Total power is key to the DPA. Torque affects the amount of water you get per cycle, and Speed affects the time per cycle, so you need both. I don't believe biome or any such thing matters at all for the DPA.
I've been trying to set up a Rev 2 server, and am having a lot of problems that seem to be stemming from BOPs Loamy Grass/Dirt. Is there any easy way to deal with this?
Specifically, it can't be hoed, ignores physics, and is very problematic with Harder Ores ( Very few indicator flowers, bonemeal only spawns vanilla grass/flowers, sluice rarely works, and when it does often gives the wrong ore dust. EX: Chunk with over 90 iron ores and only 12 copper, has copper flowers but no poorjoe, bonemeal produces no indicators at all, and sluice only occasionally provides copper dust. ) This is when using RTG.
Removing BOP entirely breaks a lot of structures, and is far more limited in the biomes. There doesn't appear to be anything in configs to control the loamy grass, and I don't see anyone else talking about these problems. ( I've spent over a week now trying to fix this thinking it's something on my end due to the lack of complaints about it breaking everything. )
I've considered using COG to replace the loamy grass and dirt with vanilla ones, but I can't imagine that would be great for performance. NTM I have minimal experience even using COG to do anything besides crash:)
Update: I still can't get Loamy Grass to cooperate, but I think I've narrowed down some of the randomness issues. It seems some biomes, the flowers are generating before COG runs. So, I get poorjoes indicating iron ore, then COG runs and may or may not have any iron around, and no flowers for other things that might be there.
In my current test world for example, a plains has the wrong flowers, but a shrubland has the correct ones. I'm going through some of the biomes to see if I notice anything more consistent.
Loamy grass is not supposed to be plantable and should interfere with ore flowers as it's not a valid target -- but that shouldn't interfere with the sluice and ore flowers (assuming you clear the loam or put regular dirt over the top).
Are you pregenerating your world? There's a current issue with ore flowers, sluices, and pregenerated worlds.
Loamy grass is not supposed to be plantable and should interfere with ore flowers as it's not a valid target -- but that shouldn't interfere with the sluice and ore flowers (assuming you clear the loam or put regular dirt over the top).
Are you pregenerating your world? There's a current issue with ore flowers, sluices, and pregenerated worlds.
Ok, the loamy was fixed some time ago then ( replacing with grass, I can bonemeal and get indicators. This is still a bit annoying...as plenty of other flowers appear fine on loamy, but now that I know it isn't supposed to get indicators I can at least work around that. Note: I had made some changes a week ago, but I'm currently on completely stock. )
Just found a forest that is also not cooperating. Iron and Gold flowers where there is 0 iron or gold, and bonemeal produces no indicators. I'm fairly far from spawn, and I am not pregenerating. ( I do look at the known issues at log in, thanks for that! ) Going to try and find more vanilla biomes, and see if the same ones fail, or if it's sporadic.
EDIT: Well, that's even more confusing. Multiple jungle tests seem to work fine, so it's not just vanilla biomes. Even worse: In this plains I found, Tin works fine. ( Found tin indicators, bonemealed and got tin indicators, tin in the ground. ) However, iron does not. ( Found poorjoe, bonemealed and got tin indicators. Tin in the ground, no iron. )
Ok, the loamy was fixed some time ago then ( replacing with grass, I can bonemeal and get indicators. This is still a bit annoying...as plenty of other flowers appear fine on loamy, but now that I know it isn't supposed to get indicators I can at least work around that. Note: I had made some changes a week ago, but I'm currently on completely stock. )
Just found a forest that is also not cooperating. Iron and Gold flowers where there is 0 iron or gold, and bonemeal produces no indicators. I'm fairly far from spawn, and I am not pregenerating. ( I do look at the known issues at log in, thanks for that! ) Going to try and find more vanilla biomes, and see if the same ones fail, or if it's sporadic.
Remember, world generated flowers have a range of 30 blocks on the X/Z plane. I have yet to find a mis-spawned flower. Stand on top of one and do /oredistribution 30. I bet you'll find whatever ore is indicated within that list. I have even had flowers spawn with a single ore in range!
