I hate to be the bearer of bad news, but you have Sulfuric Acid as a Gas when in the real world, it can only exist as a liquid and that's chemistry 101 - any acid can only be a liquid. Please update Mekanism to reflect this - thanks!
Actually in small enough concentrations and at a high enough altitiue Sulfuric Acid can be a gas, its call the dew point.
Hello! I'm having a small problem with the 1.12.2 release of Mekanism. Well, a bit of a confusion really. If I read the Wiki right, a Heat Generator is suppose to put out 500 J if surrounded on all 5 sides with lava. Or 5 J/t per side x 5 sides, 25 J/t .
Passive power can be generated by placing the Heat Generator adjacent to a lava source or flowing lava. For each side that is next to lava, it will generate 100 J/s (5 J/t per side), giving a maximum of 500 J/s of passive power.
The configuration says 2.5 RF per Joule ( D:JoulesToRF=2.5 ) So... 25 / 2.5 is 10 RF/t . I'm only getting 1.42 RF/t. I know the heat generator is surrounded by lava and the fluxduct says it can support up to 1000 RF/t so it's not overloading the wiring. Why am I not getting the full 10RF/t ? I know all 5 sides are surrounded. O.o
But for the amount needed to process ore, it won't be that small. So it will be a liquid and I doubt you're gonna process ore in the mountains.
Seeing as your going to be pedantic about this lets break down real word with a minecraft world.
In minecraft sea level is Y=64. Max build height it Y=256. So your actual altitude at max build height is 192 ( 256 - 64 ). Each block = 1 meter.
For real life ( taking this as a guide/source ) 1,500 meters is considered high altitude.
For every 1 meter (up one block) in ratio from minecraft to real life is ~7.8 meters. To be at a high enough altitude for dew point to take affect is ~38 blocks above seal level - so for dew point to apply in minecraft all you need to do is build at Y=102 and dew point applies.
Or we can treat minecraft as a fictional game with fun mecahnics to play with without needing to be pedantic about things that really doesn't matter at the end of the day.......
I had this issue as well... wanted to use it to power a mob crusher which uses 40 RF/tick and I wasn't getting enough power, so I switched to wind turbines.
Ironically, after I left my Thermoelectric Boiler and returned to it, it went up from where it was before (from about 19 mb/t to 38-39/mb/t per fuelwood heater). Also, I found out the best way to deliver water to it was a reinforced servo on a fluiduct from Thermal. Keeps up and passes the rate of the boil, allowing it to stay full of water. I know they can get hot and not explode, but I prefer not to let all that heat go to waste. Thank goodness for Bonzai Trees or I'd never keep up with the wood demand either!
Rollback Post to RevisionRollBack
I fold for team 233711. Do you run Folding at Home on your computers?
Building a city in modded Minecraft 1.12.2 using my own custom modpack!
I am playing Minecraft 1.15.2 with Forge and Mekanism last Version (9.9.10.402).
I have building a x5 ore production, and first it produce. After logout and next day play again no tube / pipe transport anything. I ve a gas-burning generator for energie production and it produces nothing.
i ve found no failure and so. Restart has no effect.
Having difficulties keeping brine supply up to a 8x speed upgraded electrolytic separator. What do people use to supply brine? At the moment I have 2 x 18 block high thermal plants, each full of water, pipe-connected supplying brine to the ES, and it is processing faster than brine can be supplied. Recommendations?
Having difficulties keeping brine supply up to a 8x speed upgraded electrolytic separator. What do people use to supply brine? At the moment I have 2 x 18 block high thermal plants, each full of water, pipe-connected supplying brine to the ES, and it is processing faster than brine can be supplied. Recommendations?
Got it sorted. Resistive heaters in the thermal plant, and I had not discovered that there are gas upgrades for the machines, which improve their gas efficiency. Humming along with Tier 3 ore quadrupling now.
Does anyone know how do i configurate output in Enrichment chamber Im playing 1.6.4 Mekanism v 5.6.0
Are you playing MC 1.6.4? Man, you'll be lucky to find someone who even remembers how to mod that version. If I recall correctly you had to configure modded block and item ids by hand back then!
Looking at , it doesn't seem to me like there is a menu section for it. Perhaps right-clicking on the sides with some kind of wrench would work? Otherwise, they probably work like the vanilla Furnace. Input in the top and bottom and output on the right.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Hey, i have a question about the digital miner and couldn't think of a place to ask other than here. I just built one, made sure it had enough power, placed some transporters and chest on the output and set autoeject to on, but nothing is happening? I know it has to scan before it starts mining but how long does that take?
I read quite a bit about it and i think it's set up correctly but it says "to mine: 0".
I really cant figure out what's going on.
