so, now that i'm done setting up 5x ore processing, let's talk salt usage.
i've got JABBA barrels with translocators as the item transport with a slot upgrade and infinity upgrade in each loading salt into my processing and it CANNOT keep up, not even close, the salt is used faster than it's possible to insert from what i can tell.
maybe i should be inserting it directly as that hydrogen chloride or whatever instead of salt?
here's my setup:
that's with the maximum upgrades in all machines pictured as well.
is the injection machine meant to be a bottleneck? because it really is, i could use some more extreme transport methods later though, but, wow, excessive.
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24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
OK, now we finally come to an actual issue. On the Wiki, for example on the Solar Generator, it says the top line of the text in the GUI is the current charge of the internal power buffer. However, in game when the internal power buffer is depleted and it's outputting all charge to the network, it sits at a particular J level. Is that indicating its current power output? If so, this needs to be made much clearer in both the Wiki and in the GUI, possibly replace the max output line with the current output since you can also see the max output capability in the information that pops up from the power tab of the GUI, and leave the charge out of the text as well. There is way too much information redundancy in these GUIs. Please put information where it makes sense, and don't have multiple data represented in the same place alternately.
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This is a great mod but I had some serious bottleneck issues with 5x ore processing back on v6 that ultimately made me not use the mod again for ore processing. Recently I setup 4x ore processing system using the latest v8, hoping that some of the bottleneck issues have been addressed. I had high hopes knowing that you could upgrade all machines now. However, Brine is still the biggest bottleneck by far, which doesn't make sense because I built the biggest one and it's in a desert. They are incredibly expensive and time consuming to make, and not practical to build 5+ of them to keep up.
A entire Minecraft week or so, and I was able to process about 3-4 stacks of ore. This is with all machines having 10 upgrades, and 10 of the new gas upgrades on every machine that accepts them. Kind of a joke considering the amount of materials it takes to make the 4x and 5x systems. I have to send the bulk of my ores through 3x still.
1) There should to be a way to make them to keep heat and produce brine at night via an upgrade.
2) There should be ways to increase brine output from a single salination plant, similar to upgrading machines. Making them as big as they can go is simply not enough.
Am I missing something? I feel even 5x max Salination plants could not keep up with a single digital miner.
Is there a way to measure the amount of energy stored in an induction matrix?
A simple comparator obviously does not work like it does on the energy cubes. I'd like to switch on an additional big reactor (or even a fusion reactor if I manage to afford it) when my energy storage gets low.
Is there a way to measure the amount of energy stored in an induction matrix?
A simple comparator obviously does not work like it does on the energy cubes. I'd like to switch on an additional big reactor (or even a fusion reactor if I manage to afford it) when my energy storage gets low.
I'd like to know as well.
Right now I'm using RFTools to give a display output of how much RF its storing. I'm not sure if there is something within RFTools that can do exactly what your asking (start additional reactor when power level is below set value)
I get conflicting information about the maximum power generation rate (as opposed to the maximum output rate) of the wind turbine and the space required for one? My sources say anything between 200 and 800 J/t (which would mean 80 and 320 RF/t, respectively).
Can anyone clear this up? This is Mekanism 8.1.???.
I get conflicting information about the maximum power generation rate (as opposed to the maximum output rate) of the wind turbine and the space required for one? My sources say anything between 200 and 800 J/t (which would mean 80 and 320 RF/t, respectively).
Can anyone clear this up? This is Mekanism 8.1.???.
I can tell you that at ground level in my flat test world the turbine generated 60 J/t, and that's at minimum height. Maximum possible output, according to the wiki, is 200 J/t, but at max height (base of turbine at 251) in my flat world I was getting 480 J/t. I'm not sure if that's affected by biome or not. As for space, you need five blocks high and 3 wide in one direction (1x3x5H) in order to place it in the world. I don't know if there are any requirements for spacing between turbines for maximum effectiveness.
It's not turning on no matter what directions the tanks are facing, or where the pipes connect to either machine.
Can you get a shot of the back of the setup?
I also tried creating a better setup in a Creative world.
I hooked up 3 Wind Turbines running at max capacity, with Ultimate cables and fed the separator from a pump with the highest-tier pipes.
Still nothing. It receives the power, and it receives the water, but it doesn't use the water or output anything other than disappointment.
What's feeding into the very back? Power? Where's the water input? The tanks should turn with a wrench though---puzzling.
That's the picture of my survival setup. Like I said, I didn't set up a water pump for it yet, but it didn't make a difference in the Creative world.
That is power though, being pumped in through Basic Universal Cables.
The tanks do turn with the wrench, but the thing is, nothing happens regardless of the direction they're facing.
