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

    For the visuals...
    What is today?



    I second this. I was playing last night and the skins were fine. Now they look all goofy. I have been playing RC for a very long time. This is very odd. The machines still function though.

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

    I noticed a little annoying glitch. When the Rotarycraft machines come under light from the Floodlights mod, they flash similar to what occurs when you have a steam leak in your turbine system. It doesn't seem to be causing any real problems that I am aware of but it is kind of annoying. I have tested this in a room where I disabled half of the lights and only the half bathed in light from the Floodlights mod are flashing and it stops when I shut off the lights. I know you have a zillion things that people send your way but I wanted to make you aware of this.

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

    Hey, I've recently installed this mod and have had problems with the fusion reactor, i can get all the multiblocks working and the Toroids powered however when it comes to actually bending the plasma inside the ring it always fails, the particles just go straight through the Toroids no matter the angle or power settings,, I've heard it might have something to do with the solenoid not registering Toroid changes while its a multiblock however i have yet to check if this is true. The same thing happens in the FTB Monster pack (MC 1.6.2) and also when put into 1.7.10.


    Cheers for reading.



    It really looks like the 3rd and 4th magnets are not aligned properly. By that, I mean they look 1 block too close to the center.

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

    Thanks. I knew about the bedrock thing. The weird thing is that I have run more than 4 fuel powered engines to run that setup in the pics but that's good to know.


    The problem with the resistors is that they don't seem to work properly or I am using them wrong. I really don't want a work around, I want to use them as they are part of the mod and a feature I want to utilize for simplicity and design.

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

    OK, got it, thanks for the reply. The sound was off at the time so I didn't hear it and I tried it tonight and I heard it. The handbook says that only a finite number of sources can be connected but it does not give an indication on whether the maximum combined input is based on the number of engines or the amount of power being put through it (i.e. >2 MW). Is there a formula to know how much you can run or is it just a set amount? I am curious because my design ideas are based on the routing of power.


    What about the resistor? There was no smoke and hissing from that but the resistor was allowing more than 32 amps through. The pic I attached was a partial view of the setup where I was trying to tease the problem out.


    The setup: I had 4 motors running off a power generator system that was going to generate an excess 8 amps. The resistor setup was 32 amps per motor + 8 excess amps to the battery so all current was being used. I put that resistor with the blue in the back to put the excess 8 amps into a battery (I was just playing at the point I took the screenshot trying to figure this out, convinced I had done something wrong). When I had the entire system going, the load on all wires was identical as if the resistors weren't even there. The setup ran perfectly when I removed the wire to the battery for a few weeks with the only "issue" being that I was generating a bit more torque than I needed. Thanks for your time.

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

    Reika, I am not sure whether I have found a glitch in Electricraft or I am not using this correctly. I have two sets of 4 hydrokinetic engines linked together using electricraft. The line voltages are even and the current is 64A (32 from each) according to the angular transducer and WAILA however the output torque is still only what it would be for 32 amps but the speed is consistent with the line voltage. The induction motor is upgraded with tungsten. I have read the book looking for assistance with this and there is nothing coming up on forum searches. I have also watched the demonstration by SentinalhMC and I am pretty sure I am doing this correctly. I also have seen resistors not behaving consistent with his demonstrations in a similar fashion. (i.e. I have the resistor set at 32A but the output is over that) I know that the SentinalhMC videos are an old version in his videos but I don't think that you would change the nature of a resistor since that is the entire point of a resistor.


    I am using the most recent releases for 1.7.

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

    Nyutan, This is a very noobish question I know, but how do you make sure MC is using Java? I can't find where to tell it to use it. I have googled it but there are a few that I have found and none have worked as advertised.

    Posted in: Minecraft Mods
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    posted a message on Which mod is the problem?

    I am playing in single player on my system and I am only using 54 mods. It started off well but as I got further, the FPS drops to 3-5 but when I leave the area, it goes back again. It is CPU related I know, if I leave the area, it goes to about 60% usage and in the area, it goes to 90-100% and it is entirely java. My GPU never gets over 20% and more often than not, it is at <5%. Can anyone recommend software or procedure that I can use to help determine which mod is causing the lag?


    System:

    Windows 7 64 bit

    Java v7 update 72 (build 1.7.0_72-b14)

    Intel Dual core E8400 proc at 3 GHz

    6 GB RAM (only 1.5 GB is being used according to MC)

    Posted in: Java Edition Support
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    posted a message on 1.7 is unplayable but 1.6 is fine

    So that is my problem. Vanilla 1.7 has about 5FPS with no mods installed but 1.6 worked pretty well vanilla (60-150 FPS). The CPU is running at 99% and the task manager is saying Java is the culprit but I have no idea why 1.6 works just fine. Any Ideas?


    System:

    Intel Duo E8400 3.0 GHz proc

    6 GB RAM

    Windows 7 prof.

    Java v7 Update 72 (build 1.7.0_72-b14)

    Posted in: Java Edition Support
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    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Santa, I am not sure whether this is a bug or not but I couldn't find something on the boards that seemed to match this. I am running 2 flash boilers through a tower of BC tanks to act as a buffer. I have been running straight from the boiler to other mods via the converter and that has been working perfectly. Now that I am trying to take it from the tank through the converter back to FSP pipes, the system suffers from several catastrophic explosions even when rupture discs are in place and rupture. I am running 6 steam heaters, 2 Mekanism machines, and a pulverizer (MFR) with the steam that is being converted back into FSP steam from the BC tanks. The explosions happen maybe 20-30 s apart after the disc ruptures and it also is occurring in sections that should be venting from the disc or the 1st explosion. I am running EnderIO fluid conduits on the converters and it explodes with them on insert only or the in/out setting. Any ideas? This is with v 0.26.4 for 1.7.10. Images from the roof of my house.
    Posted in: Minecraft Mods
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    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    This is how I do it: with autonomous activators. You still have to load it manually but at least you don't have to stand there.
    Posted in: Minecraft Mods
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    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Autonomous activators also work.
    Posted in: Minecraft Mods
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    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Quote from Flaxbeard»

    I removed it to remove the capability to make your system completely safe without effort. Rupture discs exist for a reason, to let out steam, but they have a penalty. I felt that letting users, with one comparator and some dust, solve all pressure problems now and forever, was too easy. Instead, players must either suffer the penalties of rupture discs or be forced to innovate autonomous systems using droppers etc to input precise amounts of fuel into boilers. The latter system is possible, and it allows you to stay at a certain pressure level without any negative repercussions, but does take some innovation.

    I guess that answers my post from the other day. I missed this. sorry.
    Posted in: Minecraft Mods
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    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Flaxbeard, some feedback if I may? I love the mod and am powering many other machines with the steam power (the bellows are cool). One thing if I may request it is in the future, do you think it is possible to make a boiler that either turns off with redstone, or make a pipe that is sort of a one-way pipe or vent? The reason is that I am finding it very annoying to have to add charcoal to the flash boiler manually to keep it from rupturing the disc. If there was a pipe that was one-way (or even able to vent after too much pressure until the pressure falls again), I would not have to keep adding. Real steam boilers have a pressure-relief feature like this. I have been using rupture discs but the problem with that is the entire system depressurizes if they go. I figured out a way to sort of regulate the pressure with a BC void pipe but I hate how it looks. Just wondering. Also, the armor is AWESOME!!
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Any chance Ender Forest is coming to 1.7?
    Posted in: Minecraft Mods
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