I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
MASIVE PROBLEMS WHIT MEKANIZM!!!!! MCPC+ LAGS CPU LIKE HELL WE ALREADY SET 0 to EU and MJ so people dont use it whit other mods THIS PROBLEM IS THERE FROM v6 BEGINING AND NOT SOLVED UNTIL TODAY!!! AUTOR PLS ADVICE OR FIX IN THIS RATE SERVER IS GOING TO SOON GO TO STALL
Mitelin, have you tried profiling the individual entities to find out where the tick lag is occurring? Without an entity breakdown - there is no way that anyone can help you. It's a good idea to allow access to entity tick profiling of some kind (such as Opis) to your server admins and ops. It also helps you track down players who have ridiculous, laggy setups regardless of what mod is causing the problem.
just thought I would help diagnose the tick rate problem, its on the issue tracker but im not looking up the issue, anyways as you can see on play.parsonage.co/Mek.html I used a server profiler called "warmroast" it is a java profiler and it points out that it is the mekanism energy network, to be more specific it is the mekanism energy network hooking into thermal expansion, now he closed the issue saying that it was fixed in the next version, only problem is he never pushed the next version to github or his website, so we just gotta simply wait and sit on our hands, but a temporary fix is set the MJ value in the config to 0 it wont fully fix it, but your game will atleast be playable, and dont try to hook a tesseract up to it either (server killer), hope this helps.
One possible work around would be to never hook up a universal cable to anything other then what is in Mekanism (I know .. defeats the purpose, but it also gets rid of IC2 incompatibilities as well)
So, For example, I use either EnderIO or UE cables to connect all my power sources into the energy cube. In fact, lately, I just have not used the UE cables at all. From the energy cube output, I connect to my TE battery or IC2 battery via Ender IO energy pipes -or- connect 1 UE cable block in between the output of the energy cube and the redstone conduits or IC2 cables of choice.
I used to do this anyway, because in the 5.x versions... my eyes would go into a conniption fit watching the UE cable flash multiple times per second and it would reduce overall FPS of the client.
This is probably why I haven't seen much high tick rate on my own server associated to Mekanism.
Rotary Condensentrator Does not dump to mechanial pipes (to pipe liquid out of it)
Ore dublication does not work (x5) of ALL of the ores (Diamond redstone lapis)
possible solution. Do like Reika in Rotary craft, making a tab for all mod and ores you can think of. Adding the Liquid clumps shards and so on. (Would go towards that Compatiblity we love)
Cannot use Tanks(gas) as a "Battery" on a line. You have to break it and put it into a machine
1) Make sure that you've set the Condensentrator mode to condense gases to liquids. Then set the Mechanical Pipe to "PULL" by shift-r-clicking the pipe with a Configurator.
3) Gas tanks have a specific output side with a special mark. Make sure you're connecting your Pressurized Tube to that side.
I am using minecraft launcher 1.6.2 and my minecraft version 1.6.4 shuts down automaticly.
I downloaded MDK-6.0.3.30, Mekanism-6.0.3.30 Mekanism Generators-6.0.3.30 and mekanism tools-6.0.3.30.
What else do i need to download?
Do not install the MDK - that is a toolkit for developers, not for players. Have fun! If you're new to Mekanism, you might want to give this a read: Getting Started with Mekanism
i love this mod, but i cant play it... my fps and the server tps (60 fps, 20tps) is great, i dont use the hydrogen generator, or the wind turbine, only mekanism machines on the mekanism power lines, from the config the fancy rendering is off, mc not in fancy, sonuds off, particles off, etc. but...
if i put something into a factory with a smelter in it, i got massive tps drop peaks, and the 60-90 fps on client side is 20-30 and lagging...
this is the best mod i saw in years, but in this case i cant play with it, with 3-4 factory the fps overall is arround 30, but it is lagging.
i can see when my quarry gets some ores for the processing plant (3x only), it is killing the tps, fps...
My biggest problem so far with this mod has been a problem with brine output. I'm currently in a desert biome and have had 4 towers built for brine. Everything else in my chain is only done once downstream. I have tried AE, TE, and even mekanism transport pipes to get buckets of water to the controller and remove empties. I cannot find any way to keep the tower full of water or at least keep up with the rate of burn off. The bottleneck on brine production is practically negating the 5x ore bonus in the end. At present i keep lowering one tower in hopes of reaching some balance point with temperature and maintain a higher than 1 or 2 per tick brine output.
Your problem isn't water transportation, fluiducts IIRC transport unlimited water, it's production. Ditch the pipes entirely, build a water-filled tower around the multiblock, and put an an Aqueous Accumulator right at every valve. About half the valves should cover your needs.
