Also: don't know how this happened, but just had smeltdown while messing around with designs and this kinda happened when I tried to replace the smeltdown liquid blocks by whatever block: anyone interested in a free water extractor? I've got some spares... Or is it just a messup in my configs somewhere? Could someone try to reproduce?
Exact same thing happened to me, at the time I thought I had accidentally placed some heavy water extractors because i was in creative mode.
Is there anything that can be done about this? the Van De Graaff Generator entity is consuming a huge amount of cpu time for no apparent reason.
Also the rest of the rotarycraft tile entities are bogging things down like crazy. I don't see any reason why these should require so much cpu time to accomplish what they do... and there could be hundreds or thousands of shafts and such in a large setup.
Possibly the wrong thread (I might need to head over to the AE thread) but has anyone got P2P tunnels working with rotarycraft shaft power? according to the changelog of Applied Energistics, a ME P2P Tunnel should be able to be configured to carry shaft power over the ME network. I can't seem to get the P2P tunnel to switch to RC Watts mode.
I've noticed that since upgrading from v18b to v19, I'm experiencing an extreme amount of lag on the client and server both, and "server can't keep up" messages. this didn't happen prior to v19. Also there are quite a large number of "IndexOutOfBounds" exceptions being thrown when connecting fluid pipes, it looks like you have an off-by-1 error although I don't see it in the code anywhere... Doing too much work with fluid pipes (connecting 10-15 of them) creates an increasing amount of framerate lag on the client, disconnecting and reconnecting to the server will "clear" this out.
And no, I don't have a crap CPU or GPU on my desktop, and the server is an HP ProLiant BL460c blade system with two quad-core E5520 Xeon CPUs and 48GB of RAM (6GB allocated to minecraft), so the issue is assuredly not hardware.
I'm running FTB Monster 1.1.0 with RotaryCraft, DragonAPI, ReactorCraft, and GeoStrata all updated to v19.
Have you given any thought to providing a path for disposal of radioactive waste that involves putting the waste container in a neutron-rich environment and fissioning the waste into progressively safer elements? This is already being done in the real world in certain cases e.g. in a fast neutron reactor. see: http://www.world-nuc...d-Nuclear-Fuel/
I like what you've done with the mods overall and my suggestion or feedback is that more things be added that utilize existing items and machines. I think most people enjoy a tech tree with lots of branches rather than lots of dead-ends. A functioning reactor could even become a hub that produces both shaft power as well as direct heat. For example, I'm already thinking about ways i could utilize heat generated by neutrons to power other RC machines (blast furnace?) by sticking them in the outer ring of a reactor (inside of the concrete shield)
Additionally, back to the subject of neutrons being emitted in any direction on the same y-plane as the source... how feasible is that? I haven't looked at your code yet but plan to soon.
So I'm setting up my first fission reactor with ReactorCraft and i realized that neutrons only travel in straight lines on polar coordinates... Is there any way (perhaps via a configuration option) to allow neutrons to be emitted in random directions thus providing more "realism" and providing even more opportunities for experimentation and such? Additionally, and I realize that this would be fantastically difficult to program... it would be quite interesting to be able to build 3d reactors that had multiple layers (and have neutrons emitted in any direction possible).
I do not know about input speed, but you being shocked if close is intentional.
Is it set to drop items?
I get shocked up to 16 blocks away, even through blocks. Am i giving it too much power perhaps? Also i've tried "insulating" the VDG from arcing out by placing water source blocks near it, or 'conductive' blocks like gold, iron, etc hoping to provide a grounding path for it to short against, to no avail. My understanding of VDG in real life is that it should be creating arcs to the nearest conductive thing with the overall least resistive path. which is mostly why I was not expecting it to shock me 12-16 blocks away since the toroidial magnet was 1 block away from it.
Yes, the boring machine is set with drops = on. thinking back, this issue happened after i reset it. I might have destroyed the 'mining pipe' it places.
Can I get some advice on the proper input power/speed/torque for van de graaff generators to energize the tokamak ring and the magnetic containment pipe? Also, what is the best way to prevent them from zapping me, or is this intentional to provide a danger/challenge element?
Also I'm having an issue with the boring machine, it seems to not want to spit out any of it's drops at all. There's not much information on how to set this one up either.
#3 and the multiblock bugs are already implemented/fixed, but #1 and #2 are very difficult to do properly, and will likely make automation consume a lot more CPU. Additionally, it is likely to be less stable and will cause side-effects.
Regarding #1/#2:
Then perhaps it's not appropriate for the fusion reactor to require *thousands* of magnets to be produced to build the solenoid ring if players have no way of devising an automated process for this? I understand it's done for flavor and to retain 'realism' but i don't feel like the realism will be appreciated by anyone except yourself, in this situation. I also think that magnets between 1mT and 256mT should have uses elsewhere, otherwise it's going to be seen as a pointless time waster. I've been using rotarycraft/reactorcraft instead of IC2/GregTech because i dislike the approach that tedium == challenge, which IC2 has been adopting more and more.
Just posting this here if anyone has a solution. Not directly related, but it wouldn't surprise me if RotaryCraft contributed a bit. I'm seeing [Minecraft-Server] Can't keep up! pop up pretty frequently in my logs, average of 4 times a minute. I'm just running a singleplayer world, but there are very noticeable hangups where nothing is responsive for a couple seconds, and lately I'm even getting block lag when mining. System specs and task manager below.
