Reika I was planning on making a modpack using a strong mod progression, with rotary gated behind EnderIO. Basically I would support 666_lumberjack's request but in my case I would like to use dark steel ingots, which if you are not familiar with EnderIO are an alloy of obsidian, coal dust and iron.
Reika I was planning on making a modpack using a strong mod progression, with rotary gated behind EnderIO. Basically I would support 666_lumberjack's request but in my case I would like to use dark steel ingots, which if you are not familiar with EnderIO are an alloy of obsidian, coal dust and iron.
thanks and keep up the good work
Also fine.
Quote from ScalorujumpChromaticraft v3d. Do the Iridescent crystal shards and chunks have a use yet? I cant find a recipe that uses them.
Making them is not cheap, so is there a point to spending so much liquid chroma to get one irid chunk?
@Silver_Pharaoh: One machine springs to mind (but is definitely not limited to it) is the Mass Fabricator from IC2.
Technically you can feed that 1 million EU/t with a clever set up. If that is desirable is up to the individual player, feeding it that much and actually being able to provide the other resources it needs would make the rest of the game pointless. But 20K EU/t for that machine is a drop in the ocean.
However, IC2 (vanilla) is not the only mod that deals with EU. I am sure there are Gregtech machines that require insane amounts of EU and besides. The reactor you are using is targeted at Reikas mods which do require those power levels. Try powering Reikas high end machines with an IC2 Reactor and the relevant conversion machine. Not going to work.
Ahh. Thanks for clarifying that for me.
I see how it sounds dumb for me to ask if a nerf exists for EU generation now that I know that.
I ditched Gregtech after I discovered he not only messed with the vanilla recipes more (I coped with it back in 1.5.2) but now he's screwed with the IC2 circuits requiring some red ingot to make wires.I got tired of him sticking his nose where it shouldn't be.
Anyway, yes, I run my mass fab all the time thus the reason I wanted to try reactorcraft
On the bright side, I finally found a way to really reduce the EU. In case anyone wants to know.
Turbine -> 2:1 gearbox -> 16:1 gearbox -> 2:1 gearbox -> worm gear -> generator -> EU.
All gearboxes are in speed mode.
That took roughly 10 K EU/t down to just under 800 EU/t.
I love the idea of the extractor and was thinking to myself, what about those other ores?
I see you got that covered already. :3
... On a side note, if these forums don't stop breaking my posts i will burst a vein.
This finally allows for players to specify additional ores that they wish the Extractor to handle, in addition to the vanilla ores and the mod ones I natively support.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Ran into some weird graphics glitches with geostrata. Seems to be on limestone and marble so far, maybe more. Depending on the block stack, it's transparent. Really bothersome, and I'm not sure what's causing it.
Ran into some weird graphics glitches with geostrata. Seems to be on limestone and marble so far, maybe more. Depending on the block stack, it's transparent. Really bothersome, and I'm not sure what's causing it.
This reminds me of a optifine bug I had awhile back , and by removing optifine it fixed it . If you are using optifine try removing it , and see if it fixed it .
This finally allows for players to specify additional ores that they wish the Extractor to handle, in addition to the vanilla ores and the mod ones I natively support.
Hey Reika will your next release fix the waila issue ? I rather have a official fix from you . Also I don't know if you could implement something like this, but it would be awesome to be able to completely hide the logging your mod does in the console on load , and Still be able to create crash logs. Its just your mods clog up the console at times with useless info to me . Thanks Reika !
Ran into some weird graphics glitches with geostrata. Seems to be on limestone and marble so far, maybe more. Depending on the block stack, it's transparent. Really bothersome, and I'm not sure what's causing it.
Nor am I.
Quote from crunkazcanbejump
Also I don't know if you could implement something like this, but it would be awesome to be able to completely hide the logging your mod does in the console on load , and Still be able to create crash logs. Its just your mods clog up the console at times with useless info to me . Thanks Reika !
Try reading the configs.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
in DragonAPI.cfg, then I'm not sure it's working properly, because I see lots of mentions of TileEntity Accelerator Blacklisting, adding ore entries, adding immutable properties, etc.
I had a similar transparent block issue when i installed my current run of mods. It was caused by the "Blocks3D mod".
I suspect you have it installed, judging by your quickbar's icon on the item you have selected.
On a side note, it also caused all "Biomes o' plenty" bushes, flowers, grass and a few of it's blocks to become transparent as well.
Thanks for the reply, as well as the topic author! I actually mistook Chisel 2's blocks for Geostrata's given the theme similarity. I just removed chisel 2 since it wasn't really important. If it was geostrata, I would have suicided lol
Reika, i like your recent updates, especially the cooling fin fix, now it's a waiting game or fighting the urge to just install an IDE, set up and environment and compile your latest repo.
And all those tiny but oh so pleasant to see optimizations and refactorings.
Here's another two:
/ModInterface/TileEntitySteam.java @ 76
private void getSteam(...)
Unused function.
Unused functions may become used in the future and are at any rate harmless.
