Reika, I'm assuming you use some form of version control. With that said, how about this pattern:
1. Release a ".0" expected stable version. Fork a maintenance branch for it.
2. Continue work on the next version.
3. When someone needs a hotfix, add it to the maintenance branch. Nothing from the "next version" goes in, just the hotfix. Hotfix is also added to the next version.
4. Update that to a ".1" bugfix version.
Result: After v10.0 comes v10.1, with nothing new, just a bugfix.
Second result: Since your released versions have "fewer" bugs, there is less demand for the "next new version", giving you more time to make progress on reactor craft / expanded redstone.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Also, I just cut the magnetizer power to 16kW (from 32) and added a lubricant requirement for the CVT. However, the CVT behaves like a diamond gearbox; it does not consume that lubricant.
Yay for less power cost on the magnetized jiggies!
Also, rapidly orbiting belts + lubricant seems like a recipe for a slipped drive belt. Source: The time my dad spilled motor oil on his trucks fan belt.
Anyways, onto the more me-centric portion of my post...
For starters, and again it relates to flywheels: Is there a handy list of maximum speeds and minimum torques for each material somewhere? I only ask because my usually way of finding this kind of info isn't giving results in a timely fashion; I seem to be experiencing a refresh hiccup on the Industrial Coil that causes it to take an inordinate amount of time to update its output information. (And yeah, I could probably math it out, seeing as you give the variables for mass, tensile strength and so forth, but that's less interesting than crater-poxing a flatland in search of answers!) Disregard that, you beat me to it. D: Jheez, that's some haxxy foresight you got there.. I start updating to the most recent (I may've missed a version or two), type up a block of text, then load the game when the update finishes and BAM! Answers.
Also, speaking of data, I'm going to start working on something pretty soon for all you efficiency nuts out there. With luck, it might save your base from ever running out of power again! Or at the very least might make a handy reference for some things.
Oh, and back on flywheels again (I'm obsessed... when things spin science happens!): Any love for a Depleted Uranium (when both Rotary and ReactorCraft are present) flywheel with an obscene torque requirement and an equally obscene maximum rotation speed? And a crater that's more void hole than ground? *Starts dreaming up weaponized flywheels*
Actually, that does remind me: The self-destruct mechanism seems to pale in comparison to the destructive potential of a flywheel gone wrong. And while I'm all for protecting ones stuff (read: I tend to be that person who builds an elaborate, booby-trapped, and nigh-impenetrable vault to house my diamonds), doesn't the risk of a power outage due to, say, a spontaneous creeper attack crippling your generators just add insult to injury when it comes down to it? Seems fairly redundant now that I think about it. *Shrug* I guess it could be used offensively to booby-trap some other persons power supply easily. Though that might be better acheived by pointing a TNT cannon their way.
The Setup:
Intended as a sort of proxy for an "average" base, sans a lot of clutter. Obsidian for isolation.
Self-Destruct Mechanism:
A simple flip-flip of the lever. Lots of fire, but not much damage compared to...
Flywheel (Gold):
T'is a crater for sure. No fire, but that might be a good thing assuming you don't want to wreck any nearby flammable structures or forests.
Also, Van De Graff Generator...? Oh dear lord, it begins. You have no idea the demon you're releasing into the world. You have no idea how long I've been waiting for one of these things. Whilst I'm disappointed proximity doesn't make your hair frizzy, I am overjoyed for the simple yet obscenely effective point defense this makes possible: Just hook the bad boy up, rig up a simple mob proximity detector system (a pressure plate connected to a clutch or industrial coil would do) and wait. Oh, how those slimes that rain on my base will suffer now. Muhuahahahahahahaha! *Ahem* It's also a tremendous improvement over IC2's Tesla Coil, in that continuous input means a continuous stream of damage, as opposed to the charge-then-fire method. This thing EATS slimes. So much glee is being had. So much. <3
And lastly, this:
Any love or plans? While I know the industrial coil doesn't have a real "cap" on its power, it'd be nice to get a remote reading on its storage potential. Maybe something akin to an indicator of how much time remains at the current output speed and torque, rounded to the nearest minute? So anything 15 minutes or more would drive 15 to the redstone output, and every passing minute would decay that by one, possibly bringing a redundant power supply online while the measured coil is shut off so it can charge? Perhaps give it a fake but measurable inventory that's calculated from the potential/kinetic ratio? Just an idea anyways. >.< I'm sure you've already thought of this, Mr. Ninja McModupdate-Stealsmythunder.
