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    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    So, to pass on what I have worked out for getting mods to render on Dynmap.


    Concerning the incomplete rendering when new chunks are generated...I have been using the forge version since at least 1.6 and never have been able to get that to work right. Occasional 'fullrender' or 'radiusrender' have always been needed to cleanly get freshly explored areas to update for me.


    Concerning the modded blocks appearing black. The built in support for many popular mods appear to be broken as they are all still configured for 1.7 version of those mods. (can see this in the jar file) Back then, those mods had to use fixed block IDs which were set with config files. During launch Dynmap was written to look up those block IDs in the config files and attach the correct textures and models. Those textures and models were defined in the renderdata files internal to the Dynmap Jar and attached to whatever the current blockIDs were. Very smart system and worked great for 1.7.


    Current versions (I think since 1.8 or 1.9) of mods do not have to use a defined block IDs and instead use a modname:blockname format. When minecraft builds a world the block is given BOTH a numerical BlockID and the modname:blockname identifier.


    The mod support within dynmap STILL EXISTS, it just requires that you set up your own custom models.txt and texture.txt files within the /dynmap/renderdata folder. (See the WIKI)


    From within a loaded world in your modded game you should be able to look up the current block ID of the modded block you wish to render. Use that block ID to build a custom models.txt and/or texture.txt file to allow Dynmap to have the information it needs to render the data. THESE IDs WILL BE DIFFERENT FOR EVERY SUBTLE DIFFERENCE IN A MODPACK.


    I built a few example files for Biomes-O-Plenty that can be updated 'reasonably' easily. The idea is that only the variables defined in the header needs to be updated with the correct block ID numbers found in JEI (or simmilar).


    models.txt https://pastebin.com/w1u3uEcT


    textures.txt https://pastebin.com/q8D6ZbV5


    If Dynmap is able to read the modname:blockname format I have been able to determine the syntax needed and would love see someone figure it out....but in the meantime, this works.

    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    I was under the impression that the modscrapper doesnt work for anything past 1.7. I'll see what happens, though.


    Overall though, I seem to have figured it out. The -models.txt and -texture.txt files in the dynmap/renderdata/ folder are still expecting the block IDs to be defined in config files. (not a thing since 1.8 or so, right) So manually replacing the mod's renderdata file with the correct blockID number for my server correct this issue.


    Example:
    block:id=%dreamwood,data=0,stdrot=true,face0-5=0:botania/dreamwood0
    
    Becomes
    
    block:id=403,data=0,stdrot=true,face0-5=0:botania/dreamwood0


    But that '403' will be different for every mod pack.


    The big giant crappy part is the fact that if I update ONE mod that has a new block I may induce a cascading block ID number change. I would then have to go though and redefine all the IDs again.


    I'm now in search of an easier way. I assume that "%" In "%dreamwood" is supposed to parse the current block ID# but just doesn't work. If I can only figure out the syntax that WOULD work....

    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    Has anyone been able to get the forge version working with Modded items (or the new 1.10 items?).


    I am trying to find a syntax to update the /dynmap/renderdata/ files with..but no luck. I'm not even sure if version 2.3 (or the alpha 2.4) actually parses that folder.


    If anyone has an example of how to get new blocks to render on the forge version can they lend a hand? I'd be willing to put in some work and generate new files to make dynmap compatible with the mods from DW20 pack.


    https://github.com/webbukkit/dynmap/wiki/Texture-Definition-Files

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

    Is there any known incompatibility with other mods?


    I'm currently troubleshooting an issue when upgrading from v7 to v8. When loading a world the CPU usage on all my processor cores go to 100% and stay there...this ends up killing my TPS as you would expect. I'm still troubleshooting what is causing this and would thankful for any advice.

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

    Nuclear Waste Disposal Drum questions:

    • Are they supposed to emit sizzling overheating sounds and be destroyed if you try to put waste in them when at Y level 3 or lower? (not much of an issue..I just have to redesign my disposal facility a little)
    • I thought the Waste disposal drums had pass-though, where you could pipe to the top one and they would fill up the bottom if stacked? The spent fuel containers appear to work with pass though...but not the drums (if that's the way they should work)
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    That bluish color is caused by extreme texture overlap. That may be over a thousand radiation entities. One container does not
    do that. The only time I have ever seen radiation that dense was when I
    was deliberately trying to do it, spawning meltdown after meltdown and
    then using TNT to spread it.