It has plenty of power and it says it's running.
EDIT: I think the problem was my filters (i hadn't set any up) but now i've set y levels and radius. I wanted to add ores using the oredict thing but there is no option for oredict. According to the wiki the other ones aren't perfected so i wanna use oredict. Instead of oredict i see "Tag". How do i use that?
Really hope someone can help me, i'm honestly stuck.
How does Mekanism cable logic work? How does a device decide from which energy source to pull the energy?
Example setup ("---" is a cable):
Windmill 1 --- Energy Cube 1 --- One input side of Energy Cube 3
Windmill 2 --- Energy Cube 2 --- Another input side of Energy Cube 3
Output of Energy Cube 3 --- Some machinery that pulls less energy than one of the windmills.
How does Energy Cube 3 decide from which input to pull the energy?
To go a little more into why I am asking this:
I have a few windmills that produce roughly 1,8kRF/t and an Extreme Reactor that can produce up to roughly 10,5kRF/t. When my machines are in idle, the power provided by the windmills is easily enough. I have a control program running on an opencomputer connected to the extreme reactor, that checks how much energy is drawn and controls the control rods. What I want is this behavior:
If my system draws less than 1,8kRf/t, use the windmills only. Else use the windmills at maximum power and activate the extreme reactor.
This sometimes works, and sometimes doesn't. It's mostly a trial and error procedure of re-connecting the cables to my main energy cube. After a few tries I get the behavior I want.
But how does an energy cube decide from which inputs it pulls the energy?
How does Mekanism cable logic work? How does a device decide from which energy source to pull the energy?
Example setup ("---" is a cable):
Windmill 1 --- Energy Cube 1 --- One input side of Energy Cube 3
Windmill 2 --- Energy Cube 2 --- Another input side of Energy Cube 3
Output of Energy Cube 3 --- Some machinery that pulls less energy than one of the windmills.
How does Energy Cube 3 decide from which input to pull the energy?
To go a little more into why I am asking this:
I have a few windmills that produce roughly 1,8kRF/t and an Extreme Reactor that can produce up to roughly 10,5kRF/t. When my machines are in idle, the power provided by the windmills is easily enough. I have a control program running on an opencomputer connected to the extreme reactor, that checks how much energy is drawn and controls the control rods. What I want is this behavior:
If my system draws less than 1,8kRf/t, use the windmills only. Else use the windmills at maximum power and activate the extreme reactor.
This sometimes works, and sometimes doesn't. It's mostly a trial and error procedure of re-connecting the cables to my main energy cube. After a few tries I get the behavior I want.
But how does an energy cube decide from which inputs it pulls the energy?
EC3 probably draws power (or power gets pushed into it) from whichever side it can take it. If your machines draw 3 kRF/t, I assume that it will draw 1 kRF/t from EC1 and EC2 and your reactor if they can provide this much.
So if your machines would draw 6kRF/t and EC1 and EC2 are empty, but your windmills are working, it will draw 1,8 kRF/t from W1 via EC1, 1,8 kRF/t from W2 via EC2 and 2,4 kRF/t from the reactor.
Is this not what you observed? I would love to hear.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
So no idea how can I measure dynamic tank fillment using comparator or redstone logic like buildcraft gates, ProjectRed gates or Thermal Expansion relays??
- preserve the players orientation when going through a teleporter.
I've created several teleporters that enter and exit in the north/south direction. Regardless of how I place the block or the direction the player is facing when going through the teleporter, player always exit heading and facing north.
Is there an in game way I can specify a portal to have players always exit it facing south? (Or failing that, the direction they entered facing?)
I apologize if this topic has already been covered elsewhere, i have searched all over the place on different sites, youtube, the github, everywhere i can think of to look. I recently updated minecraft from 1.12.2 to 1.15.2 and nothing mekanism related loads as far as anything that was previously built in 1.12.2, the mods are active though, to test this I started a creative world and sure enough everything was there. I do have the back up saved so I reverted everything back to 1.12.2 and all my machines and inventory came back. Does anyone have any guidance on whether I have to start over form scratch or if I'm skipping a step to updating the world?
I apologize if this topic has already been covered elsewhere, i have searched all over the place on different sites, youtube, the github, everywhere i can think of to look. I recently updated minecraft from 1.12.2 to 1.15.2 and nothing mekanism related loads as far as anything that was previously built in 1.12.2, the mods are active though, to test this I started a creative world and sure enough everything was there. I do have the back up saved so I reverted everything back to 1.12.2 and all my machines and inventory came back. Does anyone have any guidance on whether I have to start over form scratch or if I'm skipping a step to updating the world?
Minecraft mods are barely ever compatible across versions, so I would advise you to keep playing on 1.12.2 or start over on MC 1.15.2.