Your problem isn't water transportation, fluiducts IIRC transport unlimited water, it's production. Ditch the pipes entirely, build a water-filled tower around the multiblock, and put an an Aqueous Accumulator right at every valve. About half the valves should cover your needs.
hmm, good idea, i'm having a similar problem.
Could have probably solved the problem with 2-4 blocks but for some reason the towers won't accept water from extra utilities liquid transfer nodes.
I tried to upgrade from Mekanism 5.6.0.608 to v6.0.3.30 but I get this error when launching (I am using the moonquest modpack)
1. Please use spoiler tags when posting logs. Like this:
[spoiler]
Your log here
blah blah
more log
[/spoiler]
2. That log has "buildcraft" all over it. I see that your pack is loading BCraft 4.1.2. There is a 4.2.2 release. I suggest updating BCraft, and see if your problem goes away.
Or instead of the aqueous accumulator use the pumps from mekanism together with the pipes from mekanism. on a 3x3 you can have 5 pumps running meaning 5000 mb water in the system pr sec. Just scale it up.
The mechanial pipes are awesome i use them for all liquid transport (i also have TE3 installed and BC but Meckanism's pipes takes the glory)
There was an update on his twitter
Im not sure that I would consider a tweet made on mar 7th an recent activity from a guy that usualy posts multiple tweets a day
My biggest problem so far with this mod has been a problem with brine output. I'm currently in a desert biome and have had 4 towers built for brine. Everything else in my chain is only done once downstream. I have tried AE, TE, and even mekanism transport pipes to get buckets of water to the controller and remove empties. I cannot find any way to keep the tower full of water or at least keep up with the rate of burn off. The bottleneck on brine production is practically negating the 5x ore bonus in the end. At present i keep lowering one tower in hopes of reaching some balance point with temperature and maintain a higher than 1 or 2 per tick brine output.
I found that an upgraded Extra Utilities liquid transport doodad keeps up with water demand on the brine maker.
Hey aidan. Ive heard a lot of good things about your mod and I recently added it to my existing 1.6.4 world. It looks like a slightly more hardcore than TE tech mod so it might make for a decent IC2 replacement...I dont get much use out of that these days. I really like the looks of some of these items and will probably replace all of the visible energy conduits around my base with yours. Of course theres a few things that bug me about the mod, like how most of the machines about ore processing and nothing else.
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
http://en.wikipedia.org/wiki/Oden so what I'm soup? Fish soup?
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
OHHH U FELL FOR IT! OOOOOHHH
So, For example, I use either EnderIO or UE cables to connect all my power sources into the energy cube. In fact, lately, I just have not used the UE cables at all. From the energy cube output, I connect to my TE battery or IC2 battery via Ender IO energy pipes -or- connect 1 UE cable block in between the output of the energy cube and the redstone conduits or IC2 cables of choice.
I used to do this anyway, because in the 5.x versions... my eyes would go into a conniption fit watching the UE cable flash multiple times per second and it would reduce overall FPS of the client.
This is probably why I haven't seen much high tick rate on my own server associated to Mekanism.
1) Make sure that you've set the Condensentrator mode to condense gases to liquids. Then set the Mechanical Pipe to "PULL" by shift-r-clicking the pipe with a Configurator.
3) Gas tanks have a specific output side with a special mark. Make sure you're connecting your Pressurized Tube to that side.
Have fun!
Direwolf20 doesn't own Forgecraft, Pahimar does
THANKS!
How do you intend to craft the jetpack without the other blocks and materials?
change the config as follows
Client side:
B:MachineEffects=false
B:EnableSounds=false
Server side:
D:JoulesToMJ=0.0
D:MJToJoules=0.0
hmm, good idea, i'm having a similar problem.
Could have probably solved the problem with 2-4 blocks but for some reason the towers won't accept water from extra utilities liquid transfer nodes.
1. Please use spoiler tags when posting logs. Like this:
2. That log has "buildcraft" all over it. I see that your pack is loading BCraft 4.1.2. There is a 4.2.2 release. I suggest updating BCraft, and see if your problem goes away.
If you haven't seen it already, you might want to check out this guide to upgrading Mekanism. Have fun!
Im not sure that I would consider a tweet made on mar 7th an recent activity from a guy that usualy posts multiple tweets a day
The Chemical Oxidizer won't hook to a pipe for output.
Anyone else having this problem?
I found that an upgraded Extra Utilities liquid transport doodad keeps up with water demand on the brine maker.