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

    Hell yeah! I look forward to the changelog, which I suspect will be rather hefty.

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

    I am doing some testing on Chromaticraft. I used the command to maximize the progress, fragments, and research level. The casting exp should reach multiblock crafting. But when I try to craft the Crystal Repeater, it doesn't work, same for the up craft.


    I've been looked up to the code, I believed I have fulfilled the requirements of crafting a crystal repeater.


    Except I don't know what tuning key is, I hope anybody could help me out.


    Looking at the fourth crossed-out dot on the GUI - I could be wrong, but I believe that indicates that you don't have the right structure for tier 4 casting.

    Been awhile, though, so take that with a grain of salt.

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

    Well it seems way too liberal because Heat Ray Cores arent even really a gating item. I can understand being anal about Tungsten and whatnot.




    Re: the steel thing -

    B:"Enable Blast Furnace recipe gating"=true
    [...]
    S:"Alternate Blast Furnace Materials" <
    STEEL
    >



    - should do it. (I may have misremembered some detail but I'm pretty sure that worked for me)


    unrelated edit:



    You know man for me its the other way around. Every time I say "enough with the ancient versions lets see whats new" and try out a 1.12 pack I get extremely disappointed and go back to 1.7.10 And it's not just Reika's mods although they definitely play a huge part in this. Most of the newer mods are simply not fun, not imaginative enough for my taste, and/or not useful enough. Add to this the fact that all the packs I played with messed with recipes for the sake of their silly "balance", and never update mods fast enough leaving gamebreaking bugs for months, and also add the fact that public servers oftentimes just ban items they deem prone to abuse (like AE2 storage bus), and 1.12 modpacks become close to unplayble for me. There are like three new mods I wish were ported to 1.7.10 - Abyssal craft, Psi and Nutrition and thats it. I also wish I had some of the new machines from the Ender IO and Immerssive Engineering but generally, when it comes to most of the mods from Thermal Expansion to Thaumcraft I even like their 1.7.10 versions much better. Anyway I highly recommend you trying out Reikas mods now, they went a long way since you last played them. Just mentally prepare that afterwards "all your 1.12.2 mods" may not look so fun anymore...

    I'm in a similar situation, but there's one more thing I really miss from newer modded versions - client performance. Looking at all my fusion reactor's turbines spinning is quite satisfying, but playing at a smooth 60 FPS instead of 10-20 is also quite the attractive prospect... :P (Okay, it's only really turbines that butcher FPS that hard, but playing in any built-up area in a 1.7.10 modpack generally feels less smooth.)


    A couple months ago I would've also cited JEI's vast superiority to NEI, but now that the GTNH folks have backported most of the important stuff, I suppose that's no longer really an issue...

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

    Huh - so kind of like a more advanced shaft power bus. That sounds really useful, and I can imagine people making some fairly monstrous redstone/OC setups with it...

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

    I imagine it's a little lighter on performance since there's no steam grate streaming live steam blocks.

    Very doubtful. Spewing steam blocks could conceivably affect tick rate, but it's going to do almost nothing to FPS.


    I also wonder if a fusion reactor would be lighter than this since there are fewer total moving parts...

    Quite the opposite, I'm afraid. This is my fusion reactor - as you can see, it's in space, so no typical terrain/entities to render... and when looking at the turbines, I get about ten FPS, on a computer that normally handles "unbuilt-on" chunks at 50-60+ FPS easily. Reactorcraft is quite performant in terms of TPS impact, but it can be pretty damn rough on the FPS.


    My CPU is an i5-7600k, so while not top of the line, it's definitely not particularly ancient or weak.

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

    Hi,

    Can you(or at least someone) please help me?

    https://www.dropbox.com/s/s19n8sgpce27iyj/crash-2019-10-26_17.39.20-client.txt?dl=0



    Turn off environment sanity checking in DragonAPI.

    Quote from Aredsail19371»


    Edit: Getting that many mods to work together with out stepping on each other's toes is impossible. Try picking a smaller subset that you want to play right now and leave the rest for later.


    If by "impossible" you mean "occasionally mildly troublesome in ways that can usually be resolved with a few minutes of troubleshooting", yes. :P

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

    edit : oh also a small question,is it still possible to build fusion reactors that produces more tritium than it uses ?


    Yes.

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

    Good lord, just saw the mammoth changelog for the not-quite-yet-released update. That's a lot of exciting stuff, and a lot of QoL upgrades.


    ...Now I'm gonna be tempted to start a new world >_>

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

    They'll be moved eventually, but it's unlikely to happen until a final version of Java Edition comes out. It may happen before then if there's another 1.7.10 like version, but don't count on it.


    Given that we have had "another 1.7.10 like version" that's been going strong for ~two years and is only recently starting to see a dropoff in new major packs, I'd just say "don't get your hopes up". :P

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

    Just finished Chromaticraft. Feel extremely underwhelmed... The reward is just


    upgrades of prexisting things which dont really need upgrades anymore, noclip which is kinda cool but eh i can mine hella fast already and see through stuff already, fire rain which is... disappointingly nondestructive to anything but wood, crafting doubling which doesnt work, and..... faster crop growth?? Very dissapointing considering the hours i spent doing the puzzles, feels like entirely wasted time


    I see where you're coming from, but honestly ChC is so damn powerful even pre-Elemental Mastery that it's difficult to even imagine good ways to cap it off.


    I'd like to see the very endgame fleshed out a bit more too, of course! I just suspect it'd be an uphill battle. (And honestly, ChC has more fleshed out progression than most mods in the first place, so I can't be too dissatisfied)

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

    Hey - not to be rude, but I don't suppose there's any word or an estimate on that Reactorcraft turbine fix? I don't mind waiting, but since it's been almost eight months since you mentioned fixing the bug, I just wanted to make sure that the update hadn't been forgotten or something.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Xardion469»

    So, managed to get the upgrade done without too much drama, but something weird is happening. Prior to the update, the Turbine Generator was generating a monstrous amount of current, with total power equivalent to the full output of a HP Turbine. Now, I know the update clamped the max torque on those turbines based on the type of steam, so I scaled my expectations accordingly, which is fine. There is still more than enough output to run my secondary systems (which I actually had over-engineered, and I was able to scale them back a bit), so the excess power I just dump into an induction motor. However, no matter what I do, I can't seem to get it to use all of the available current. Right now, I've got 56A running to my lube farm and 282A running to my heat rays, solenoid and LN2 system. That leaves 1255A from the max of 1593A, so I dropped a 1200A resistor in front of the motor. But it is only pulling 757A. I can't for the life of me figure out why. Checking the current on the wires, everything adds up correctly, and the whole system is pulling 1095A. But that's only because the motor is only pulling 757A. Very weird.


    Not 100% sure this is related to your problem, but about six months ago, I also had a problem with turbine generators outputting less power than they should. Reika reports that it's been fixed, so we'll see when the next version comes out. More details on page 1235.

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

    Assuming, of course, he even wants to update


    A bold assumption. :P

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

    Ok! :D

    But im afraid my save is useless now. Am I right?


    Yep.

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

    Ah, my bad - it's been awhile. (Honestly didn't know about the light thing, though; that's interesting.)

    Posted in: Minecraft Mods
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