Mod developers probably won't focus on this either because:
1. Vanilla Minecraft often adds worldgen features between MC versions that demand users to restart fully to completely experience the new version.
2. Barely any modded players play with just one mod. Most play with smaller or larger modpacks. The chance that any one of these mods that was available for MC 1.A is not available for MC 1.B, is so big, that updating a modpack with compatibility in mind would be impossible in 99,9% of all cases even if all of the available mods were compatible with both versions.
3. Mod developers often use Vanilla MC versions to majorly overhaul their own mod in functionality and/or features/content, which explicitly leads them to become less compatible with earlier versions, which they didn't care about already because of (1) and (2).
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Actually in small enough concentrations and at a high enough altitiue Sulfuric Acid can be a gas, its call the dew point.
So correct yourself...
But for the amount needed to process ore, it won't be that small. So it will be a liquid and I doubt you're gonna process ore in the mountains.
I fold for team 233711. Do you run Folding at Home on your computers?
Building a city in modded Minecraft 1.12.2 using my own custom modpack!
Hello! I'm having a small problem with the 1.12.2 release of Mekanism. Well, a bit of a confusion really. If I read the Wiki right, a Heat Generator is suppose to put out 500 J if surrounded on all 5 sides with lava. Or 5 J/t per side x 5 sides, 25 J/t .
https://wiki.aidancbrady.com/wiki/Heat_Generator :
Passive power can be generated by placing the Heat Generator adjacent to a lava source or flowing lava. For each side that is next to lava, it will generate 100 J/s (5 J/t per side), giving a maximum of 500 J/s of passive power.
The configuration says 2.5 RF per Joule ( D:JoulesToRF=2.5 ) So... 25 / 2.5 is 10 RF/t . I'm only getting 1.42 RF/t. I know the heat generator is surrounded by lava and the fluxduct says it can support up to 1000 RF/t so it's not overloading the wiring. Why am I not getting the full 10RF/t ? I know all 5 sides are surrounded. O.o
Seeing as your going to be pedantic about this lets break down real word with a minecraft world.
In minecraft sea level is Y=64. Max build height it Y=256. So your actual altitude at max build height is 192 ( 256 - 64 ). Each block = 1 meter.
For real life ( taking this as a guide/source ) 1,500 meters is considered high altitude.
For every 1 meter (up one block) in ratio from minecraft to real life is ~7.8 meters. To be at a high enough altitude for dew point to take affect is ~38 blocks above seal level - so for dew point to apply in minecraft all you need to do is build at Y=102 and dew point applies.
Or we can treat minecraft as a fictional game with fun mecahnics to play with without needing to be pedantic about things that really doesn't matter at the end of the day.......
I had this issue as well... wanted to use it to power a mob crusher which uses 40 RF/tick and I wasn't getting enough power, so I switched to wind turbines.
Ironically, after I left my Thermoelectric Boiler and returned to it, it went up from where it was before (from about 19 mb/t to 38-39/mb/t per fuelwood heater). Also, I found out the best way to deliver water to it was a reinforced servo on a fluiduct from Thermal. Keeps up and passes the rate of the boil, allowing it to stay full of water. I know they can get hot and not explode, but I prefer not to let all that heat go to waste. Thank goodness for Bonzai Trees or I'd never keep up with the wood demand either!
I fold for team 233711. Do you run Folding at Home on your computers?
Building a city in modded Minecraft 1.12.2 using my own custom modpack!
Hello
I am playing Minecraft 1.15.2 with Forge and Mekanism last Version (9.9.10.402).
I have building a x5 ore production, and first it produce. After logout and next day play again no tube / pipe transport anything. I ve a gas-burning generator for energie production and it produces nothing.
i ve found no failure and so. Restart has no effect.
With regards
Having difficulties keeping brine supply up to a 8x speed upgraded electrolytic separator. What do people use to supply brine? At the moment I have 2 x 18 block high thermal plants, each full of water, pipe-connected supplying brine to the ES, and it is processing faster than brine can be supplied. Recommendations?
Got it sorted. Resistive heaters in the thermal plant, and I had not discovered that there are gas upgrades for the machines, which improve their gas efficiency. Humming along with Tier 3 ore quadrupling now.
Does anyone know how do i configurate output in Enrichment chamber Im playing 1.6.4 Mekanism v 5.6.0
Are you playing MC 1.6.4? Man, you'll be lucky to find someone who even remembers how to mod that version. If I recall correctly you had to configure modded block and item ids by hand back then!
Looking at , it doesn't seem to me like there is a menu section for it. Perhaps right-clicking on the sides with some kind of wrench would work? Otherwise, they probably work like the vanilla Furnace. Input in the top and bottom and output on the right.