Oh, and back on flywheels again (I'm obsessed... when things spin science happens!): Any love for a Depleted Uranium (when both Rotary and ReactorCraft are present) flywheel with an obscene torque requirement and an equally obscene maximum rotation speed? And a crater that's more void hole than ground? *Starts dreaming up weaponized flywheels*
I kind of like that idea, but depleted uranium is in fact less dense than gold.
Actually, that does remind me: The self-destruct mechanism seems to pale in comparison to the destructive potential of a flywheel gone wrong. And while I'm all for protecting ones stuff (read: I tend to be that person who builds an elaborate, booby-trapped, and nigh-impenetrable vault to house my diamonds), doesn't the risk of a power outage due to, say, a spontaneous creeper attack crippling your generators just add insult to injury when it comes down to it? Seems fairly redundant now that I think about it. *Shrug* I guess it could be used offensively to booby-trap some other persons power supply easily. Though that might be better acheived by pointing a TNT cannon their way.
A simple flip-flip of the lever. Lots of fire, but not much damage compared to...
T'is a crater for sure. No fire, but that might be a good thing assuming you don't want to wreck any nearby flammable structures or forests.
Also, Van De Graff Generator...? Oh dear lord, it begins. You have no idea the demon you're releasing into the world. You have no idea how long I've been waiting for one of these things. Whilst I'm disappointed proximity doesn't make your hair frizzy, I am overjoyed for the simple yet obscenely effective point defense this makes possible: Just hook the bad boy up, rig up a simple mob proximity detector system (a pressure plate connected to a clutch or industrial coil would do) and wait. Oh, how those slimes that rain on my base will suffer now. Muhuahahahahahahaha! *Ahem* It's also a tremendous improvement over IC2's Tesla Coil, in that continuous input means a continuous stream of damage, as opposed to the charge-then-fire method. This thing EATS slimes. So much glee is being had. So much.
Any love or plans? While I know the industrial coil doesn't have a real "cap" on its power, it'd be nice to get a remote reading on its storage potential. Maybe something akin to an indicator of how much time remains at the current output speed and torque, rounded to the nearest minute? So anything 15 minutes or more would drive 15 to the redstone output, and every passing minute would decay that by one, possibly bringing a redundant power supply online while the measured coil is shut off so it can charge? Perhaps give it a fake but measurable inventory that's calculated from the potential/kinetic ratio? Just an idea anyways. >.< I'm sure you've already thought of this, Mr. Ninja McModupdate-Stealsmythunder.
No, because the scaling for one person will not work for another.
Reika, I'm assuming you use some form of version control. With that said, how about this pattern:
1. Release a ".0" expected stable version. Fork a maintenance branch for it.
2. Continue work on the next version.
3. When someone needs a hotfix, add it to the maintenance branch. Nothing from the "next version" goes in, just the hotfix. Hotfix is also added to the next version.
4. Update that to a ".1" bugfix version.
Result: After v10.0 comes v10.1, with nothing new, just a bugfix.
Second result: Since your released versions have "fewer" bugs, there is less demand for the "next new version", giving you more time to make progress on reactor craft / expanded redstone.
Multiple code branches is a logistical nightmare, especially when one's internet connection is terrible.
I will try re downloading it, also it has not been tools, just armor. So far if it is in an inventory or even a loaded chunk it will crash the player and server.
I have a feeling re-downloading it is not going to help as the md5's are exactly the same for the previous downlaod and this one.
Sounds like a plan. As I like to say, as the destructive potential of a device approaches 1, the situations in which it cannot be applied successfully approaches 0.
Multiple code branches is a logistical nightmare, especially when one's internet connection is terrible.
