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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Kataiser9»

    Double-check to make sure they're not running out of coolant?



    It turns out they did indeed. Solved with a bedrock pipe and a few more refrigeration units.

    Now the plasma setup seems to work fine aside from a terrible lag, but unfortunately it only leads to the next problem, this time it's really wtf: neutron absorbers dont seem to share their heat with boilers. There's literally an absorber at ~250+ degrees with a couple of boilers next to it at ~6 or even -2, that's minus two. I assume they do disperse some heat somehow since they dont overheat. But the steam is not being produced, obviously. It wasnt always like this, the first few test runs did produce steam before plasma leaked all over the place and/or absorbers melted down due to not enough boilers presumably. I remember seeing boilers at 400+ degrees back then.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Silfryi»

    Injector main block facing direction. It's facing backwards right now.




    Got it, thanks! The importance of direction was mentioned in that old Reika's video now that I rewatched it. Probably missed it the first time.


    Anyway it does work fine now except when there's more plasma in the toroid magnets (when 3 or all 4 injectors are on) it starts leaking badly. I am pretty sure donuts themselves are placed and facing correctly. What could be the problem? Not enough charge? Too much charge? Not enough van de graaffs? I have 4 van de graaffs total, each placed in the middle between two injectors (under 5th toroid), receiving 4 MW each. Upping to 8 MW didnt change anything.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Anybody has a clue why plasma isn't going into the injector but in the exactly opposite direction instead? Containment pipe is charged, connected, injector is an assembled multiblock with holes going out into the toroid magnet ring.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from xFaceMcShootyx»

    I'm not sure if this is the right place for a bug report, but- RotaryCraft latest version (currently V29g) The shaft power bus is "making up" more devices than it is connected to. I have it connected to 61 fans, but when i look at the power bus controller it says power is being split between 13712 devices (and climbing). I've attached screenshots. if you need my logs let me know.




    Wow man how many consumers do you run? :D

    That's how much canola I need for my early-mid-ish game, hydrokinetics and 1.5x regular turbines with HTGR (one turbine is off ~half the time). And I dont even centrifuge husks yet.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Dragon_Awakens»

    howdy I just got one question are you guys planning on porting some mods to newer versions the (the mods I'm wondering about are rotarycraft reactorcraft and eletricraft all wonderful mods by the way ) if not ok if so awesome either way don't stop doing what you love my favorite mod right now is reactorcraft it can be confusing but am managing and its absolutely an amazing mod have a good day guys


    This is probably the most asked question and AFAIK Reika doesn't have any plans to port his mods anytime soon. At least that's the public version, we can never know maybe he secretly does work on it ;) But I doubt it very much judging by how much additional content the mods themselves receive all the time.


    I'd rather invite you to 1.7.10, just because later versions of MC exist does not mean this one became worse somehow. And all the new vanilla content newer versions got frankly hardly amount to one mediocre mod's worth of content. 1.7.10 has unbelievable amount of community content even besides Reika's mods. Yes something like Immersive Engineering is way better in 1.12 but it's just one mod among many. And judging by increasing amount of Youtube videos on 1.7.10, I'd even say more an more people start thinking this way. Maybe it's 1.7.10 renaissance. But then again there was probably never any dark ages for this version ;)

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Why doesn't this work? Items get dropped into the reservoir (at least it looks that way visually) but alloying process does not start. If I throw them in by hand in this exact setup, it does work. I also used OpenBlocks Item Dropper with no results.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    @Reika: Propeller Blade Cast cannot be put into Pattern Chest unlike Tinkers' Construct's casts. I'm not sure if this is important enough to open an issue, nor if you can do anything about it without modifying TC code / configs though.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Nice, I dont think ProjectRed has wireless redstone, at least not in any modules I have. So I use RFTools for wireless, and PR for timers and gates. Though RFTools also has a timer and a sequencer I think. As for the switching ratios for the Extractor, I had a setup of PR timers, gates and toggle latches for CV. if ER can do it with just one block its definitely more convenient and makes for more compact industrial area. I think I will give it a try, only to have something new if nothing else. It's really been years since I've had a new mod installed, not counting Satisforestry :)

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I use ProjectRed's clock I think it's a pulse every 0.2 sec on the fastest setting, though visually I dont think it rotates 5 times per second. Either way it works just fine with both magnetizing unit and the engine.


    So, today I went through changelogs like every responsible base owner should do after their base blows up, and then searched the issues, and it turns out pulse jet furnace is exploding no matter what. It's just what it does nowadays. Looking forward to the next update ;(


    Edit: what's a "your clock"? Something from expanded redstone? Does that mod offer anything ProjectRed does not have, in terms of function or at least convenience? I was thinking of trying it out for a long time but I'm just not sure if it's worth it when the pack is already kinda bloated

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Gyatlov, its not like Reika keeps hiring private detectives to find whether his mods are used in private packs ;) The reason he wants to restrict their usage in public packs (AFAIK) is that their creators often like to mess with recipes in misguided attempts to "fix" the "balance" and consequently players get a subpar experience (like schizophrenic progression tiers or unable to progress at all due to circular requirements), and so they think these mods are very bad and/or retarded. And then go and report bugs to Reikas site on account of a mess pack creators made.


    As for the shortcomings of 1.7.10 I happened to have a very different experience. A few times I've tried to move to 1.12 I realized to my horror that lack of Rotarycraft is the least of my problems: those packs are just bad compared to what I have in 1.7.10. I think I've found maybe one or two mods that I liked, a maths themed magic mod, and a lovecraftian themed magic mod. I found many popular mods terribly lacking in imagination, fun, or purpose. Even the "future" versions of mods I like, are not as fun to me as their 1.7.10 versions: namely Blood Magic, Ender IO (some of their 1.1.12 machines are very nice but I prefer 1.7.10 overall) and others. If you tell what you miss in particular from 1.12, maybe people here would be able to suggest you alternatives. Or just generally suggest you good 1.7.10 mods that havent been ported to 1.12 (and probably never will be).

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from IAimBotI»


    My guess would be the AC engine, but I never use it cuz it is pain.



    No, I use it all the time, it's neither pain nor does it require a flywheel. Power is very stable as long as you provide a charged shaft core and an alternating redstone signal.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Where do you guys use RC flywheel? I just realized I've never used them that I recall, nor ever missed them. Which power source setup fluctuates enough to justify it?

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Any ETA on Satisforestry update release?

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Wait you can pump directly into the stand? I used to use a spiller :)

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Looks more like XML syntax problem. Can you upload the one that crashes to a pastebin? I can read Cyrillic.


    Or maybe this would be enough to help you.

    Posted in: Minecraft Mods
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