Bone mealing only has a range of 8 blocks x/z and realistically, about 16 down (it 'sees' much farther than that, but the chance of the flower appearing is really low past 16 blocks on the Y
Remember, world generated flowers have a range of 30 blocks on the X/Z plane. I have yet to find a mis-spawned flower. Stand on top of one and do /oredistribution 30. I bet you'll find whatever ore is indicated within that list. I have even had flowers spawn with a single ore in range!
Bone mealing only has a range of 8 blocks x/z and realistically, about 16 down (it 'sees' much farther than that, but the chance of the flower appearing is really low past 16 blocks on the Y
Wow...that is quite the difference between the 2, and really makes natural indicators pretty worthless. I'm guessing there's no way to tweak those numbers?
At least I know it seems to be working as intended then, thanks.
There's a config setting. You can find it in /config/enviromine/profiles/default/default_settings.cfg.
Alright i found it. What do i put in to prevent the food from spoiling? Is there a special number or word to deactivate it? Or should i just increase the number to something ridiculous?
Alright i found it. What do i put in to prevent the food from spoiling? Is there a special number or word to deactivate it? Or should i just increase the number to something ridiculous?
Err...which setting are you talking about? This should be very obvious:
"B:"Enable food spoiling"=true" - set this to "false".
Ok, the loamy was fixed some time ago then ( replacing with grass, I can bonemeal and get indicators. This is still a bit annoying...as plenty of other flowers appear fine on loamy, but now that I know it isn't supposed to get indicators I can at least work around that. Note: I had made some changes a week ago, but I'm currently on completely stock. )
Just found a forest that is also not cooperating. Iron and Gold flowers where there is 0 iron or gold, and bonemeal produces no indicators. I'm fairly far from spawn, and I am not pregenerating. ( I do look at the known issues at log in, thanks for that! ) Going to try and find more vanilla biomes, and see if the same ones fail, or if it's sporadic.
EDIT: Well, that's even more confusing. Multiple jungle tests seem to work fine, so it's not just vanilla biomes. Even worse: In this plains I found, Tin works fine. ( Found tin indicators, bonemealed and got tin indicators, tin in the ground. ) However, iron does not. ( Found poorjoe, bonemealed and got tin indicators. Tin in the ground, no iron. )
The issue with the sluice and bonemeal is not constrained to pregenerating worlds. When chunks are generated, the information for the ores is calculated and saved on the chunk. But sometimes, due to MC load/unload mechanics, the chunk is unloaded before the information is calculated, so its not saved.
This easily happens on pregeneration, since the server is under heavy load and chunks are generated and unloaded very fast.
But it can also happen with normal world generation, while you are moving and generating new chunks... I had it a LOT. Like, most of my normally generated chunks didnt had it since I was flying too fast in creative. There is not much that can be done to solve this.
The mod is supposed to recalculate this information when a chunk is loaded and the information is missing but, due to some issues, its not doing it correctly. And this is the real issue, since you cant prevent data from not being stored but it should recalculate when missing.
The mod developer is aware of this and a solution 'already' exists, it just needs to be optimized coz the current state of the solution... made my server almost stop multiple times
So, until then, yes, you might have issues with the bonemeal and sluice even on normally generated chunks.
I posted this in update site, but i'll double post it here. It looks like Mapwriter doesn't play nice with chromaticraft. Attempting to launch using Mapwriter gave me this error log, which seems to indicate what i just said.
java.lang.NullPointerException: Registering texture
at Reika.ChromatiCraft.World.Dimension.Biome.StructureBiome.func_150558_b(StructureBiome.java:40)
at mapwriter.BlockColourGen.genBiomeColours(BlockColourGen.java:78)
at mapwriter.BlockColourGen.genBlockColours(BlockColourGen.java:184)
at mapwriter.Mw.reloadBlockColours(Mw.java:402)
at mapwriter.forge.EventHandler.onTextureStitchEventPost(EventHandler.java:77)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_1554_EventHandler_onTextureStitchEventPost_Post.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandl...(EventBus.java:140)
at net.minecraftforge.client.ForgeHooksClient.onTextureStitchedPost(ForgeHooksClient.java:276)
at net.minecraft.client.renderer.texture.TextureMap.func_110571_b(TextureMap.java:311)
at net.minecraft.client.renderer.texture.TextureMap.func_110551_a(TextureMap.java:97)
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(TextureManager.java:89)
at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(TextureManager.java:172)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManage...:143)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManage...:121)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:617)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:327)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
As an aside, should i be concerned that some reactorcraft ores are set to not spawn in the COG default set up?
