What do I need to do in order to get Slippery Bees to produce their specialties? I'm going to automate those fellas in order to reduce my footprint on the server and get rid of the large farm I have, but I'm new to bees and don't know how to make them produce the canola seeds and slippery combs.
I find this unlikely given the engine simulation is also slowed with decreasing TPS, at the exact same rate as the redstone. So as far as it can tell, the redstone is unaffected.
Additionally, I am running a server which occasionally drops to less than 10 TPS, and yet AC engines still function normally.
That's odd. Any idea what would cause it to not function at full capacity? I had a ComputerCraft computer run a simple clock program (on, sleep 0.05, off, sleep 0.05) and would sometimes get 131 kW when I used an Angular Transducer, but other times would get as low as 110 kW.
Updated to v25 and sprinklers are (still) registering as high pressure even though they have very little (less than 120 kPa) pressure coming in. They don't even spin most of the time and still hurt me when I get anywhere in range, and the Angular Transducer says they have an 8m range.
Also, AC Electric Engines seem to be impacted by server performance. Would adding an upgrade for an internal redstone clock work? It would be more expensive than using regular clocks, but would ensure it operates at max efficiency, rather than having a tick miss and cause it to drop 15% in performance.
I was going to post this as well, but it looks like you beat me to it.
Is there a way to detect if the entity dealing damage is a turtle and have it skip applying the debuff? Or is this something that would have to be fixed on ComputerCraft's end?
Hey Corosus, your Zombie Awareness mod and Autonomous Activators from Thermal Expansion don't get along very well. With just two Activators hammering cobble into gravel, I'm getting thousands of EntityScent entities and they're really impacting my framerate. Would it be possible for them to cap off after 50 or so instances from the same coordinate? Or maybe blacklist the Activators from making EntityScent, whichever is more feasible.
Looks like Extra Utils liquid nodes/transfer pipes ignore the 1 bucket storage capabilities of barrels and will fill them with as much fluid as is in the node. I drained a full portable tank of witch water out of the first one, and the second one has 3 1/2 buckets.
So why exactly does RotaryCraft contain two separate Silver flakes and ingots? There's Silver from processing Silver Ore and Silver as a byproduct of processing Gold Ore. I would think you could just get rid of the separate silver obtained from Gold and instead make it the same Silver flake you get from processing Silver Ore.
Also, looks like the Ground Sprinkler is having an issue. I'm using a DC Engine with a Pump to supply it with water and it's at 8m range and hurts me when I get in range. Only 112 kPa of pressure in the pipe.
EDIT: The ceiling mounted variety has the same issue. Except I'm not actually getting hurt! Yay.
I've been encountering a weird bug on multiplayer with the Boring Machine. The server I'm on is running v23b of RotaryCraft, but since the only two changes have been to the Gravel Gun and the VDG in the latest versions, I don't think any code for the Boring Machine has changed. The issue is, sometimes the Boring Machine will only output Cobblestone. There is no world border, and when I go to the end of the tunnel and return to the machine, it outputs ores again. There are ores all along the tunnel, so I don't think it's a worldgen issue. My guess is that it is being affected by the chunk loading/unloading bug that frequently breaks things like Extra Utils nodes and Thermal Expansion Ducts. Do you have any suggestions for me in order to diagnose when and why this occurs? If not, I'll get in the habit of moving the Boring Machines to mine fresh tunnels.
EDIT: Server did a scheduled restart, it went back to outputting cobble again. I'm highly certain it's the chunk loading/unloading issue; is there a line in the ChickenChunks config that could be changed to help resolve this?
I just found a way to un-damage gearboxes for free. Accidentally popped down a diamond gearbox without lube in it and got a bit of damage. Took it over the workbench then disassembled it with a redstone signal and reassembled. Back to 0% damage without using any resources to repair.
this may be a big no-no, but how about adding the sacred rubber sapling from minefactory reloaded to be something from shifting dirt. the seed or sapling will have a less then 0.0000001% chance to be found (like, one in a billion).
A generator for ReactorCraft turbines. 180kRF/t off of 950MW.
That's a disgusting amount of power. I can't think of anything off the top of my head that consumes that much power; even with a Big Reactor only producing 14k RF/t, I wasn't using it all.
Also, as requested by some people, here are the four special-cases that exist regarding me ingame and their code reference:
I cannot be killed with the gravel gun (ItemGravelGun:126)
I cannot be killed with the arrow gun (TileEntityMachineGun:55)
I cannot be attacked with the air gun (TileEntityAirGun:101).
I have an enderdragon-style body when logged in (PlayerModelRenderer:45)
Some people felt doing this was underhanded if not disclosed, so here it is.
Honestly, I don't mind when mod developers add little things to their code that only apply to them, so long as the little things aren't security loopholes for them to get a free backdoor into.
Is that enderdragon-style body just an altered player model, or do you actually use the enderdragon model and take up half the screen?
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That's odd. Any idea what would cause it to not function at full capacity? I had a ComputerCraft computer run a simple clock program (on, sleep 0.05, off, sleep 0.05) and would sometimes get 131 kW when I used an Angular Transducer, but other times would get as low as 110 kW.
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Also, AC Electric Engines seem to be impacted by server performance. Would adding an upgrade for an internal redstone clock work? It would be more expensive than using regular clocks, but would ensure it operates at max efficiency, rather than having a tick miss and cause it to drop 15% in performance.
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Is there a way to detect if the entity dealing damage is a turtle and have it skip applying the debuff? Or is this something that would have to be fixed on ComputerCraft's end?
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Also, looks like the Ground Sprinkler is having an issue. I'm using a DC Engine with a Pump to supply it with water and it's at 8m range and hurts me when I get in range. Only 112 kPa of pressure in the pipe.
EDIT: The ceiling mounted variety has the same issue. Except I'm not actually getting hurt! Yay.
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EDIT: Server did a scheduled restart, it went back to outputting cobble again. I'm highly certain it's the chunk loading/unloading issue; is there a line in the ChickenChunks config that could be changed to help resolve this?
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The server I'm on is running v23b. Dunno if it's because it was only 5% damage or what, but it did work.
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They can already be sifted from rubber leaves.
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That's a disgusting amount of power. I can't think of anything off the top of my head that consumes that much power; even with a Big Reactor only producing 14k RF/t, I wasn't using it all.
Honestly, I don't mind when mod developers add little things to their code that only apply to them, so long as the little things aren't security loopholes for them to get a free backdoor into.
Is that enderdragon-style body just an altered player model, or do you actually use the enderdragon model and take up half the screen?
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Wait a sec, that's an output cable for RF. Is this machine capable of producing RF then?
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Don't use em at all, why not? Personally, not a big Thaumcraft user, so I normally void them anyways.