There is one problem my modpack has a huge fps drop when I make somthing or look in NEI for a recipe,
and than it crashes with no error log.
But when I delete the Extra utilities 1.7.2 V1.1.0B it works and is stable to play so this mod or one of my other mods in the pack, are colliding with each other.
I will test it with a clean build right now.
I found out that extra utilities v1.1.0B for 1.7.2 is not stable with enderio 1.1.0 aplha 71. So I will try to update that first.
EDIT:
I now found that even with the update of forge enderIO and the latest build of extra utlitties that my pack is not stable and crashes ;_; So I have to make a choice with mod I will pick but it would be this one.
I found out that extra utilities v1.1.0B for 1.7.2 is not stable with enderio 1.1.0 aplha 71. So I will try to update that first.
EDIT:
I now found that even with the update of forge enderIO and the latest build of extra utlitties that my pack is not stable and crashes ;_; So I have to make a choice with mod I will pick but it would be this one.
Hi NLxDoDge,
When does the crash happen? I have been using EnderIO and extra utilities for quite some time now and haven't had any issue myself. I am currently using build 107 for EnderIO and 1.1.0B Extra Utilities.
The mod that has been a little problematic for myself was Mariculture. It seems that every so many updates, Mariculture seems to have an issue with one mod or another. At one point, it was Extra Utilities, at another point it was Biomes O' Plenty. At the moment Mariculture b10 seems to play well with most other mods.
Is there anyway to make the heated redstone generator not generate energy when it doesn't need to? obviously not supplying the generator with destabilized redstone would work but even then, without CC is that even possible without all that manual labor?
Lots of dead ends....redstone signals do nothing to the generator, can't use gates on energy cells, can't use gates on the generator and lua is something of a mystery to me so CC is basically out.
I know there is a way to either not make it generate or make it so destabilized redstone isn't pumped into the generators unless the energy cells need energy but I have yet to arrive
Is there a reason that in 1.7.2 abunch off differnet blocks are missing their texture?
please fix it
If you are using optifine or any type of shader mod (to add effects), try removing them at least temporarily.
Second, be sure to be using the latest recommended version of Forge.
If you are still having trouble, make a brand new Minecraft installation or profile and only install Extra Utilities and nothing else - just to test it.
I am not having any issues with missing textures with the latest version.
Is there anyway to make the heated redstone generator not generate energy when it doesn't need to? obviously not supplying the generator with destabilized redstone would work but even then, without CC is that even possible without all that manual labor?
Lots of dead ends....redstone signals do nothing to the generator, can't use gates on energy cells, can't use gates on the generator and lua is something of a mystery to me so CC is basically out.
I know there is a way to either not make it generate or make it so destabilized redstone isn't pumped into the generators unless the energy cells need energy but I have yet to arrive
I used the generators for backup power and only backup power because of this same issue. They really could use some way to turn them off without losing all that power...
Rollback Post to RevisionRollBack
If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
I thought the pumps and quarries already accepted EU and MJ for power?
I meant for IC2 stuff to accept RF for power. Otherwise I can't get it to connect. The energy transfer node for example takes in EU as RF but can't send out the RF as EU.
Rollback Post to RevisionRollBack
Read the latest pages before you ask something, you might save yourself some trouble.
I took down godzilla from the godzilla mod with vanilla gear and only lost ~17000 HP.
I dunno, I like the idea of having a power translation mod completely by itself. Power translation usually means that the mod doing the translation needs to include the API for each of the various power systems it supports. This is usually what hold back large mods that include power translation when migrating to a new version of Minecraft. Simply because the APIs are usually a moving target for the first couple of months.
This is why RF power is so popular. Mod authors don't have to wait for a new version of UE... or IC2... or <insert power mod here> to start porting their mod over to the new version.
I dunno, I like the idea of having a power translation mod completely by itself. Power translation usually means that the mod doing the translation needs to include the API for each of the various power systems it supports. This is usually what hold back large mods that include power translation when migrating to a new version of Minecraft. Simply because the APIs are usually a moving target for the first couple of months.
This is why RF power is so popular. Mod authors don't have to wait for a new version of UE... or IC2... or <insert power mod here> to start porting their mod over to the new version.
