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


    Noone has ever provided any information that led to a meaningful insight which was not immediately disproven by contrary example.



    So far the only repeatable observation I've made is that the visual anomaly seems to happen (and get progressively more severe) as the tick rate fluctuates - I don't actually know if there's a separate client side tick rate when connected to a standalone server, but I notice it happens and worsens when the turbine's sound repeat point gets offset by fluctuating tick rate.

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

    Also just a random question purely out of curiosity - What is the reason or decision making behind making the animations for all the machinery I've seen so far (like gears/shafts, grinders, centrifuges and low/high pressure turbines) what appears to be about 20 animation steps per second? Is that related to the minecraft engine tick rate by chance?

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

    This only happens for some people, and in some cases only some of the time. It continues to make no sense.




    Oh goodness, that actually made me laugh out loud for some reason

    Is there any information I can provide that might help you investigate it? Such as a list of the mods I have or any kind of logs, or the speed and power going into the centrifuge or what it's doing - maybe even a video showing a full power cycle of the LP turbine driving the drive train the centrifuge is connected to


    I'll meanwhile see if I can figure out any repeatable behavior on my own

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

    Mine has been doing that too, but much faster.



    Yeah, it appears to vary depending on the actual shaft speed of the input. I set it to a value that showed more clearly the kind of motion that was going on, instead of looking like some kind of weird vertex artifacting as it would at certain speeds. At some speeds with higher total power, the centrifuge body would actually get so large that it was poking through my walls... It's extremely disturbing.


    I should note that this has been happening since I updated from an older version of the mod, I believe a V25 iteration. I was looking for the old mod version backup but I haven't found it yet - I just remember it starting to happen with this current V26b iteration.

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

    Hello, I'm curious if anyone might have an idea what's causing my centrifuge to think it's a 50's pulsar... It's very unsettling.
    Google Drive video link

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

    Do you have any fake players doing CrC things?



    not that I know of


    It could be possible the ender quarry from Extra Utilities uses some kind of fake player entity to do its mining. I've been using it the past few days and I think that's the only thing that's different from before, so it's probably the cause

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

    My server seems to like spamming this message now for some reason lol

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

    Oh, hmm. They're both outputting 15 mB/t? Then yeah, it might be time for a reactor, If you want to reduce mirrors only, it's ~72 mirrors and 33 towers for most hot molten sodium per mirror.





    Huh, I didn't realize the optimal proportion between water-cycling and sodium-cycling modes for the solar tower were so different. I find it kind of weird that the radius of mirrors is so small with an -insanely- high central tower to optimize output lol Solar tower powerplants in person, as far as I'm aware, have a tower height somewhere around like 1/3rd or 1/4th the radius of mirror array


    [earlier] Currently running tests for optimal ratio - presently at 77 mirrors and 9 tower segments and still producing 8mb/t of hot molten sodium, same as 32 (past 32 does not register) tower segments.


    There seems to be a bit of buggy behavior between mirror/tower segment changes and the multistructure reinitializing its total power output. I had it at 8mb/t of hot molten sodium with one tower segment above mirror line with 77 total mirrors lol Once I brought the mirror count down to like 30 or 40ish it dropped suddenly to 1mb/t and would not increase until I added more tower segments. Let me know Reika if you would like me to try and further narrow down this behavior.

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

    Increase the tower height to 33, that should help I think. For both towers.


    If you're talking in regards to steam production, no. I've already maximized efficiency of ratio between mirror count and tower height

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



    The solar plant is more than a hundred TESRs, which are expensive merely existing. There is no fix for this that is not a rewrite to the MC render engine.





    Yes, it will. Spamming block updates causes the chunk to constantly rerender, defeating the caching system vanilla employs, and causing significant load on the renderer. This is doubly true when you have renderers which are designed to be in that cache, and thus expensive to recalculate, such as a lot of CC decoratives and carpenters blocks.


    This is in fact one of the biggest sources of FPS lag in an endgame base, and is also the reason things like redstone clocks and steam grates are so expensive in them.


    I figured the steam grate was probably the largest point of impact in a low pressure turbine, basically why I'm wanting to upgrade to high pressure but I'd need to replace my solar array with some kind of reactor. I've actually been really curious in finding how close I can get to self-sustaining resources with breeder reactor(s), so that will be my next big project to look forward to :3

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

    Removed the turbine, still getting about 80% of the frame rate drop. Looks like it's the solar mirror arrays.

    I wish this setup produced enough steam to run a high pressure turbine, I imagine it's a little lighter on performance since there's no steam grate streaming live steam blocks.


    As much as I love having completely self-sustaining power generation, I feel like I'm probably going to have to switch to a simple fission reactor for a while just for frame rate sanity, unless there is something I could do to improve client performance a bit.


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


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

    I'm curious if it's normal for this kind of setup to reduce client frame rate to about 30~35fps when in view, with low render distance on a high end system:
    Small secondary water-cycling solar tower powerplant, running the equipment of the large sodium-cycling solar tower powerplant which is running a single low pressure steam turbine underneath.


    I'm also curious if it's more the solar mirror arrays, or the low pressure turbine causing my drop in frame rate.

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

    I am back, having finally recovered access to my twitch - and thus Curse and MCF - accounts.


    And with it, have a thanksgiving present: v23a, finally released (six months beyond the initial planned date...)!


    Including a new mod, TreeClimbing!


    https://www.curseforge.com/minecraft/mc-mods/treeclimbing


    Thank you for the updaaaaaate~ also welcome back, that sounds like a gigantic headache.. what even happened?

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

    It is stored as an int, and I have a hard time believing that you could produce sufficient steam to cause any block in the line to exceed 2.1 billion; you would need to generate that many units of steam per block of line, which would take years or more.



    Okie, I figured it was probably an extremely high maximum value. Thankie ^^


    Also so far with testing for working fluid loss with the sodium and regular heat exchangers receiving full power at all times (being powered by the turbine they're running for), I haven't observed any loss in fluid. I'll change my configuration and see if I can find out which of the two heat exchanger types is causing losses of fluid when the input power is not always sufficient.


    update: so far it seems like it's the sodium heat exchanger that has the fluid loss bug when underpowered.

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

    Also I'm currently testing for working fluid loss in the solar tower powerplant when the input power of the sodium heat exchanger and regular heat exchanger is always nominal (as opposed to insufficient during night cycles when powered by the secondary water-cycling solar tower powerplant), by powering the exchangers via the low pressure turbine the main powerplant is running. It produces enough excess steam to run full time through day and night cycles, so I'll keep an eye on it to see if loss of molten sodium still occurs over time.

    Posted in: Minecraft Mods
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