If you're new to troubleshooting Minecraft Crashes, or just interested, please read my guide on reading crash reports and reporting crashes.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Hey, i have a question about the digital miner and couldn't think of a place to ask other than here. I just built one, made sure it had enough power, placed some transporters and chest on the output and set autoeject to on, but nothing is happening? I know it has to scan before it starts mining but how long does that take?
Did you take the time to read the wiki about it? https://wiki.aidancbrady.com/wiki/Digital_Miner
I read quite a bit about it and i think it's set up correctly but it says "to mine: 0".
I really cant figure out what's going on.
It has plenty of power and it says it's running.
EDIT: I think the problem was my filters (i hadn't set any up) but now i've set y levels and radius. I wanted to add ores using the oredict thing but there is no option for oredict. According to the wiki the other ones aren't perfected so i wanna use oredict. Instead of oredict i see "Tag". How do i use that?
Really hope someone can help me, i'm honestly stuck.
How does Mekanism cable logic work? How does a device decide from which energy source to pull the energy?
Example setup ("---" is a cable):
Windmill 1 --- Energy Cube 1 --- One input side of Energy Cube 3
Windmill 2 --- Energy Cube 2 --- Another input side of Energy Cube 3
Output of Energy Cube 3 --- Some machinery that pulls less energy than one of the windmills.
How does Energy Cube 3 decide from which input to pull the energy?
To go a little more into why I am asking this:
I have a few windmills that produce roughly 1,8kRF/t and an Extreme Reactor that can produce up to roughly 10,5kRF/t. When my machines are in idle, the power provided by the windmills is easily enough. I have a control program running on an opencomputer connected to the extreme reactor, that checks how much energy is drawn and controls the control rods. What I want is this behavior:
If my system draws less than 1,8kRf/t, use the windmills only. Else use the windmills at maximum power and activate the extreme reactor.
This sometimes works, and sometimes doesn't. It's mostly a trial and error procedure of re-connecting the cables to my main energy cube. After a few tries I get the behavior I want.
But how does an energy cube decide from which inputs it pulls the energy?
EC3 probably draws power (or power gets pushed into it) from whichever side it can take it. If your machines draw 3 kRF/t, I assume that it will draw 1 kRF/t from EC1 and EC2 and your reactor if they can provide this much.
So if your machines would draw 6kRF/t and EC1 and EC2 are empty, but your windmills are working, it will draw 1,8 kRF/t from W1 via EC1, 1,8 kRF/t from W2 via EC2 and 2,4 kRF/t from the reactor.
Is this not what you observed? I would love to hear.
If you're new to troubleshooting Minecraft Crashes, or just interested, please read my guide on reading crash reports and reporting crashes.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
So no idea how can I measure dynamic tank fillment using comparator or redstone logic like buildcraft gates, ProjectRed gates or Thermal Expansion relays??
Question about teleporter orientation:
I want to either:
- specify an exit orientation for a teleporter
- preserve the players orientation when going through a teleporter.
I've created several teleporters that enter and exit in the north/south direction. Regardless of how I place the block or the direction the player is facing when going through the teleporter, player always exit heading and facing north.
Is there an in game way I can specify a portal to have players always exit it facing south? (Or failing that, the direction they entered facing?)
I apologize if this topic has already been covered elsewhere, i have searched all over the place on different sites, youtube, the github, everywhere i can think of to look. I recently updated minecraft from 1.12.2 to 1.15.2 and nothing mekanism related loads as far as anything that was previously built in 1.12.2, the mods are active though, to test this I started a creative world and sure enough everything was there. I do have the back up saved so I reverted everything back to 1.12.2 and all my machines and inventory came back. Does anyone have any guidance on whether I have to start over form scratch or if I'm skipping a step to updating the world?
Minecraft mods are barely ever compatible across versions, so I would advise you to keep playing on 1.12.2 or start over on MC 1.15.2.
Mod developers probably won't focus on this either because:
1. Vanilla Minecraft often adds worldgen features between MC versions that demand users to restart fully to completely experience the new version.
2. Barely any modded players play with just one mod. Most play with smaller or larger modpacks. The chance that any one of these mods that was available for MC 1.A is not available for MC 1.B, is so big, that updating a modpack with compatibility in mind would be impossible in 99,9% of all cases even if all of the available mods were compatible with both versions.
3. Mod developers often use Vanilla MC versions to majorly overhaul their own mod in functionality and/or features/content, which explicitly leads them to become less compatible with earlier versions, which they didn't care about already because of (1) and (2).
If you're new to troubleshooting Minecraft Crashes, or just interested, please read my guide on reading crash reports and reporting crashes.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
I appreciate you getting back with me on that! Thanks for letting me know!