Would it be at all possible for you to add a recipes for the bedrockium drum/reinforced watering can from extra utilities, or just add the bedrockium/bedrock alloy ingots to the ore dict?
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Are diamond buildcraft pipes supposed to be able to sort radioactive waste? I have trouble where my diamond pipe keeps dumping waste onto the ground and I keep picking it up even though I have all 18 types of radioactive waste in the entry table. I even have have a spillover pipe for non-matches and it just keeps dumping them on the ground (i can even verify the dropped entities against the ones in the table). Though it's made even more puzzling by the fact that sometimes it does correctly filter waste, but usually not.
Edit: nevermind, looks like buildcraft pipes navigate really weirdly. Waste was traveling up wooden pipes and spilling out all over the place randomly. Iron pipes seem to have fixed it.
Is there a creative-mode way to get rid of radiation sickness so i can tear down my creative-mode test and go back to normal survival? I just wanted to pretend-test my reactor and then actual go forth and run it for real once I finished setting up infrastructure.
Edit: all fixed, nevermind. I didn't see all the latent radiation chilling about.
Is there a creative-mode way to get rid of radiation sickness so i can tear down my creative-mode test and go back to normal survival? I just wanted to pretend-test my reactor and then actual go forth and run it for real once I finished setting up infrastructure.
If you have COFH (Thermal expansion) installed you can run the command "/cofh killall rad" (without quotes) and it should kill all entities matching "rad". You can also put on radiation goggles (or whatever they're called) to see the radiation entities and verify that they were removed.
Quote from TennePG»Would it be at all possible for you to add a recipes for the bedrockium drum/reinforced watering can from extra utilities, or just add the bedrockium/bedrock alloy ingots to the ore dict?
No. Mine are vastly more expensive and difficult to obtain are are the top-tier gating material. Making that out of diamonds and cobble is unacceptable.
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The Boring Machine's gui doesn't update when you click on "Toggle All" until you re-open the gui.
The tooltips of the tanks in the Obsidian Factory are in buckets, as is the one in the Fermenter, and the ones in gearboxes. The rest are in mB. Also, some have units (mB) and others do not.
Speaking of tooltips, the Performance Engine doesn't have tooltips on its water or additive tanks.
Not sure how concerned you are regarding the following, but limiting what goes into what slots is somewhat broken.
Any item can go into slot 1 in the Crystallizer, not just Dry Ice.
The output of the Centrifuge and Obsidian Factory accept any item.
Any item can go into the CVT belt slots, Refrigerator ice slot, the slots reserved for Wind Springs, and most other slots that only accept one or two items.
Quote from Inerflel_»A few more things I've noticed.
The Boring Machine's gui doesn't update when you click on "Toggle All" until you re-open the gui.
The tooltips of the tanks in the Obsidian Factory are in buckets, as is the one in the Fermenter, and the ones in gearboxes. The rest are in mB. Also, some have units (mB) and others do not.
Done.
Quote from Inerflel_»A few more things I've noticed.
The Boring Machine's gui doesn't update when you click on "Toggle All" until you re-open the gui.
The tooltips of the tanks in the Obsidian Factory are in buckets, as is the one in the Fermenter, and the ones in gearboxes. The rest are in mB. Also, some have units (mB) and others do not.
Speaking of tooltips, the Performance Engine doesn't have tooltips on its water or additive tanks.
Not sure how concerned you are regarding the following, but limiting what goes into what slots is somewhat broken.
Any item can go into slot 1 in the Crystallizer, not just Dry Ice.
The output of the Centrifuge and Obsidian Factory accept any item.
Any item can go into the CVT belt slots, Refrigerator ice slot, the slots reserved for Wind Springs, and most other slots that only accept one or two items.
Quote from Inerflel_»Not sure how concerned you are regarding the following, but limiting what goes into what slots is somewhat broken.
Any item can go into slot 1 in the Crystallizer, not just Dry Ice.
The output of the Centrifuge and Obsidian Factory accept any item.
Any item can go into the CVT belt slots, Refrigerator ice slot, the slots reserved for Wind Springs, and most other slots that only accept one or two items.
Not at all. Automation follows the rules as intended. If you are talking about manually putting the wrong item in, I am not going to change that. Even vanilla furnaces allow misuse; I do not hold hands, and instead expect a modicum of rationality from players. See the end of my post here.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Not at all. Automation follows the rules as intended. If you are talking about manually putting the wrong item in, I am not going to change that. Even vanilla furnaces allow misuse; I do not hold hands, and instead expect a modicum of rationality from players. See the end of my post here.
