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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika »In your case, it did not specify the number, as the printing of the error caused another kind of crash.
    Also, v1c is released.


    bedrock pipe?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    So, the bomb that exploded over Hiroshima had the energy of 64 TJ (according to the page for "Joule" on Wikipedia).


    Industrial coils can store 240 TJ.

    ...

    How big a crater DOES one of these create when it explodes? I'm trying to imagine a bomb 4 times the size of that A-bomb going off in Minecraft and I'm having a hard time comprehending what that would mean.



    from Wikipedia: A kiloton of TNT can be visualized as a cube of TNT 8.46 metres (27.8 ft) on a side. so 9x cube.

    given that a single TNT block weights about 1.8 tons, those 240TJ coils have the same energy as a 105kt nuke.
    5x fatman, or a TNT block 38x37x37. but the explosions actually generated are a bit smaller than the 16x TNT cubes (8 kt) that I've put together before.
    I don't think minecraft can handle anything much over about 10-15kt in a single blast without dying. my computer struggles when setting 4 or 5 off simultaneously over different areas. (each of which are about 10 each when compared to the small TNT cubes) god help anyone wanting to set off a 1MT blast.

    on a related note, steve is strong.
    IC2 adds uranium blocks. uranium density 19.1 g/cm^3. EACH block weights 19100kg, or 4.3 tons.
    correction. steve has a digital storage system.

    so each uranium ingot (from any mod) is 965lbs if 9 of them craft into a single block. also, 333cmx333x1000 in size, though this also goes for any material with a block.
    so I understand that any uranium ingot added by any mod is less than 20% enriched (CM of 800+lbs) as it doesn't immediately detonate when thrown on the ground. the pure stuff goes off at 52kg, or a 17cm sphere.
    at least reactorcraft avoids these issues by never having anything placeable past the ore.
    but IC2s material is apparently weapons grade. . .*runs away teleports 500 miles upwind of IC2*

    Wikipedia +calculator +random interest in something=SCIENCE!
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    it tells you what the problem is in the first few lines.
    --- Minecraft Crash Report ---- // Quite honestly, I wouldn't worry myself about that. Time: 8/14/14 7:17 PM Description: Initializing game Reika.DragonAPI.Exception.InstallationException: ReactorCraft was not installed correctly: The still corium block ID needs to be exactly one more than the flowing ID! Try consulting http://www.minecraftforum.net/topic/1969694-for information. This is not a ReactorCraft bug. Do not post it to http://www.minecraftforum.net/topic/1969694- unless you are really stuck.

    go into your modpack folder and change one or both of the mentioned IDs.
    find the config file for reactorcraft and the lines concerning the corium IDs.

    for my setup, I go here:
    C:\thing\name\place\FTB minecraft\Monster\minecraft\config\Reika.
    Reactorcraft.cfg
    scroll to ##Reactor blocks##
    scroll to these two lines:

    :"Molten Corium"=2035
    I:"Molten Corium (Flowing)"=2034

    change them to something like the above- still corium one more than flowing. FTB works out the ID conflicts on the mod versions the pack ships with, so when you manually update it wont do that, so you need to go into the configs.

    and for future reference if you don't already know, this is how you fix any ID conflict. just go into the config settings and find the proper file and items within them to change.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    This is similar to the previously-proposed and partially-implemented turbine flywheel, but this version risks suffering from the same exploits that the flywheels did for so long.


    could you implement a check that ensures only turbines can be connected to it, that if the "recieving power from" is anything other than a turbine, it wont make the connection?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    electricraft idea I thought of as I woke up a few minutes ago, inspired by some people having issues due to the network updating in its entirety due to the turbines fluctuating output.

    the power refiner- takes a constantly varying input, outputs the rolling average of the last second, updating that once per second.
    also splits the EC network at itself- the input side is treated as a separate network as the output side, so only a fairly small stretch of wire (and only wire) is being updated every tick.

    purpose: reduce lag from network updates by updating the majority of the network at a slower pace.
    tradeoff: slight power loss from outputting an average value and the spool-up phase of turbines.

    as an example, one would place one of these blocks after merging the power from a turbine collection, and before any batteries, resistors or cable splits.
    Posted in: Minecraft Mods
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    posted a message on Snapshot Double-Feature: 1.7.10 Pre-Release, 14w25a Ready for Testing!
    when you cook a sponge, if you put a bucket in after it cooks and the fuel gauge goes to 0, you get a water bucket back.

    per wiki, since I don't care for the "secret stuff" changelog that goes up in the news section.
    I just go to the wiki by default when I see a snapshot up now.
    Posted in: Minecraft News
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    Would it be better to blacklist all RC/RC/EC machines?

    just the ones that require power, if there isn't a way to change power draw based on the accelerator used.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Sehales
    And what can I do?

    been mentioned before, but go into the config file for Railcraft, and set the ID of the hidden block to 0.