    Fair enough, I tried to reproduce it on a single player world and was unable to. I'll try get more info if it ever happens again which I hope it doesn't.

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

    The only thing that happened was my one 'spent fuel container' overheated and exploded. (no other damage anywhere was found) This spilled 20 or so waste on the ground. That was pushed around by the remaining cooling water (and occasional squid I think) Most of it was long decay waste that I had not moved into the waste disposal drums. I knew space was getting limited...thus I haven't ran my small 4 core fission reactor in over a week. I was running a pebble bed reactor at times on the other side of my base...but that has been very stable and safe...no issues there.


    I don't know exactly when the spent fuel container exploded, but there couldn't have been more than 36 hours between my last login / visit to my base and when I started receiving complaints about server tickrate and rad sickness around my place. When I finally got online I was met with ~1FPS of performance anywhere near my base. I was finally forced to do a /killall to remove the radiation in order to restore server performance. Over 4,000 entities were removed.


    The only screenshot I grabbed:

    Fallout

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

    Reika,


    I have found what I consider an issue with radiation in ReactorCraft. So, yesterday at some point, my less than stellar cooling system on my Spent Fuel Container decided to overheat because of either too much waste in it, or the vanilla minecraft water replenishing didn't keep up (or both).


    I am okay with the fact that I had a small explosion...and nuclear waste was ejected on the ground, causing a bigger problem. I am okay with the death of all the plant life around. I am okay with the radiation sickness I get when exposed to the area.


    The issue, is the invisible ReactorCraft.Radiation entities completely lagging out the server. It appears that when left on the ground the waste makes a Radiation entity...regardless of whether or not there are already HUNDREDS in the area. By the time I was able to get onto the server the server performance was nearly ground to a halt due to the number of entities. Thankfully a /killall ReactorCraft.Radiation command did clear up the issue. (took a while to dig up the actual entity name)


    So, please...can we get a check of some sort to limit the radiation entities spawned...it would only take a few to ruin someone's day. Thousands punishes everyone on the server.

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

    I think he is stating that the density and the viscosity for all the fluids are the same...which seems odd.

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



    I don't take any warranty for things I state here, but I've got some experience with ReC and proper waste disposal.


    a ) Short lived waste goes into the spent fuel container, it will decay (disappear) there over time. Long lived waste is/was accepted but I think I recall reading something this has been changed or is subject to in v8. You are correct about the water mechanics. Also to note: it's the only way I know of cooling the containers, and the heat cannot be used by any other machines. Other mods fluids do not seem to work. Additionalyl: Blowing up a spent fuel container releases radiation entities no matter if it contains waste or not.


    b ) The fuel core catches neutrons, the breeder core does not. So yes, you can "accelerate" fuel cores, but please note that you do not get additional fuel efficiency from this since the fuel is used when it gets hit by a neutron, not when emitting. So all you are achieving is "speeding" up the process, potentially requiring less cores to make the reactor efficient. But you are also right that such designs literally beg for a nuclear disaster to happen. You also cannot use neutrons emitted by a spent fuel container to breed plutonium in a breeder, breed tritium with the irradiation chamber or generate heat with the neutron absorber. So basically: Shielding them away is the best use for them.

    c ) All those isotopes are quite famous for being terribly hazardous for human beings and have quite a sad history being the boogie men for their ways interacting with human biology (strontium-90 replacing calcium in bones, iodine-131 amassing in the thyroid gland, caesium-137 forming caesium hydroxide being water soluble amassing in soft tissue). They are the main reasons people are in risk of getting cancer after being exposed to nuclear fallout. Since none of them emits alpha-radiation, ramifications to exposure manifest often years later. Special interactions in ReC, though, are unknown to me.


    d ) Yes. You should also be right that ruthenium-106 shouldn't go there.

    e ) Yes. Encasing it in a some sort of storage construction is highly advised, though.


    f ) Yes.


    g to i) You are right about the 1-block radius. That's why I advertise encasing them. The material doesn't matter. Having radiation sickness basically means: "Settle your things, and then die." You cannot cure it. You can, although, prevent it by wearing a full hazmat suit which protects you from pretty much anything hazardous ReC can throw at you except direct exposure to radiation entities. If you have those things flowing around it means you've blown up a reactor or a spent fuel container anyways. Rain washes down the radiation, slowly. Setting up a silver-iodine cannon might help, but basically this means you gotta move out.

