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

    I cannot reproduce the flickering multiclutch power.


    Would the output through the multi-clutch be tied to screen rendering at all?

    Tried with just rotarycraft and dragonAPI.

    In MC video settings I set it to max FPS and get no flicker.

    I set to power saver and get flickering maybe once per 3-5 seconds.

    If I add back all my mods -- I get flicker rarely on max FPS and 50% of the time on power saver.

    Balanced seemed equal to max FPS.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Benitsubasa
    even if it does, its not next to the clutchintesrestingly only the torque/speed flicker to 0, power stays at what it is... well maybe it tkaes 2 ticks to update but the flicker is only 1 tick or something
    Have the same issue -- reported a page or two back. Can confirm it is not there with just rotary craft + dragon api, so troubleshooting against other mods in my pack.

    edit:Tried finding it by removing mods and confirming when I was at the last one, but seems like rotarycraft + any mod will flicker.Even just rotarycraft + reactorcraft + dragon API. Had the flicker going through multi clutch.

    Edit2: it is there with just forge and rotarycraft, but a lot less frequent.

    Edit3: Reika here is what I think Benitsubasa and I are seeing:
    Dynamo on the left 100% solid reading. Dynamo on right flickers output 1-2 ticks -- and this flicker does affect machines connected to it.

    Just forge and 18d versions of dragonAPI, reactorcraft, and rotarycraft.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    Is the redstone signal strength constant?



    Also, some new jet engine startup dynamics:


    There was no redstone in the area. Flat test world. Output was set to drive that direction on no signal.

    Tried setting every output to the direction with the dynamo, but it still flickers.

    Swap out the multi-clutch for any other gear/shaft/clutch etc and output is solid.
    Quote from 0willabusta0

    breaks my configs? really? It didn't break my configs your mods disallow tampering of the Item ids from other mods. They force the game to crash when this happens... i don't want to spend the time to adjust the configs manually for 40+ mods... thats why I use Idfix... it obviously is your problem when your mods disallow features from other mods


    FTB has universal configurations. You might strart with those and see what conflicts remain.

    What mods are you running to get so many conflicts? I have 64 mods in my custom pack and use configs generated by the mods and only had 2 item ID conflicts, which were easily resolved.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Searched and did not find a report on this.
    RotaryCraft 1.6 v18d

    Multi-directional Clutch intermittent transmission issue. With a regular clutch my output was solid 100%. With a multi-direction clutch my output flickered.

    Tried to capture it here spamming screenshot:
    http://imgur.com/a/fACdK
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Checking out the newest build. Laser interface is looking nice.

    What will the focus items do?

    Very cool end game MJ power sink.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop

    As always this mod is awesome.

    On the laser drill. I see AE ore is included. Will other mod ores be added?

    Not sure if you have a clean way to look at what ores are in world gen and pull enabled ores from there.

    My wishlist would be:
    TE ores-
    copper, tin, lead, silver

    IC2-
    Uranium
    --Might be a bit to strong to make this a renewable resource, but bees can do it, so why not...

    I guess technically i have MFFS installed. Haven't used it yet, so Monozite or whatever?


    Not sure the role of the drill, so if these are outside of it's scope no worries.


    Not sure when you add alternate recipes. I was running just TE recipes. The drill and pre-charger did not have TE recipes a day or two ago -- i enabled vanilla recipes to be able to see/use these guys.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2


    If it is its a bug, it should only push items in storage. I'll take a look.


    Ok further details.

    Basic export bus of empty tesseract frame. Interface on magma crucible with tesseract frame = filled frame.

    Was on appeng-rv10-i. I see there are some updates today, so I will try to confirm again in latest version.

    Edit:
    Doesn't seem to be happening in K. Maybe the crafting wasn't resetting and I had queued up some tesseracts trying to get the recipe to work, but was unable to see them in the crafting monitor in 10.i.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics

    One question on the basic export bus. Is it in craft+ single item mode?