Not to mention I play in 1.7.2 and I can't find an energy transation mod at this version.
Rollback Post to RevisionRollBack
Read the latest pages before you ask something, you might save yourself some trouble.
I took down godzilla from the godzilla mod with vanilla gear and only lost ~17000 HP.
Not to mention I play in 1.7.2 and I can't find an energy transation mod at this version.
I think that will be the case of most of the conversion mods until UE is released. They are waiting for the API to become available.
But, I'm okay with that because IC2 has it's own sources of power. At the moment, I'm using Thermal Generators to power my IC2 machines. I have a portal to the nether with a minecart filling up a railcraft tank connected to the setup. For a while, I was using the lava generators from extra utilities to provide my RF power to use with EnderIO, Buildcraft and pretty much all of my non-IC2 machines. But, I switched to a self-sustaining Forestry tree farm over the weekend powering 2 solid fuel boilers and 3 liquid fuel boilers (ethanol).
In 1.6.4 I used to use Mekanism's Universal Cables for power conversion. But, after a couple of months playing 1.7.2. I don't miss it. It was kind of neat opening up to other methods to gather power. I'm not sure if I will get a new power conversion mod when they become available again, but it may end up happening when Mekanism is updated.
I used the generators for backup power and only backup power because of this same issue. They really could use some way to turn them off without losing all that power...
I finally decided to say screw losing the redstone/power, I mean its free power generation and resource generation at the cost of about 1135 RF/t and the time it took to tech 6 bees to destabilized bees and do some genetic stuff and whatnot which involved teching to other bees with traits I wanted, it took a while
I have 6 bees rolling (longest life/fastest worker, all the standard industrial apiary upgrades), hooked the 12 generators up, I started with 270 buckets of destabilized redstone, its been a few hours and I'm sitting at 311 buckets, 3 centrifuges are just about keeping up with the number of Electric Combs coming in.
I finally decided to say screw losing the redstone/power, I mean its free power generation and resource generation at the cost of about 1135 RF/t and the time it took to tech 6 bees to destabilized bees and do some genetic stuff and whatnot which involved teching to other bees with traits I wanted, it took a while
I have 6 bees rolling (longest life/fastest worker, all the standard industrial apiary upgrades), hooked the 12 generators up, I started with 270 buckets of destabilized redstone, its been a few hours and I'm sitting at 311 buckets, 3 centrifuges are just about keeping up with the number of Electric Combs coming in.
Seems to be fine so far...
This was one of the reasons why I switched from the Lava Generators to a Forestry farm, Ethanol, Railcraft Boiler, BC Steam Generator setup. I don't have any bee infrastruture yet, so I was stuck with creating a system to pull in lava from the Nether via minecart. But, I was able to get much more power in less space/infrastructure with my new setup. I left the old infrastructure for extra power if needed or portable generators, and the lava continues to power my IC2 setup.
BUT - even if you have CC or OpenComputers shut off the fuel source to a generator, the remaining fuel continues to burn off and it's a rather sizable amount. Currently, you would need to monitor an energy buffer and cut off the fuel to the generator well before the energy buffer fills up. This way, when the remaining fuel is burned off, the energy fills up the energy buffer as close to 100% as possible.
This got me thinking. Are the generators meant to be more on the lines of a quick ad-hoc or portable generator, rather than something people would use in their main infrastructure?
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I can't seem to be able to use the quick obsidian mining recipe. I am using the latest version (1.1.0b) of Extra Utilities, Forge 1126 and I am doing it in the inventory crafting grid as it said. But it doesn't work. :/
I found out that extra utilities v1.1.0B for 1.7.2 is not stable with enderio 1.1.0 aplha 71. So I will try to update that first.
EDIT:
I now found that even with the update of forge enderIO and the latest build of extra utlitties that my pack is not stable and crashes ;_; So I have to make a choice with mod I will pick but it would be this one.
Hi NLxDoDge,
When does the crash happen? I have been using EnderIO and extra utilities for quite some time now and haven't had any issue myself. I am currently using build 107 for EnderIO and 1.1.0B Extra Utilities.