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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 have an issue with the chain drive. I could not find any documentation of any recent changes, but it seems that the chain drive is halving the input torque from the fuel powered engine I am using it with. See the attached image. The speed is being halved and the torque doubled from the 2x gear box to powered the distillery, but the torque is being halved on the bottom chain drive. The top one is receiving the appropriate 2048nm and 262kW, but only outputting 1024nm and 131kW from the bottom. The screenshot is after using the transducer on the bottom chain drive block. If this was an intentional nerf, perhaps the guide entry can be changed?
A couple of months ago,I came into this thread and acted pretty unreasonable,and would like to apologize for this
I have to commend you for apologizing, though your case was more tame than several others I see regularly.
Quote from ZanzammarjumpI have an issue with the chain drive. I could not find any documentation of any recent changes, but it seems that the chain drive is halving the input torque from the fuel powered engine I am using it with. See the attached image. The speed is being halved and the torque doubled from the 2x gear box to powered the distillery, but the torque is being halved on the bottom chain drive. The top one is receiving the appropriate 2048nm and 262kW, but only outputting 1024nm and 131kW from the bottom. The screenshot is after using the transducer on the bottom chain drive block. If this was an intentional nerf, perhaps the guide entry can be changed?
Is one chain drive in double-output mode? I added that somewhat recently in update cycles (v25 I think).
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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 have to commend you for apologizing, though your case was more tame than several others I see regularly.
True enough,looking back on old posts really make me cringe :/
edit:
reactorcraft page mentions this: Note: Due to internal game mechanics, active fission reactors in unloaded chunks risk a meltdown. Use chunkloaders or shut down your reactors as necessary.
Found an issue when installing rotarycraft. Normally I can craft magical wood from extra utilities using enchanted tools/weapons/armor. After installing rotarycraft the receipe returns nothing. Using enchanted books still works.
Screenshot: (this recipe works and shows 8 magical wood if i disable rotarycraft)
This took so long to track down, my main pack has 144 mods, I dont even know how yours relates to enchanted tools. I saw one setting in the config about locking enchant level on bedrock tools... toggled it with no change.
I will fix this.
thanks and keep up the good work
Also fine.
Power Crystals.
I can add that.
https://github.com/ReikaKalseki/RotaryCraft/blob/master/CustomExtractLoader.java
I also rewrote the extractor; it should now be even more streamlined than before.
Huh, that's neat. I just picked my nose and farted, so I guess you win.
Ahh. Thanks for clarifying that for me.
I see how it sounds dumb for me to ask if a nerf exists for EU generation now that I know that.
I ditched Gregtech after I discovered he not only messed with the vanilla recipes more (I coped with it back in 1.5.2) but now he's screwed with the IC2 circuits requiring some red ingot to make wires.I got tired of him sticking his nose where it shouldn't be.
Anyway, yes, I run my mass fab all the time thus the reason I wanted to try reactorcraft
On the bright side, I finally found a way to really reduce the EU. In case anyone wants to know.
Turbine -> 2:1 gearbox -> 16:1 gearbox -> 2:1 gearbox -> worm gear -> generator -> EU.
All gearboxes are in speed mode.
That took roughly 10 K EU/t down to just under 800 EU/t.
This finally allows for players to specify additional ores that they wish the Extractor to handle, in addition to the vanilla ores and the mod ones I natively support.
This reminds me of a optifine bug I had awhile back , and by removing optifine it fixed it . If you are using optifine try removing it , and see if it fixed it .
Hey Reika will your next release fix the waila issue ? I rather have a official fix from you . Also I don't know if you could implement something like this, but it would be awesome to be able to completely hide the logging your mod does in the console on load , and Still be able to create crash logs. Its just your mods clog up the console at times with useless info to me . Thanks Reika !
Nor am I.
Try reading the configs.
If that refers to the option
in DragonAPI.cfg, then I'm not sure it's working properly, because I see lots of mentions of TileEntity Accelerator Blacklisting, adding ore entries, adding immutable properties, etc.
Thanks for the reply, as well as the topic author! I actually mistook Chisel 2's blocks for Geostrata's given the theme similarity. I just removed chisel 2 since it wasn't really important. If it was geostrata, I would have suicided lol
Unused functions may become used in the future and are at any rate harmless.
I have to commend you for apologizing, though your case was more tame than several others I see regularly.
Is one chain drive in double-output mode? I added that somewhat recently in update cycles (v25 I think).
True enough,looking back on old posts really make me cringe :/
edit:
reactorcraft page mentions this:
Note: Due to internal game mechanics, active fission reactors in unloaded chunks risk a meltdown. Use chunkloaders or shut down your reactors as necessary.
Does this include SSP logging in/out?
DragonAPI: 1.7.10 V3d
extrautilities: 1.2.1
RotaryCraft: 1.7.10 V3d
Found an issue when installing rotarycraft. Normally I can craft magical wood from extra utilities using enchanted tools/weapons/armor. After installing rotarycraft the receipe returns nothing. Using enchanted books still works.
Screenshot: (this recipe works and shows 8 magical wood if i disable rotarycraft)
Log: (upto me hitting ESC to copy log :P)
http://pastebin.com/BYRbXmmD
This took so long to track down, my main pack has 144 mods, I dont even know how yours relates to enchanted tools. I saw one setting in the config about locking enchant level on bedrock tools... toggled it with no change.