    Seems like it was crafting things when all i wanted was to export them when they were available.

    Upgraded to precise export bus to turn off crafting, but wanted to confirm that is how the basic bus should work. Any way to indicate it is locked in single item + crafting mode?

    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop

    Enjoying all the 1.5 changes.

    I was wondering if you guys planned some sort of companion machine to go with the planters new colored inventory?

    Something like a hopper/relay, but that has a mode like the bio reactor's inventory. So you could limit this 'MFR hopper/relay' to only accept different items. Maybe it could use ghost items and a color interface that lines up with the planter. With a ghost item it you can always be sure your wheat seeds go to pink or something -- and it can use all of the seeds, so if you run out it doesn't reset where things go.

    I'd understand if that only work with MFR machines. But that block would also be crazy useful for an adventurer's ender chest. Set it to stock a stack of wood, torches, food, bed, etc and access it from a pouch.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from Emys



    Done.


    Nice! downloading now ;)
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop

    Noticed in 1.5 the breeder now breeds chickens with seeds. Can you add all the seeds chicken breed with?
    In vanilla i believe it is netherwart, melon seeds, and pumpkin seeds.
    Posted in: Minecraft Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from MachineMuse

    no, get lost


    Not sure. Heat sinks are supposed to soak a lot since they take up weight which could be spent on batteries or armor, and armor itself is supposed to soak 'a small but useful amount'.

    I'll look into the crash anyway.


    Just tested some more and you seem to start taking damage in the lava when your heat is 75 over its limit. Which as you said with some heatsinks added on buys you a lot of time in the lava. I'm just glad the kenetic generator created heat -- forcing me to add some heatsinks. Saving me a death in the nether ;P

    Heat is a cool addition to the mod. Nice balance point.
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!

    How long should you be able to swim in lava?

    In survival I was helped off the edge of a nether fortress and landed in the lava ocean. Think i placed 10+ blocks to get back to the surface. Shocked I survived.

    I had some heat sinks, so i did not fill up the heat bar in my survival fall. So in test world I played around you get 100% protection with all parts of the suit -- no armor needed. No energy used to protect against lava. If the heat goes over the bar you don't take damage until you leave the lava.

    Also dieing with the tinkers table GUI up adjusting the heat sink causes a crash? Bit of a corner case, but a crash is a crash.

    Reproduce by say getting a 150 heat with a max heat sink on then moving the heat sink to 0 in the gui and waiting to die.

    java.lang.IndexOutOfBoundsException: Index: 4, Size: 0
    at java.util.ArrayList.rangeCheck(Unknown Source)
    at java.util.ArrayList.get(Unknown Source)
    at net.machinemuse.general.gui.frame.ItemSelectionFrame.drawSelection(ItemSelectionFrame.java:94)
    at net.machinemuse.general.gui.frame.ItemSelectionFrame.draw(ItemSelectionFrame.java:79)
    at net.machinemuse.general.gui.MuseGui.func_73863_a(MuseGui.java:104)
    at net.machinemuse.powersuits.block.GuiTinkerTable.func_73863_a(GuiTinkerTable.java:60)
    at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1021)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:870)
    at net.minecraft.client.Minecraft.run(Minecraft.java:759)
    at java.lang.Thread.run(Unknown Source)


    Also the new axe with the radius breaking and whatnot. Does not work on mod trees and a few mod items like mystcraft tables/page holders, which all should break quickly with an axe.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from NJM1564

    Hay king please don't release an update for your mod with out first checking to see if the version of forge it needs has bin released to the pubic. This is the current latest release minecraftforge-universal-1.5.1-7.7.1.662 and your mod is asking for 7.7.1.673.
    Don't you love how something that you have little or no control over can become all your fault. :P


    http://files.minecraftforge.net/
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0

    On the CoFHCore update to 1.5.1.2.

    What was the affect of the 'number swap' on ore generation with 1.5.1.1?


    Posted in: Minecraft Mods
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