    [file path here]\FTB minecraft\Monster\minecraft\config\railcraft
    you waint the "railcraft" CFG file.
    scroll down

    ####################
    # block
    #===================
    # This is were block IDs are defined.
    # Changing these will have adverse effects on existing worlds.
    # For the list of which sub-blocks are on each ID see the sub-block section below.
    ####################
    block {
    [stuff]
    .
    .
    .
    I:block.hidden=0
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from dozbot

    Regarding the rotated generator, make sure you are placing the "turbine generator" block at the end of the shaft aiming directly down the shaft else you will get strange completion renders. As for the rest, I have the same issue, i can't complete the high-pressure turbine multiblocks.

    Quote from Pyure

    Try this.

    If a given stage doesn't complete, stand on the top-center block of that stage. "Drill" down until you reach the turbine shaft piece. Don't destroy that.

    Replace the blocks you just drilled.

    That stage and all previous stages should render.

    Note that I could NOT fix stage 3 if there was ANY block where stage 4 should go. So if stage 3 breaks and stage 4 is started, I always completely removed stage 4. YMMV.


    thanks.
    it decided to work when I started up a new world.
    I still think its a little finicky.

    I had to totally remove the last stage when putting in the last block for a turbine generator.
    which is why I would like the build order re-worked, maybe having the "turbine generator" block be the last one and not the one piece that requires you to either build the turbine itself second, or tear apart an already assembled one.
    admittedly, its not much of an issue with the small turbines, but the HP ones are a bit of a pain.

    that said, one HP is keeping up fine with my 8 core pebblebed for ~4.2GW and 760K RF
    previously I had 4 standards for 3.6GW and a lot of excess steam in the lines.


    speaking of which, could we have a steam valve block, and/or a flow meter to measure generation rates and buildup?

    @ above: you can copy-paste from the Monster folder if you have that pack set up, as they updated to 23c with version 1.1.2
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    well, FTB finally updated to 23c, and theres a few things I noticed:
    the new HP turbines are being annoying in that the multi-block doesn't want to form despite being built right.
    what block should I place last in each layer or should it matter?
    I read somewhere one HP is equivalent in steam usage to 8 regular turbines, is this correct?

    could you rework the order in which the turbine generator is built (as in, change what block needs placed last), as it stands both it and the turbines are built from the outside in, and the last blocks you need to place are in a position where you have to destroy part of one of the structures to make it work.
    still regarding the generator, when putting one together in creative, the "turbine generator" block itself liked to turn into a deuterium processor when given a block update.

    and when I finally got it built, the assembled render was rotated 90 degrees from the actual structure.
    was this just from me not putting it in straight?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    regarding the TRISO pellets, could we have those be craftable from the enriched uranium dust from the centrifuge lineups?

    or let us do some sort of crafting with the enriched/depleted dusts to get the required plain uranium dust for the pellets?

    cant run my pebblebed off bees, as those turn into IC2 products in Monster. (which can be run through the uranium processor, but that doesn't help me make TRISO fuel)
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from McyD

    Okay, I have a weird bug here. I checked no ID conflicts or overwrites.




    answered before, read back a few pages.
    go find and disable the config line that allows RoC blast glass to be used in other mods.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    V22 has been released.

    Also, I want to add a bee that makes canola grow faster and makes combs that can be centrifuged into a "greasy propolis", which can be squeezed to make a little lubricant. The latter is easy, but how do I add a custom bee species?


    um. . . talk to the Forestry or Extra Bees devs, SirSengir or Binnie, respectively?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)


    Just for your information. this is a small private server that can't even be reached from outside my local lan. so selling items really is no issue! ;-) and i don't think this approach is the right one.


    just because you don't, doesn't mean many others will. sad but true.
    he wont take exceptions im afraid.

    all you can do is unban the RC content.
    its actually NOT OP if you look at whats needed (including the time spent) on getting it to an endgame "OP" state.
    your changes to bedrock actually look easier/ more OP than the original, especially if you have a cobblegen set up.
    out of curiosity, what else have you decided to remove/change?


    im with Reika here. don't tamper with his mods.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Three quick questions, first have refrigeration units been fully implemented yet or is there something I am missing? I ask due to the fact that I provide the recommended power and nothing else, ran it for several minutes and no sign of change at the device. Really intrigued by the idea of it and all the possibilities that go along with it, just kinda at a loss as to how to proceed. Second I understand that mekanism and UE are splitting ways, but was wondering if there were any plans to add a compaitbility for it now that they have split? Finally do you accept donations for all the hard work you have put in to this an all your other mods and where can I donate if you do?

    you have to feed it ice in that center slot.
    in return, it will produce LN2, which is used in the superconducting cables, and Dry Ice, which I don't know what to do with yet.
    Posted in: Minecraft Mods
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