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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from jmm98»

    It's been a while since I've played and I wanted to check the progress so far. If it's possible, would there be some sort of 3 phase simulation possible? It doesn't need to be accurate, but 3 phase panels, power, and utility lines would be fun to work with in industrial and commercial sized buildings.


    The simulation model is DC or very slow AC, so a 3 phase system is not possible and probably will not happen. But we are working on higher powered systems and distribution.
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51

    We have PLC's on our radar quite for a moment, but there were always more important things to do. So it is at least not gonna happen soon.


    Did you know that you can use the Modbus RTU in order to control EA wireless signals from a real-world PLC?


    https://wiki.electrical-age.net/index.php?title=Modbus_RTU

    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51

    Hi there! I'm interested in developing an addon that throws some light this mod's way, do you guys by chance have an API?


    An API is worked on: https://github.com/Electrical-Age/ElectricalAge/pull/652
    Quote from Snipe13051»

    Is there an equal great mod for 1.10.2? Would love to see that mod in a newer MC version but i think u guys don't have time for that..


    A port has been started, but it is quite hard and will take time: https://github.com/Electrical-Age/ElectricalAge/tree/ports/1.10
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51

    Could you file an issue here with an exact description and the crashlog? That would help us to hunt down the bug and fix it.

    You can respond here too if you do not have a github account or do not want to create one.

    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51

    See here an example for how to use the gas turbines: https://wiki.electrical-age.net/index.php?title=Simple_gas_turbine_control


    If you have trouble, the best is to get in touch with experts using the official support, they are happy to help you: https://electrical-age.net/contact/

    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from don_bruce»
    That's a bug. You'll notice that the 200V battery is similarly mis-textured (unless they changed that since I last played).

    The capacity oriented one is a bug, for the voltage oriented it is actually not a bug. If you look close you will see that there are two 100V cells in series.
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51

    !!! r50 advalable and must fix definitely the disappear bug !!!!

    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51

    Hello world !

    a new mod release is out (1.10 r47) ! Here's a brief list of changes :
    - New mod map data saving system (safer, MC decoupled, retrocompatible) - so as usual, DO A BACKUP before running.
    - Mod now translatable. (Use command "generatelangfiletemplate <fullFileName>" for generate/complete a lang file).
    - New translation : Russian.
    - New objects : Digital Wall Clock, Industrial Data Logger.
    - Enhancement on some 3D models.
    - Minors bugs corrections.

    For the next release, our future work will be more oriented on home consumers.

    Have fun !

    The ElectricalAge team

    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Hello everybody,

    these times, we read a lot of remarks about the mod incompatibilities with others and the low activity on the development.

    At this point, we want to remind you that this mod is Open Source : so this is a world-wide collective work and everyone can contribute to enhance this mod to make it better. :-D
    However, incompatibilities with others mod are unavoidable, since Minecraft as not been studied for modding (no API, etc...). So, the work to maintain compatibility between mods is very important - not to mention that a lot of them are closed source (too bad, really).

    Another embarrassing point is that a lot of people download the mod from untrusted website, frequently older versions and sometimes with unknown modified content... Modders and modpackers, we invite you to download the mod from the only one official website on : http://electrical-age.net/. For specifics needs, we have intentionally left all older versions too.

    Finally, about the mod low activity, we (the 3 main developers - dolu1990, lambdaShade and cm0x4D) are very busy now mainly by an important step for our professional carrier. However, our work on the mod development will restart in ~1 month.

    Best regards... and good game,

    The ElectricalAge team
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from Peanutbutter29»

    I attached a pic of about the simplest system I could think of quick. As erock2016 stated, be sure that you orient the solar panels correctly. They have colored sides (where wires connect) to denote direction of voltage. Just like with batteries you need to have the negative (blue) side grounded.
    The simple system shown in pic uses 4 solar panels (tracking is up to you) and 4 cost oriented batteries in parallel. This will effectively run 125 W of lighting. Shown in the pic is 12 of the small 50v Economic ight bulb (though you can use any that total 125w). 4 Batteries is enough storage to run for 2 nights without sun, which is to offset several possible days of rain. As shown in the pic, nothing will ever explode on you. The batteries here do not need any protection as the solar panels current is low enough (no overheat) and the voltage is within tolerance (no overvolt). Using protection is always a plus though.



    I went ahead a spent some time to make a world tutorial for this power plant. I give a couple tips along the way and such. At the end is a fully working plant ready for you to run for testing. The build is made step by step to easier explain the process and requirements. I'll attach a spoiler pic of the final plant control center xD.