QFT
Also, having done further experiments with flywheels, I must say they are possibly the most broken thing ever.
The timer is set to 2 seconds, BTW, though it can be anything so long as it isn't longer than the wind-down time of the flywheels. This setup produces roughly 7 times more output power than the input pulse. Which got me thinking: Why does this work, or more importantly, what could be done to stop it working? That lead me to two possible conclusions: Pulsed inputs into a flywheel could have a (currentSpeed/pulseSpeed*100%) chance of slipping (the faster the flywheel is going relative to the input, the more likely it slips the pulse and doesn't gain any rotation [I assume the flywheel is sort of intended to have a one-way rotation jiggy, like the pedals of a bike, so it'd be akin to trying to pedal down a hill in a high gear; lots of leg motion for literally no benefit]) and possibly a requisite spin-up time (ie. a period where is must receive a continuous input before it begins rotating; an "overcoming inertia" phase) to prevent instantaneous energy dumping? Just a thought.
EDIT: Slowing down the clock to 30 seconds and setting the junction to 1:31 Bend has netted nearly 20x the gain. I wonder how far I can push it.
EDIT EDIT: Setting the clock to 6.6 seconds lets it operate indefinitely in 1:31 with what I would hazard to say is peak continuous output. Law of conservation of energy, eat your heart out.
Also, having done further experiments with flywheels, I must say they are possibly the most broken thing ever.
The timer is set to 2 seconds, BTW, though it can be anything so long as it isn't longer than the wind-down time of the flywheels. This setup produces roughly 7 times more output power than the input pulse. Which got me thinking: Why does this work, or more importantly, what could be done to stop it working? That lead me to two possible conclusions: Pulsed inputs into a flywheel could have a (currentSpeed/pulseSpeed*100%) chance of slipping (the faster the flywheel is going relative to the input, the more likely it slips the pulse and doesn't gain any rotation [I assume the flywheel is sort of intended to have a one-way rotation jiggy, like the pedals of a bike, so it'd be akin to trying to pedal down a hill in a high gear; lots of leg motion for literally no benefit]) and possibly a requisite spin-up time (ie. a period where is must receive a continuous input before it begins rotating; an "overcoming inertia" phase) to prevent instantaneous energy dumping? Just a thought.
EDIT: Slowing down the clock to 30 seconds and setting the junction to 1:31 Bend has netted nearly 20x the gain. I wonder how far I can push it.
EDIT EDIT: Setting the clock to 6.6 seconds lets it operate indefinitely in 1:31 with what I would hazard to say is peak continuous output. Law of conservation of energy, eat your heart out.
I will try re downloading it, also it has not been tools, just armor. So far if it is in an inventory or even a loaded chunk it will crash the player and server.
I have a feeling re-downloading it is not going to help as the md5's are exactly the same for the previous download and this one.
Just armor? I know the source.
Another f***ing typo.
Time for another damn hotfix.
Also, the other reason I hate hotfixes so much is because it takes me over an hour just to compile, zip, and upload.
I came across a ticking entity crash that corrupted the creative mode world I was using to test out RotaryCraft in the FTB Horizons modpack.
Basically, nearly everytime I place a gearbox I get a crash. This one corrupted the world; everytime I load it it crashes right away: http://pastebin.com/utLm7eJa
The Meaning of Life, the Universe, and Everything.
Join Date:
4/10/2013
Posts:
54
Minecraft:
thadman95
Member Details
I cant seem to get the railgun to work. yes I have enough power, yes I am using metal objects, but it just doesn't want to work, am I doing something wrong?
I cant seem to get the railgun to work. yes I have enough power, yes I am using metal objects, but it just doesn't want to work, am I doing something wrong?
Also, having done further experiments with flywheels, I must say they are possibly the most broken thing ever.
... So, can you explain to someone that so far is just a thread reader, and not a rotary builder, what's going on here?
It looks like one input power is driving a shaft with two belts, which in turn both attach to and drive another shaft ... which should break if they're at different speeds, right?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hi Reika, I heard your mod is really amazing and we have it on an SMP server. I'm having an issue no one else is having (Continuous crashing) and I wanted to post my report so you could tell me if it's conflicting mods or what.