I used a mod called Opis to profile the server and find out what was causing issues like that. Turns out there were some glitches with ME Interface entities from applied energistics mod that were taking several milliseconds per entity... That being said, most of the rotarycraft entities consume much more cpu time than any other mod. Not sure if this is due to the animation (server calculating and sending updates to client of animation state??) or some other factor.
Second, I'd like to suggest some tweaks for RotaryCraft / ReactorCraft, that I think would help with usability/player experience, but not detract from the balance and vision of the mod.
Compactor. This is a neat machine, it seems like it has unexplored potential. It however does not play nice with any type of automation. It would be really great if it could evenly distribute the input items amongst the 4 slots it uses. Otherwise, the only feasible way i've found to automate it is to use factorization routers to inject things into slots 0-3. Which is hacky and I try and avoid such things.
Similar to #1, the Blast Furnace should evenly distribute iron ingots on the 3x3 grid. If I send down 9 ingots through a pipe of any type into the blast furnace, it would be great if the were spread out giving me the benefits of the potential for duplication of steel.
A visual indicator on the GUI or on the actual block of Shaft Junctions would be good to show which mode they were in and how the shaft power was being split (if in the 1-in-2-out splitting mode). I've gotten in the habit of spamming the button for the split i want since i've run into issues (non-reproducible, sorry) where i click on "1:1 split" and then find out that it didn't actually set it to that. Perhaps make the button stay in it's depressed-state on the GUI so it's clear to the player what the shaft junction is doing.
I also have a bug report:
The multiblock structure for the Fusion Reactor's rotating solenoid ring identifies itself as complete without any of the central permanent magnets or auxiliary permanent magnets being placed. This should be easy to reproduce.
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Exact same thing happened to me, at the time I thought I had accidentally placed some heavy water extractors because i was in creative mode.
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Also the rest of the rotarycraft tile entities are bogging things down like crazy. I don't see any reason why these should require so much cpu time to accomplish what they do... and there could be hundreds or thousands of shafts and such in a large setup.
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I hadn't set it at all, it's a new config option is it not? It's currently set at 5.
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And no, I don't have a crap CPU or GPU on my desktop, and the server is an HP ProLiant BL460c blade system with two quad-core E5520 Xeon CPUs and 48GB of RAM (6GB allocated to minecraft), so the issue is assuredly not hardware.
I'm running FTB Monster 1.1.0 with RotaryCraft, DragonAPI, ReactorCraft, and GeoStrata all updated to v19.
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I like what you've done with the mods overall and my suggestion or feedback is that more things be added that utilize existing items and machines. I think most people enjoy a tech tree with lots of branches rather than lots of dead-ends. A functioning reactor could even become a hub that produces both shaft power as well as direct heat. For example, I'm already thinking about ways i could utilize heat generated by neutrons to power other RC machines (blast furnace?) by sticking them in the outer ring of a reactor (inside of the concrete shield)
Additionally, back to the subject of neutrons being emitted in any direction on the same y-plane as the source... how feasible is that? I haven't looked at your code yet but plan to soon.
EDIT:
All the recipes should be in the in-game RotaryCraft Handbook and reactorcraft book.
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Fair enough.
Next up: how the heck do you pull waste out of a core in an automated fashion? I can't even get a factorization router to extract it...
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I get shocked up to 16 blocks away, even through blocks. Am i giving it too much power perhaps? Also i've tried "insulating" the VDG from arcing out by placing water source blocks near it, or 'conductive' blocks like gold, iron, etc hoping to provide a grounding path for it to short against, to no avail. My understanding of VDG in real life is that it should be creating arcs to the nearest conductive thing with the overall least resistive path. which is mostly why I was not expecting it to shock me 12-16 blocks away since the toroidial magnet was 1 block away from it.
Yes, the boring machine is set with drops = on. thinking back, this issue happened after i reset it. I might have destroyed the 'mining pipe' it places.
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Can I get some advice on the proper input power/speed/torque for van de graaff generators to energize the tokamak ring and the magnetic containment pipe? Also, what is the best way to prevent them from zapping me, or is this intentional to provide a danger/challenge element?
Also I'm having an issue with the boring machine, it seems to not want to spit out any of it's drops at all. There's not much information on how to set this one up either.
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Regarding #1/#2:
Then perhaps it's not appropriate for the fusion reactor to require *thousands* of magnets to be produced to build the solenoid ring if players have no way of devising an automated process for this? I understand it's done for flavor and to retain 'realism' but i don't feel like the realism will be appreciated by anyone except yourself, in this situation. I also think that magnets between 1mT and 256mT should have uses elsewhere, otherwise it's going to be seen as a pointless time waster. I've been using rotarycraft/reactorcraft instead of IC2/GregTech because i dislike the approach that tedium == challenge, which IC2 has been adopting more and more.
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I used a mod called Opis to profile the server and find out what was causing issues like that. Turns out there were some glitches with ME Interface entities from applied energistics mod that were taking several milliseconds per entity... That being said, most of the rotarycraft entities consume much more cpu time than any other mod. Not sure if this is due to the animation (server calculating and sending updates to client of animation state??) or some other factor.
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First, great work.
Second, I'd like to suggest some tweaks for RotaryCraft / ReactorCraft, that I think would help with usability/player experience, but not detract from the balance and vision of the mod.
The multiblock structure for the Fusion Reactor's rotating solenoid ring identifies itself as complete without any of the central permanent magnets or auxiliary permanent magnets being placed. This should be easy to reproduce.