Makes sense. On the automation note, the Converter Tier 2 Upgrade is not automatable in a Magnetizer.
Edit: Interesting crash when I was hovering above an array of all of the RotaryCraft tile entities, from a distance far enough away that some of renders started culling and ran an Opis render test. This was with the latest version of Opis 1.2.3.
Makes sense. On the automation note, the Converter Tier 2 Upgrade is not automatable in a Magnetizer.
Edit: Interesting crash when I was hovering above an array of all of the RotaryCraft tile entities, from a distance far enough away that some of renders started culling and ran an Opis render test. This was with the latest version of Opis 1.2.3.
v2 should fix this.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
No. Mine are vastly more expensive and difficult to obtain are are the top-tier gating material. Making that out of diamonds and cobble is unacceptable.
Could you make any recipes using bedrock in Extra utils able to use your bedrock ingots, but not the other way around? I don't think I'm the only one who prefers your bedrock ingots over making the bedrockium.
Could you make any recipes using bedrock in Extra utils able to use your bedrock ingots, but not the other way around? I don't think I'm the only one who prefers your bedrock ingots over making the bedrockium.
Only if RWTema finds it acceptable.
Quote from Rongmario»
Think it needs fixing, the rate is too damn high!
v2 fixes it.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I use Computer Craft 1.64, Dragon API v1f and Rotary Craft v1f and my game crash when I use the commands: turtle.suck(), turtle.drop(), turtle.craft(), turtle.dig().
I have realised tests in a singleplayer world and the game doesn't crash when I disable Rotary Craft and Dragon API.
The liquid pump claims to need 4 Nm to run, but I just got it to work with 1. I have been running a fertilizer hours and it has yet to use any bone meal. I was fully expecting to have to set up a mob farm to run my reactor.
I have been automating my machines with OpenComputer. I haven been able to use the adapter blocks to use the standard inventory and tank APIs, but I have found no way to directly control CVTs and coils( redstone control works fine), even though the hand book say that there should be. This is my first time using OpenComputers so I may be missing some thing, so I would appreciate it if some one can tell me if the it works/has ever worked with RC.
There appears to be a bug with magnetostatic engines in 1.7.10: if i set the engine to it's tier's maximum output, the output fluctuates wildly as if i'm not supplying it with enough energy to keep it running, I've tried a great deal of RF E-nets to no avail to alleviating this problem, i think the issue in the way you've setup the internal capacitors, with just enough to give the engine the power that it consumes in one tick at a particular tier's maximum. (Ie 4 internal rf storage at tier 1, 12 at tier 2, 25 at tier 3. ect.). I believe the simplest fix would be to increase each tier's maxima by a factor of 20 times, so that the engine has enough energy to run for a full second before it varies and/or sputters out to a halt.
There appears to be a bug with magnetostatic engines in 1.7.10: if i set the engine to it's tier's maximum output, the output fluctuates wildly as if i'm not supplying it with enough energy to keep it running, I've tried a great deal of RF E-nets to no avail to alleviating this problem, i think the issue in the way you've setup the internal capacitors, with just enough to give the engine the power that it consumes in one tick at a particular tier's maximum. (Ie 4 internal rf storage at tier 1, 12 at tier 2, 25 at tier 3. ect.). I believe the simplest fix would be to increase each tier's maxima by a factor of 20 times, so that the engine has enough energy to run for a full second before it varies and/or sputters out to a halt.
It works for me. The only thing I can think of is that the networks you are using tick less often than once per tick.
Quote from aredsail»The liquid pump claims to need 4 Nm to run, but I just got it to work with 1.
This is client-only, and fixed for v2.
Quote from aredsail»I have been running a fertilizer hours and it has yet to use any bone meal. I was fully expecting to have to set up a mob farm to run my reactor.
How slow is it running? Is it consuming water?
Quote from aredsail»I have been automating my machines with OpenComputer. I haven been able to use the adapter blocks to use the standard inventory and tank APIs, but I have found no way to directly control CVTs and coils( redstone control works fine), even though the hand book say that there should be. This is my first time using OpenComputers so I may be missing some thing, so I would appreciate it if some one can tell me if the it works/has ever worked with RC.