Do you have a picture of a working setup, that I might be able to base mine off of in the hopes that it'll work?
EDIT: Nevermind, I got it working!
I updated to the latest version of Mekanism, which I probably should have done sooner.
It could have been either the update, or just restarting Minecraft that fixed it, but regardless it's all working now.
Thanks for your help though! I appreciate the persistence!
http://i.imgur.com/7nue9Xu.png
http://i.imgur.com/L4yaN3O.png
http://i.imgur.com/QRsbXW0.png
See if those work.
Thanks, but I seem to have gotten working through other means!
I'd been putting it off stupidly, so I decided to update to the latest version of Mekanism.
Either the update, or simply restarting Minecraft fixed it, but doing that made both my survival and creative setups fully functional!
But thank you very much for the help! I appreciate the persistence.
As a side note, neither the tanks nor a water pump are required. All that's needed is power, and water in the machine.
Good deal. Guess I always assume everything is always updated. Glad you got it working!
so, now that i'm done setting up 5x ore processing, let's talk salt usage.
i've got JABBA barrels with translocators as the item transport with a slot upgrade and infinity upgrade in each loading salt into my processing and it CANNOT keep up, not even close, the salt is used faster than it's possible to insert from what i can tell.
maybe i should be inserting it directly as that hydrogen chloride or whatever instead of salt?
here's my setup:
that's with the maximum upgrades in all machines pictured as well.
is the injection machine meant to be a bottleneck? because it really is, i could use some more extreme transport methods later though, but, wow, excessive.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
OK, now we finally come to an actual issue. On the Wiki, for example on the Solar Generator, it says the top line of the text in the GUI is the current charge of the internal power buffer. However, in game when the internal power buffer is depleted and it's outputting all charge to the network, it sits at a particular J level. Is that indicating its current power output? If so, this needs to be made much clearer in both the Wiki and in the GUI, possibly replace the max output line with the current output since you can also see the max output capability in the information that pops up from the power tab of the GUI, and leave the charge out of the text as well. There is way too much information redundancy in these GUIs. Please put information where it makes sense, and don't have multiple data represented in the same place alternately.
So, everybody before you did not have an actual issue? Plus, you can't command the devs to do anything to suit your needs.
help,mekanism crashes with latest build.help?
Do you have a crash report? That's kind of necessary for us to help you.
This is a great mod but I had some serious bottleneck issues with 5x ore processing back on v6 that ultimately made me not use the mod again for ore processing. Recently I setup 4x ore processing system using the latest v8, hoping that some of the bottleneck issues have been addressed. I had high hopes knowing that you could upgrade all machines now. However, Brine is still the biggest bottleneck by far, which doesn't make sense because I built the biggest one and it's in a desert. They are incredibly expensive and time consuming to make, and not practical to build 5+ of them to keep up.
A entire Minecraft week or so, and I was able to process about 3-4 stacks of ore. This is with all machines having 10 upgrades, and 10 of the new gas upgrades on every machine that accepts them. Kind of a joke considering the amount of materials it takes to make the 4x and 5x systems. I have to send the bulk of my ores through 3x still.
1) There should to be a way to make them to keep heat and produce brine at night via an upgrade.
2) There should be ways to increase brine output from a single salination plant, similar to upgrading machines. Making them as big as they can go is simply not enough.
Am I missing something? I feel even 5x max Salination plants could not keep up with a single digital miner.
realised the problem,forge was wrong,version was 1352 forge
thanks for trying to help though!
Looks like they increased it by 4x in the upcoming version.
Sadly, that's still going to required 3-4 max sized plants running in a desert. A lot better than 12 though...
Is there a way to measure the amount of energy stored in an induction matrix?
A simple comparator obviously does not work like it does on the energy cubes. I'd like to switch on an additional big reactor (or even a fusion reactor if I manage to afford it) when my energy storage gets low.
I'd like to know as well.
Right now I'm using RFTools to give a display output of how much RF its storing. I'm not sure if there is something within RFTools that can do exactly what your asking (start additional reactor when power level is below set value)
I get conflicting information about the maximum power generation rate (as opposed to the maximum output rate) of the wind turbine and the space required for one? My sources say anything between 200 and 800 J/t (which would mean 80 and 320 RF/t, respectively).
Can anyone clear this up? This is Mekanism 8.1.???.
I can tell you that at ground level in my flat test world the turbine generated 60 J/t, and that's at minimum height. Maximum possible output, according to the wiki, is 200 J/t, but at max height (base of turbine at 251) in my flat world I was getting 480 J/t. I'm not sure if that's affected by biome or not. As for space, you need five blocks high and 3 wide in one direction (1x3x5H) in order to place it in the world. I don't know if there are any requirements for spacing between turbines for maximum effectiveness.