been thinking about creating some alternative models and textures of my own, that I could apply kind of like a resource pack and make them look more to my taste. So my question is if you know of any way to do what I want? I tried making some simple models in blender, exporting as OBJ and putting them into a standard resource pack with the same names and folder structures as you use in your mod, but I guess Minecraft won't recognize models like these.
Is it even possible?
Hi,
I have fix that, that come in r40. If they have register logs and leaf into ore dictionnary => ok in r40.
Hi, yes it's possible, you must additionaly
Website | Github | IRC
Sorry for bad english/
Hi,
Could you give me case where relay and cable can't handle the power you need ?
Relay for cable => signal processor don't do the job ?.
Website | Github | IRC
Hi,
Do you have enabled modbus ?
In eln.cfg
modbus {
B:enable=false Is it to false ?
}
Website | Github | IRC
This happens when I try to transmit power more than 6 kW, аpproximately.
To use multiple switches or relays is not the best solution
What formula i need to use for cutting of signal line?
It's strang, i juste have tested, and eln.cfg created has this flag to false. Maybe you get this flag to true from a very old version of the mod, even if now you have a recent version.
Thanks for issue ^^
In last version, over current don't destroy relay, switch and probes. Do you play on last version ? (r39) ?
One thing that is possible is that we add cables thermal dissipator, that rise the maximal current throung electrical cable. What do you think about this solution ?
no problem for english
Website | Github | IRC