The mod that has been a little problematic for myself was Mariculture. It seems that every so many updates, Mariculture seems to have an issue with one mod or another. At one point, it was Extra Utilities, at another point it was Biomes O' Plenty. At the moment Mariculture b10 seems to play well with most other mods.
Lots of dead ends....redstone signals do nothing to the generator, can't use gates on energy cells, can't use gates on the generator and lua is something of a mystery to me so CC is basically out.
I know there is a way to either not make it generate or make it so destabilized redstone isn't pumped into the generators unless the energy cells need energy but I have yet to arrive
please fix it
If you are using optifine or any type of shader mod (to add effects), try removing them at least temporarily.
Second, be sure to be using the latest recommended version of Forge.
If you are still having trouble, make a brand new Minecraft installation or profile and only install Extra Utilities and nothing else - just to test it.
I am not having any issues with missing textures with the latest version.
I used the generators for backup power and only backup power because of this same issue. They really could use some way to turn them off without losing all that power...
Read the latest pages before you ask something, you might save yourself some trouble.
I took down godzilla from the godzilla mod with vanilla gear and only lost ~17000 HP.
I meant for IC2 stuff to accept RF for power. Otherwise I can't get it to connect. The energy transfer node for example takes in EU as RF but can't send out the RF as EU.
Read the latest pages before you ask something, you might save yourself some trouble.
I took down godzilla from the godzilla mod with vanilla gear and only lost ~17000 HP.
This is why RF power is so popular. Mod authors don't have to wait for a new version of UE... or IC2... or <insert power mod here> to start porting their mod over to the new version.
Not to mention I play in 1.7.2 and I can't find an energy transation mod at this version.
Read the latest pages before you ask something, you might save yourself some trouble.
I took down godzilla from the godzilla mod with vanilla gear and only lost ~17000 HP.
I think that will be the case of most of the conversion mods until UE is released. They are waiting for the API to become available.
But, I'm okay with that because IC2 has it's own sources of power. At the moment, I'm using Thermal Generators to power my IC2 machines. I have a portal to the nether with a minecart filling up a railcraft tank connected to the setup. For a while, I was using the lava generators from extra utilities to provide my RF power to use with EnderIO, Buildcraft and pretty much all of my non-IC2 machines. But, I switched to a self-sustaining Forestry tree farm over the weekend powering 2 solid fuel boilers and 3 liquid fuel boilers (ethanol).
In 1.6.4 I used to use Mekanism's Universal Cables for power conversion. But, after a couple of months playing 1.7.2. I don't miss it. It was kind of neat opening up to other methods to gather power. I'm not sure if I will get a new power conversion mod when they become available again, but it may end up happening when Mekanism is updated.
they look like theyre made for me.
I finally decided to say screw losing the redstone/power, I mean its free power generation and resource generation at the cost of about 1135 RF/t and the time it took to tech 6 bees to destabilized bees and do some genetic stuff and whatnot which involved teching to other bees with traits I wanted, it took a while
I have 6 bees rolling (longest life/fastest worker, all the standard industrial apiary upgrades), hooked the 12 generators up, I started with 270 buckets of destabilized redstone, its been a few hours and I'm sitting at 311 buckets, 3 centrifuges are just about keeping up with the number of Electric Combs coming in.
Seems to be fine so far...
This was one of the reasons why I switched from the Lava Generators to a Forestry farm, Ethanol, Railcraft Boiler, BC Steam Generator setup. I don't have any bee infrastruture yet, so I was stuck with creating a system to pull in lava from the Nether via minecart. But, I was able to get much more power in less space/infrastructure with my new setup. I left the old infrastructure for extra power if needed or portable generators, and the lava continues to power my IC2 setup.
BUT - even if you have CC or OpenComputers shut off the fuel source to a generator, the remaining fuel continues to burn off and it's a rather sizable amount. Currently, you would need to monitor an energy buffer and cut off the fuel to the generator well before the energy buffer fills up. This way, when the remaining fuel is burned off, the energy fills up the energy buffer as close to 100% as possible.
This got me thinking. Are the generators meant to be more on the lines of a quick ad-hoc or portable generator, rather than something people would use in their main infrastructure?