I'm really enjoying your mods so far, keep up the good work
1. Release a ".0" expected stable version. Fork a maintenance branch for it.
2. Continue work on the next version.
3. When someone needs a hotfix, add it to the maintenance branch. Nothing from the "next version" goes in, just the hotfix. Hotfix is also added to the next version.
4. Update that to a ".1" bugfix version.
Result: After v10.0 comes v10.1, with nothing new, just a bugfix.
Second result: Since your released versions have "fewer" bugs, there is less demand for the "next new version", giving you more time to make progress on reactor craft / expanded redstone.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Digital Reality Private Pack - 200+ Mods, Dedi Server
Quoted for truth; the essence of programming.
Yay for less power cost on the magnetized jiggies!
Also, rapidly orbiting belts + lubricant seems like a recipe for a slipped drive belt. Source: The time my dad spilled motor oil on his trucks fan belt.
Anyways, onto the more me-centric portion of my post...
For starters, and again it relates to flywheels: Is there a handy list of maximum speeds and minimum torques for each material somewhere? I only ask because my usually way of finding this kind of info isn't giving results in a timely fashion; I seem to be experiencing a refresh hiccup on the Industrial Coil that causes it to take an inordinate amount of time to update its output information. (And yeah, I could probably math it out, seeing as you give the variables for mass, tensile strength and so forth, but that's less interesting than crater-poxing a flatland in search of answers!)Disregard that, you beat me to it. D: Jheez, that's some haxxy foresight you got there.. I start updating to the most recent (I may've missed a version or two), type up a block of text, then load the game when the update finishes and BAM! Answers.Also, speaking of data, I'm going to start working on something pretty soon for all you efficiency nuts out there. With luck, it might save your base from ever running out of power again! Or at the very least might make a handy reference for some things.
Oh, and back on flywheels again (I'm obsessed... when things spin science happens!): Any love for a Depleted Uranium (when both Rotary and ReactorCraft are present) flywheel with an obscene torque requirement and an equally obscene maximum rotation speed? And a crater that's more void hole than ground? *Starts dreaming up weaponized flywheels*
Actually, that does remind me: The self-destruct mechanism seems to pale in comparison to the destructive potential of a flywheel gone wrong. And while I'm all for protecting ones stuff (read: I tend to be that person who builds an elaborate, booby-trapped, and nigh-impenetrable vault to house my diamonds), doesn't the risk of a power outage due to, say, a spontaneous creeper attack crippling your generators just add insult to injury when it comes down to it? Seems fairly redundant now that I think about it. *Shrug* I guess it could be used offensively to booby-trap some other persons power supply easily. Though that might be better acheived by pointing a TNT cannon their way.
Intended as a sort of proxy for an "average" base, sans a lot of clutter. Obsidian for isolation.
Self-Destruct Mechanism:
A simple flip-flip of the lever. Lots of fire, but not much damage compared to...
Flywheel (Gold):
T'is a crater for sure. No fire, but that might be a good thing assuming you don't want to wreck any nearby flammable structures or forests.
Also, Van De Graff Generator...? Oh dear lord, it begins. You have no idea the demon you're releasing into the world. You have no idea how long I've been waiting for one of these things. Whilst I'm disappointed proximity doesn't make your hair frizzy, I am overjoyed for the simple yet obscenely effective point defense this makes possible: Just hook the bad boy up, rig up a simple mob proximity detector system (a pressure plate connected to a clutch or industrial coil would do) and wait. Oh, how those slimes that rain on my base will suffer now. Muhuahahahahahahaha! *Ahem* It's also a tremendous improvement over IC2's Tesla Coil, in that continuous input means a continuous stream of damage, as opposed to the charge-then-fire method. This thing EATS slimes. So much glee is being had. So much. <3
And lastly, this:
Any love or plans? While I know the industrial coil doesn't have a real "cap" on its power, it'd be nice to get a remote reading on its storage potential. Maybe something akin to an indicator of how much time remains at the current output speed and torque, rounded to the nearest minute? So anything 15 minutes or more would drive 15 to the redstone output, and every passing minute would decay that by one, possibly bringing a redundant power supply online while the measured coil is shut off so it can charge? Perhaps give it a fake but measurable inventory that's calculated from the potential/kinetic ratio? Just an idea anyways. >.< I'm sure you've already thought of this, Mr. Ninja McModupdate-Stealsmythunder.