    Tutorial Map Download 800V 4,000W Coal Power Plant

    @erock2016. Lol with the protectors on the batteries. I've noticed the extra slots in most of the items, but for some reason I hadn't remembered the protection slots in the batteries. All of the systems and testing I've done so far has been without protection and I've not had issues. Though, I treat them similar to how a real battery would behave and have been fine. I keep power handling and volts in check and protection isn't needed. This does give me some ideas now that you pointed it out. I'll have to play around a bit with the protectors now. Cheers

    Edit: I didn't see your post @OutcastZeroOne. Ty for the heads up on the update! I love the new additions!!

    The defense turrent is Excellent!! However, the title says 200v but shift shows 800v (which is correct). Also the max power is 10,000W but high voltage wire can only handle 5,000w; Not sure if that was intended or not.
    Seems to have a 12 block range and more power increases rate of fire but also temp rise of wire from pulses.
    Lol that you can only run 1 or 2 of these with that 4Kw plant. Time to make a bigger one XD

    <3 ^^
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from Shiyokensha»
    I have seen something strange in relays behaviour, they change their state when signal is at 70% and return to normally state when signal is at 30%, is this a bug?

    Because if I want to make an overvoltage protection system, and put the 100% value of a voltage probe at 60v, and this connected to a normally closed relay, the relay will open at 42v (70% of 60v) so, I have to put 86v in the 100% value (70% of 86v=60,2v), it works fine but it will be easier just to change relay state at 100% / 0% values.

    It's a features. (http://en.wikipedia.org/wiki/Hysteresis)
    it's not a good idea to use 0 % and 100 % because line transmition have a little drop (can never hit 100%)

    you can use signal processor or electrical probe to have a on/off trigger
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    May I use this in my FTB modpack NAM? I am looking over my modpack permissions and have noticed I have not yet gotten any to use this mod. I am currently posting in a thread over in the FTB Forums chronicling my daily progress if you would like to see my pack's progress. I have recently restarted my pack on 1.7.10 and found this is the best tech mod for what I wish to do.

    My thread: http://forum.feed-the-beast.com/threads/hardcore-modpacks-and-nam.51674/

    Hi, no problem.
    Quote from erock2016»
    i wonder if the new update is going to be put up on skydaz like the last updates were......

    I have start my final school projet, for the moment i can't work on both project in same time :(
    Hi guys Shadow here.

    sadly as i have gone back to college (i'm doing IT Level 3) i have no time for helping develop this mod and as such i have to pull out :(

    if i check this thread and someone needs help ill still offer support but do not expect this regularly as i have no time at the moment.

    I would like to thank Dolu for creating such an amazing mod and wish him all the best for the future.

    Cheers guys

    -Shadow

    Thanks for feed back :)
    As you can see, i'm me to to mutch busy to make lots of updates XD
    Hope the situation unlock in some time.
    Cheers
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from OutcastZeroOne»
    I just redownloaded the mod from your site and its still doing it. where do we get this bug fixed version?

    It's not released for the moment
    Quote from egorchik007»
    I have found a bug with xray scanner: it doesn't work in multiplayer at all.

    My server runs the same version of the mod (latest) and uses a same config file. In SP it's all ok. What should I do?

    Normaly in next update it's ok. Thanks for issue
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Water turbine bug that product energy witheout water is now fixed. Thanks for issue.

    Please, report this kind of issue in github. any way thanks for issue ^^
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from OutcastZeroOne»
    Been playing with this all day and finnaly got things to stop exploding. Built this as a test/joke. 3900w power station useing 130 water turbines :D.

    Though I found a glitch, a rather extreem one. After putting down about 40 of the turbines, with no water flowing, there was suddenly power to run all the lights!? I even went so far as to break all the turbines and put down new ones.

    That a burn test XD
    Could you send me the map please ? By this way i can see the bug and debug it.
    Quote from OutcastZeroOne»
    I'm all for the concept of cause and effect, or risk with use. Just saying that an explosion is over quickly, but fire can spread. so if lets say too much power is run through too small of wire it will catch fire, and start catching other things on fire nearby, like wood walls, floors, etc.



    Also, what about a flat pannel data logger? The old style monitor is cool, but having something like the flat light plate kind of set up would be very nice. Just has to be made from much more expensive parts.

    There is in eln.cfg a flag to disable explosion.
    For flat pannel data logger i recommend Open Computer : D.
    The problem with flat pannel data logger is that in any case, the need are different => generity => not easy to do.
    Posted in: Minecraft Mods
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