I posted this in update site, but i'll double post it here. It looks like Mapwriter doesn't play nice with chromaticraft. Attempting to launch using Mapwriter gave me this error log, which seems to indicate what i just said.
<snip>
As an aside, should i be concerned that some reactorcraft ores are set to not spawn in the COG default set up?
Unfortunately, the only solution open to me is to remove mapwriter.
As far as the reactorcraft ores, this is intentional. ReactorCraft ores appear elsewhere in the game and are completely obtainable.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/3/2014
Posts:
63
Member Details
I just noticed that the filling cabinets are disabled.
I am sure you might have your reasons, I would just like to know what they are... since they are practically the only non-chaotic way of storing seeds and bees.
Biomes do matter:
http://rotarycraft.wikia.com/wiki/Dew_Point_Aggregator
One steam engine, however, is indeed a pitiful amount of power, just two times the miminum requirement.
Can I ask what the intro songs on the home page when you launch the instance are?
They're from the Aviators. There's a link on the left on the main menu 'Aviator's Music' to visit their site.
I've been trying to set up a Rev 2 server, and am having a lot of problems that seem to be stemming from BOPs Loamy Grass/Dirt. Is there any easy way to deal with this?
Specifically, it can't be hoed, ignores physics, and is very problematic with Harder Ores ( Very few indicator flowers, bonemeal only spawns vanilla grass/flowers, sluice rarely works, and when it does often gives the wrong ore dust. EX: Chunk with over 90 iron ores and only 12 copper, has copper flowers but no poorjoe, bonemeal produces no indicators at all, and sluice only occasionally provides copper dust. ) This is when using RTG.
Removing BOP entirely breaks a lot of structures, and is far more limited in the biomes. There doesn't appear to be anything in configs to control the loamy grass, and I don't see anyone else talking about these problems. ( I've spent over a week now trying to fix this thinking it's something on my end due to the lack of complaints about it breaking everything. )
I've considered using COG to replace the loamy grass and dirt with vanilla ones, but I can't imagine that would be great for performance. NTM I have minimal experience even using COG to do anything besides crash:)
Update: I still can't get Loamy Grass to cooperate, but I think I've narrowed down some of the randomness issues. It seems some biomes, the flowers are generating before COG runs. So, I get poorjoes indicating iron ore, then COG runs and may or may not have any iron around, and no flowers for other things that might be there.
In my current test world for example, a plains has the wrong flowers, but a shrubland has the correct ones. I'm going through some of the biomes to see if I notice anything more consistent.
Eucalyptus Forest seems to work fine.
Jungle works.
Lush Swamp works.
Loamy grass is not supposed to be plantable and should interfere with ore flowers as it's not a valid target -- but that shouldn't interfere with the sluice and ore flowers (assuming you clear the loam or put regular dirt over the top).
Are you pregenerating your world? There's a current issue with ore flowers, sluices, and pregenerated worlds.
How do i grow the plants tht usually grow on water? Like rice and seaweed. I can't plant them in the water. Do i just... do it on the dirt?
My fave TF is Trepan.
I also want to disable rotting. I don't enjoy this feature, but i like the rest of the mod including the gasses and such. How do i do this?
My fave TF is Trepan.
There's a config setting. You can find it in /config/enviromine/profiles/default/default_settings.cfg.
Right click irrigated farmland with a shovel. This will make a water pad.
Ok, the loamy was fixed some time ago then ( replacing with grass, I can bonemeal and get indicators. This is still a bit annoying...as plenty of other flowers appear fine on loamy, but now that I know it isn't supposed to get indicators I can at least work around that. Note: I had made some changes a week ago, but I'm currently on completely stock. )
Just found a forest that is also not cooperating. Iron and Gold flowers where there is 0 iron or gold, and bonemeal produces no indicators. I'm fairly far from spawn, and I am not pregenerating. ( I do look at the known issues at log in, thanks for that! ) Going to try and find more vanilla biomes, and see if the same ones fail, or if it's sporadic.