I kind of like that idea, but depleted uranium is in fact less dense than gold.
Solution? Scale up self-destruct damage.
No, because the scaling for one person will not work for another.
Multiple code branches is a logistical nightmare, especially when one's internet connection is terrible.
Try re-downloading RotaryCraft. Also, you should not be able to enchant the tools.
The entire fluid registry is null. Someone screwed up BIG time.
I have a feeling re-downloading it is not going to help as the md5's are exactly the same for the previous downlaod and this one.
Digital Reality Private Pack - 200+ Mods, Dedi Server
Maybe have the compressor jiggy as an intermediate step? A decrease in volume would net an increase in density.
Sounds like a plan. As I like to say, as the destructive potential of a device approaches 1, the situations in which it cannot be applied successfully approaches 0.
back atcha.
Hmmm... This might be motivation for me to do something then. Perhaps some sort of
death clockblock-mounted angular transducer addon...QFT
Also, having done further experiments with flywheels, I must say they are possibly the most broken thing ever.
The timer is set to 2 seconds, BTW, though it can be anything so long as it isn't longer than the wind-down time of the flywheels. This setup produces roughly 7 times more output power than the input pulse. Which got me thinking: Why does this work, or more importantly, what could be done to stop it working? That lead me to two possible conclusions: Pulsed inputs into a flywheel could have a (currentSpeed/pulseSpeed*100%) chance of slipping (the faster the flywheel is going relative to the input, the more likely it slips the pulse and doesn't gain any rotation [I assume the flywheel is sort of intended to have a one-way rotation jiggy, like the pedals of a bike, so it'd be akin to trying to pedal down a hill in a high gear; lots of leg motion for literally no benefit]) and possibly a requisite spin-up time (ie. a period where is must receive a continuous input before it begins rotating; an "overcoming inertia" phase) to prevent instantaneous energy dumping? Just a thought.
EDIT: Slowing down the clock to 30 seconds and setting the junction to 1:31 Bend has netted nearly 20x the gain. I wonder how far I can push it.
EDIT EDIT: Setting the clock to 6.6 seconds lets it operate indefinitely in 1:31 with what I would hazard to say is peak continuous output. Law of conservation of energy, eat your heart out.
Well crap. What can I do to fix this? Re-install forge? Maybe a certain mod is known to do this?
Um...try reinstalling, but I have no idea.
...Compressing a solid?
T_T
Time for another rewrite...
Just armor? I know the source.
Another f***ing typo.
Time for another damn hotfix.
Also, the other reason I hate hotfixes so much is because it takes me over an hour just to compile, zip, and upload.
Also, that perpetual motion machine is amazing, ahahaha.
Basically, nearly everytime I place a gearbox I get a crash. This one corrupted the world; everytime I load it it crashes right away:
http://pastebin.com/utLm7eJa
Line 318 is an empty line. Update and try again.
One, put that in a spoiler. Two, read the OP.
The hotfix is ready and uploaded, but adfly is still down.
Temporary links:
http://adfoc.us/15873933928179
http://adfoc.us/15873936138953
Pickaxeall tools .Digital Reality Private Pack - 200+ Mods, Dedi Server
Do you have enough torque?
Use DyeTrees v10b. Adfly is working again.
Not for me...
Digital Reality Private Pack - 200+ Mods, Dedi Server
Oh man, that sucks! Everything is working perfectly for me, fortunately.
... So, can you explain to someone that so far is just a thread reader, and not a rotary builder, what's going on here?
It looks like one input power is driving a shaft with two belts, which in turn both attach to and drive another shaft ... which should break if they're at different speeds, right?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
http://pastebin.com/pWLN2jde
Thank you!!