    I use enderio item ducts to carry around the waste. AE does work, too, but pretty much any item transport pipe should. If you are playing without any mods other than Reika's: Even hoppers will do the trick when placed intelligent, and the pneumatic item pump is great to cover greater distances. As for the minecart: the standard chest cart works for transportation.


    Edit: Also worth mentioning is, that not only you, but every living thing, is subject to becoming radiation sick. So it might be wise not to drop nuclear waste into your cow farm :D


    Afaik nuclear waste doesn't do any harm as long as it is in some sort of container. That's why hoppers and chest carts work.

    Talking so much about nuclear waste: I'm sad there is no 238Pu generated. This could be some nice fuel a fairly low-powered but almost fuel-independent engine. (90 years of power from waste? I take it!)




    Thanks for the detailed repose. My biggest concern was that placing waste in standard chests would cause issues. Other than maintaining character of the mod, it seems that ANY chest would work for storage of long term waste disposal. (But I don't play this game because its easy..I prefer the problem solving aspects)

    I'm glad you mentioned the spent fuel container mechanics. I did try to convert 2H into 3H with those neutrons with no luck. While testing some theories I did notice something odd. I think (or at least thought i saw) neutrons flying away from my spent fuel container storage even though all cardinal directions (N,S,E,W,Up) are covered with concrete. I have access to the container diagonally, and I wonder...do the neutrons change direction when they contact the water? (as would be expected) Also, is there a white list of blocks that are acceptable for neutron shielding? I think i read somewhere that Steel blocks are better than concrete, but being able to test would be nice. (I suppose I could set up a fuel core with a sacrificial chicken for safety testing.)

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

    I have been looking into the Nuclear Waste Disposal recently, and there seems to be very little documentation or even discussion about it. (I can only assume most people are trash canning or something...but I want to see if I can 'properly' handle the accumulation.


    So far what I have gathered is this:


    • It seems to be acceptable to place all waste into a 'spent fuel container' as long as you can keep it cooled by surrounding it with source blocks of water that will vanish (boil off) and need to be replenished by either minecraft normal infinite water mechanics or some other method.
    • 'spent fuel containers' emit neutrons when waste is stored. Some even up and down. I expect this could be used for plenty of dangerously creative designs.
    • Red colored text on the waste denotes danger. ...anything else we should be aware of with these red names???
    • Nuclear waste disposal drum only accepts long life waste ( 106Ru with 373 days half life is allowed which seems inconsistent 6 year limit called out in the book)
    • Waste of the same type will stack up to 16 within the drum. These do not seem to generate heat, so can be stored anywhere?
    • If broken, waste drums drop all the waste on the ground.
    • "Waste disposal drum" will give 30 minutes of Radiation sickness as soon as a player steps within 1 block radius of the drum
    • Picking up a piece of waste will give 30 minutes of Radiation sickness.
    • There is no known cure for radiation sickness. I'm unsure if there is any protection to prevent it (like a hazmat suit)

    I'm still looking into ways to transport the nuclear waste from the spent fuel container to the nuclear waste disposal drum and then go store the disposal drum. A disposal drum minecart would be pretty neat.

    I'm looking for any other little tidbits.

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

    Quote from Reika»

    Yes.



    Use the config.


    Rotarycraft pipe hardness config does not seem to work on the reactorcraft steam pipes. Unless I am missing something.

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

    Suggestion

    --------------

    Problem: Steam pipes are currently breakable instantly with a fist (yet will be destroyed with this method and not return an item).


    Suggested change: Make steam pipes take time to break without the right tool (which seems to be pickaxe)...any time is fine..as long it's obvious that you are doing it wrong when punching it.


    Reason: Breaking steam pipes with a fist punch? Just shouldn't be possible within any reasonable time.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Is it just me, or do industrial coils seem very picky about what provides them with redstone signals? Vanilla redstone dust and levers seem fine, but not so much with redstone from some other sources.

    If I use a redstone signal provided directly by ender IO conduit, rednet cable or even the redstone output of a redstone lamp, the industrial coil freaks out displays a jerky animation and will not output energy.

    (Using 25z)
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Awesome, I was hoping the bounding edges around the pipes and such would be fixed. Considering the quality of the other work, that one thing stood out to me. (I understand priorities, just glad it finally made it onto 'the list')
    Posted in: Minecraft Mods
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