If it does not work, I have no idea.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I'd like to elaborate on that again. What are you using to test the Magnetostatics? Because I get consistent slowdowns no matter what I use to test them, including Electricraft RF battery and cables.
The only method, so far, that I've been able to get them to not stutter is with a Creative Energy Cell (20kRF/t output) attached to the back. ElectriCraft RF Transfer Cables do not work. Maybe a large enough EnderIO cap bank would work as well? I haven't tried that yet.
Also, even with the Creative Energy Cell, I'll occasionally see the Dynamometer power/speed slowly decrease, but only when the Magnetostatic Engine is out of frame, and even then, only sporadically, so it may just be a client issue, and not indicative of actual powerloss.
I am running at 1024 W @ 32 Rad/s. It has a full tank of water, which I have now disconnected from the pump. In the 10 or so minutes that I have had it disconnected it has not used water, it is drastically speeding up the plant growth, when it is powered.
Don't worry to much about the OpenComputer API, I have completely automated my extractor with it as things are. The biggest drawback is that I have to have 4 coils for the different power levels needed by the 4 machines I have hooked up.
Edit: nevermind, looks like buildcraft pipes navigate really weirdly. Waste was traveling up wooden pipes and spilling out all over the place randomly. Iron pipes seem to have fixed it.
Is there a creative-mode way to get rid of radiation sickness so i can tear down my creative-mode test and go back to normal survival? I just wanted to pretend-test my reactor and then actual go forth and run it for real once I finished setting up infrastructure.
Edit: all fixed, nevermind. I didn't see all the latent radiation chilling about.
If you have COFH (Thermal expansion) installed you can run the command "/cofh killall rad" (without quotes) and it should kill all entities matching "rad". You can also put on radiation goggles (or whatever they're called) to see the radiation entities and verify that they were removed.
I will look into this.
No. Mine are vastly more expensive and difficult to obtain are are the top-tier gating material. Making that out of diamonds and cobble is unacceptable.
Done.
Not at all. Automation follows the rules as intended. If you are talking about manually putting the wrong item in, I am not going to change that. Even vanilla furnaces allow misuse; I do not hold hands, and instead expect a modicum of rationality from players. See the end of my post here.
Makes sense. On the automation note, the Converter Tier 2 Upgrade is not automatable in a Magnetizer.
Edit: Interesting crash when I was hovering above an array of all of the RotaryCraft tile entities, from a distance far enough away that some of renders started culling and ran an Opis render test. This was with the latest version of Opis 1.2.3.
v2 should fix this.
Could you make any recipes using bedrock in Extra utils able to use your bedrock ingots, but not the other way around? I don't think I'm the only one who prefers your bedrock ingots over making the bedrockium.
And if so, are they supposed to drop at such a high rate? Fills up your inventory very quickly.
Think it needs fixing, the rate is too damn high!
Only if RWTema finds it acceptable.
v2 fixes it.
Remove the CC api from the DragonAPI jar.
I have been automating my machines with OpenComputer. I haven been able to use the adapter blocks to use the standard inventory and tank APIs, but I have found no way to directly control CVTs and coils( redstone control works fine), even though the hand book say that there should be. This is my first time using OpenComputers so I may be missing some thing, so I would appreciate it if some one can tell me if the it works/has ever worked with RC.
It works for me. The only thing I can think of is that the networks you are using tick less often than once per tick.
This is client-only, and fixed for v2.
How slow is it running? Is it consuming water?
If it does not work, I have no idea.
Yes, if you're having issues with sporadic planting, disable the railcraft heat block.
The only method, so far, that I've been able to get them to not stutter is with a Creative Energy Cell (20kRF/t output) attached to the back. ElectriCraft RF Transfer Cables do not work. Maybe a large enough EnderIO cap bank would work as well? I haven't tried that yet.
Also, even with the Creative Energy Cell, I'll occasionally see the Dynamometer power/speed slowly decrease, but only when the Magnetostatic Engine is out of frame, and even then, only sporadically, so it may just be a client issue, and not indicative of actual powerloss.
I am running at 1024 W @ 32 Rad/s. It has a full tank of water, which I have now disconnected from the pump. In the 10 or so minutes that I have had it disconnected it has not used water, it is drastically speeding up the plant growth, when it is powered.
Don't worry to much about the OpenComputer API, I have completely automated my extractor with it as things are. The biggest drawback is that I have to have 4 coils for the different power levels needed by the 4 machines I have hooked up.