EDIT: Well, that's even more confusing. Multiple jungle tests seem to work fine, so it's not just vanilla biomes. Even worse: In this plains I found, Tin works fine. ( Found tin indicators, bonemealed and got tin indicators, tin in the ground. ) However, iron does not. ( Found poorjoe, bonemealed and got tin indicators. Tin in the ground, no iron. )
Remember, world generated flowers have a range of 30 blocks on the X/Z plane. I have yet to find a mis-spawned flower. Stand on top of one and do /oredistribution 30. I bet you'll find whatever ore is indicated within that list. I have even had flowers spawn with a single ore in range!
Bone mealing only has a range of 8 blocks x/z and realistically, about 16 down (it 'sees' much farther than that, but the chance of the flower appearing is really low past 16 blocks on the Y
Wow...that is quite the difference between the 2, and really makes natural indicators pretty worthless. I'm guessing there's no way to tweak those numbers?
At least I know it seems to be working as intended then, thanks.
Alright i found it. What do i put in to prevent the food from spoiling? Is there a special number or word to deactivate it? Or should i just increase the number to something ridiculous?
My fave TF is Trepan.
Alright i will do that, but it should be noted that Rice is actually growing on normal tilled dirt.
My fave TF is Trepan.
Err...which setting are you talking about? This should be very obvious:
"B:"Enable food spoiling"=true" - set this to "false".
The issue with the sluice and bonemeal is not constrained to pregenerating worlds. When chunks are generated, the information for the ores is calculated and saved on the chunk. But sometimes, due to MC load/unload mechanics, the chunk is unloaded before the information is calculated, so its not saved.
This easily happens on pregeneration, since the server is under heavy load and chunks are generated and unloaded very fast.
But it can also happen with normal world generation, while you are moving and generating new chunks... I had it a LOT. Like, most of my normally generated chunks didnt had it since I was flying too fast in creative. There is not much that can be done to solve this.
The mod is supposed to recalculate this information when a chunk is loaded and the information is missing but, due to some issues, its not doing it correctly. And this is the real issue, since you cant prevent data from not being stored but it should recalculate when missing.
The mod developer is aware of this and a solution 'already' exists, it just needs to be optimized coz the current state of the solution... made my server almost stop multiple times
So, until then, yes, you might have issues with the bonemeal and sluice even on normally generated chunks.
I posted this in update site, but i'll double post it here. It looks like Mapwriter doesn't play nice with chromaticraft. Attempting to launch using Mapwriter gave me this error log, which seems to indicate what i just said.
java.lang.NullPointerException: Registering texture
at Reika.ChromatiCraft.World.Dimension.Biome.StructureBiome.func_150558_b(StructureBiome.java:40)
at mapwriter.BlockColourGen.genBiomeColours(BlockColourGen.java:78)
at mapwriter.BlockColourGen.genBlockColours(BlockColourGen.java:184)
at mapwriter.Mw.reloadBlockColours(Mw.java:402)
at mapwriter.forge.EventHandler.onTextureStitchEventPost(EventHandler.java:77)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_1554_EventHandler_onTextureStitchEventPost_Post.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandl...(EventBus.java:140)
at net.minecraftforge.client.ForgeHooksClient.onTextureStitchedPost(ForgeHooksClient.java:276)
at net.minecraft.client.renderer.texture.TextureMap.func_110571_b(TextureMap.java:311)
at net.minecraft.client.renderer.texture.TextureMap.func_110551_a(TextureMap.java:97)
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(TextureManager.java:89)
at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(TextureManager.java:172)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManage...:143)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManage...:121)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:617)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:327)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
As an aside, should i be concerned that some reactorcraft ores are set to not spawn in the COG default set up?
Unfortunately, the only solution open to me is to remove mapwriter.
As far as the reactorcraft ores, this is intentional. ReactorCraft ores appear elsewhere in the game and are completely obtainable.
EDIT: Be sure to check out the game changes page: http://revolutionpack.info/article/rev2-gameplay-changes/
I just noticed that the filling cabinets are disabled.
I am sure you might have your reasons, I would just like to know what they are... since they are practically the only non-chaotic way of storing seeds and bees.