That's very interesting. This will probably make Fermenters require more care with placement; does it simply work based on biome and elevation, or would putting it inside a building help regulate temperatures?
Really the only bad thing about large ftb packs is that minecraft itself takes longer to load up. Once it loads yeah, 'heavier' packs will take more ram (lite for instance only takes about 700mb) to about the 1.1-1.8gb range.
I would try either allocating more memory to ftb or just try to take out any mods notorious for causing lag/fps drops.
Hardly ever go above 45% used memory, allocating 3 gigs right now.
Also, it's starting to look like world gen type is an issue. I could either cut out around my base in my current world and paste it into a new one with default gen, or just start over. Preferably the former however.
World gen perhaps? Are you using default? I've got mine set on Highlands. Currently got a Boring Machine with a maxed out creative industrial coil up at y 256 generating far ahead, and my god the hangups are disgustingly long. I actually sat for 3 minutes waiting for a teleport over to where my current boring machine had reached so I could see if the maxed out one had finally made it that far. Maybe I'll create a world on default gen and see what performance I get.
Reika, you mentioned you had multiple boring machines at maxed out speeds. How do you deal with the lag caused by world generation? Right now the one I have running at about 3 seconds per operation causes freezes every 30-45 seconds (1 to 2 minutes if I leave the window open and go do something) due to world gen; I don't even know if I can keep up with one running at full speed, let alone multiple machines.
What does the setting regarding retrogen ores do in Reactorcraft config?
I'm guessing that when you activate it, it goes and retroactively generates ores in already generated land, saving you from having to venture out into unexplored territory, or start a new world, in order to get ores.
Also, when are you going to answer those questions in your AMA Reika? It's been a couple of weeks since you posted the video.
I have to ask though, does the borer just 'break' it, or does it harvest it? I certainly don't want it to be able to harvest it...
He'll be changing the hardness to a finite one next update, but how would this be handled? As it is, more or less, a block, would it simply treat it like lava and water and just get rid of it, or would it harvest it?
Zero - Honestly, I think I had a reasoning before, but I can't remember, I'll probably change it in the update later today. You don't need a deobfuscator though, cos all my code is on my github. I have to ask though, does the borer just 'break' it, or does it harvest it? I certainly don't want it to be able to harvest it...
I don't quite know. Lava and Water are not harvested, but that may be because they're liquids and it's set to ignore liquids. I was wrong about the torque requirement though; I had to place blocks over the gas to get it to move forward again, as it is incapable of drilling through blocks with bedrock hardness. I'll ask Reika how this would be handled.
If the block is an instanceof BlockFluid or BlockFluidBase, the Borer will completely ignore its hardness contribution and simply destroy it. I can add a interface to the RC API to make other block types get the same behavior. Is he interested?
One more nugget of information. You've probably got a ton of these little features everywhere, but never mention them.
Also, I found some really really odd behaviour. I went to test the natural gas not breaking, but mined through it just fine. Then I placed down bedrock... and it mined through that too. At this point I'm wondering if another mod is heavily interfering.
Hmmm. Well, I'm sure you're not willing to add special cases to the Boring Machine for every mod that wants to add invisible blocks with -1 hardness, so right I'm I'm trying to find out from Joshie how I can give it a finite hardness so that I can keep drilling without periodic interruptions. Although, is there something in the peripherals that determines whether or not the machine is jammed? It would be nice to hook it up to a light plainly in sight, and have it send a signal if it is jammed so I can go fix it.
They are intended to be unbreakable. They have the same 'hardness' as bedrock. Which is -1.0F.
Why do they need a hardness? From what I understand, they should be able to function like lava and water, where any attempt to mine them will simply result in targeting the block behind them, or have the player swinging at air, which allows them to have a finite hardness.
Also, is there any way I could manually change this in the code? I don't have a deobfuscator, so I can't tell what everything does. I'm not sure if changing canHarvestBlock in the BlockAir class to true would allow for the Boring Machine to successfully break it or not.
-Talking about new blocks, I would like to suggest you a new reactorcraft block: neutron reflector. This new item, placed at the edge of a fission reactor would increase efficiency by reflecting back free neutrons into the core. The "drawback" for the designer will be the difficult to deal with the extra heat produced by the reactor. This would be also really realistic.
Neutron reflector sounds nice. Not free extra energy since it also outputs more heat, but if you can manage it, it will allow for more efficiency in your design.
Hey Joshie, there's an issue with the Hardness of your Natural Gas (or maybe lack thereof). The RotaryCraft Boring Machine calculates the necessary torque to mine through a block using its hardness. Obsidian needs 512 Nm of torque, but your Natural Gas blocks are requiring either 8192 or 16384 Nm of torque to mine, which is far too high. What are you setting the hardness to, and what file should I go to in order to change it? Encountering natural gas pockets puts my Boring Machine at a standstill and I have to put in a couple gearboxes to get enough torque to mine past it.
Go ahead and look to the RailCraft source to check the hardness.
It's listed as 2.0f with a resistance of 10.0f. Now I'm really at a loss as to what is causing this; I'm going to see if filling in the empty spots will do anything.
EDIT : Lo and behold, it was those empty spots. I'm not sure if it was an issue with calculation, or if there was some invisible block that someone made with a strange hardness, but placing a couple blocks cause it to drill forwards again. I suspect Mariculture's Natural Gas, as I am getting Mining Fatigue and Weakness standing in the area.
0
That's very interesting. This will probably make Fermenters require more care with placement; does it simply work based on biome and elevation, or would putting it inside a building help regulate temperatures?
0
Hardly ever go above 45% used memory, allocating 3 gigs right now.
Also, it's starting to look like world gen type is an issue. I could either cut out around my base in my current world and paste it into a new one with default gen, or just start over. Preferably the former however.
0
World gen perhaps? Are you using default? I've got mine set on Highlands. Currently got a Boring Machine with a maxed out creative industrial coil up at y 256 generating far ahead, and my god the hangups are disgustingly long. I actually sat for 3 minutes waiting for a teleport over to where my current boring machine had reached so I could see if the maxed out one had finally made it that far. Maybe I'll create a world on default gen and see what performance I get.
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Probably all of the fluff the FTB packs put in. I really ought to prune this thing down, but I love having 5 million things to do.
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0
I'm guessing that when you activate it, it goes and retroactively generates ores in already generated land, saving you from having to venture out into unexplored territory, or start a new world, in order to get ores.
Also, when are you going to answer those questions in your AMA Reika? It's been a couple of weeks since you posted the video.
0
He'll be changing the hardness to a finite one next update, but how would this be handled? As it is, more or less, a block, would it simply treat it like lava and water and just get rid of it, or would it harvest it?
0
I don't quite know. Lava and Water are not harvested, but that may be because they're liquids and it's set to ignore liquids. I was wrong about the torque requirement though; I had to place blocks over the gas to get it to move forward again, as it is incapable of drilling through blocks with bedrock hardness. I'll ask Reika how this would be handled.
EDIT :
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One more nugget of information. You've probably got a ton of these little features everywhere, but never mention them.
Also, I found some really really odd behaviour. I went to test the natural gas not breaking, but mined through it just fine. Then I placed down bedrock... and it mined through that too. At this point I'm wondering if another mod is heavily interfering.
0
Hmmm. Well, I'm sure you're not willing to add special cases to the Boring Machine for every mod that wants to add invisible blocks with -1 hardness, so right I'm I'm trying to find out from Joshie how I can give it a finite hardness so that I can keep drilling without periodic interruptions. Although, is there something in the peripherals that determines whether or not the machine is jammed? It would be nice to hook it up to a light plainly in sight, and have it send a signal if it is jammed so I can go fix it.
0
How would this affect the calculations of the Boring Machine? This is for Mariculture's Natural Gas block.
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Why do they need a hardness? From what I understand, they should be able to function like lava and water, where any attempt to mine them will simply result in targeting the block behind them, or have the player swinging at air, which allows them to have a finite hardness.
Also, is there any way I could manually change this in the code? I don't have a deobfuscator, so I can't tell what everything does. I'm not sure if changing canHarvestBlock in the BlockAir class to true would allow for the Boring Machine to successfully break it or not.
0
Neutron reflector sounds nice. Not free extra energy since it also outputs more heat, but if you can manage it, it will allow for more efficiency in your design.
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0
It's listed as 2.0f with a resistance of 10.0f. Now I'm really at a loss as to what is causing this; I'm going to see if filling in the empty spots will do anything.
EDIT : Lo and behold, it was those empty spots. I'm not sure if it was an issue with calculation, or if there was some invisible block that someone made with a strange hardness, but placing a couple blocks cause it to drill forwards again. I suspect Mariculture's Natural Gas, as I am getting Mining Fatigue and Weakness standing in the area.