Trying to create a new personal server and I am getting a crash while ticking screen while connecting. I have tested these mods in single player with no issues and the server runs fine and does not have any errors when the client crashes except the normal connection reset one. Just wanting to see if this is a Chromaticraft issue or if it is something else.
Hey - back with another "this is probably an error but I'm not 100% confident, so I'm posting it here first" post.
I built a fusion reactor a few versions back - 8 HP turbines feeding into induction generators. Then I saw the changelog note that "Induction Generators can no longer safely accept turbine-level power" - presumably meaning that if you want to convert turbine power to electricity, you need to use a turbine generator. No problem; I like having more excuses to build giant machines. So I put together a few turbine generators.
The problem is that - AFAICT - they're absurdly lossy, to the point where either I must be doing something terribly wrong, or there's a bug. The Angular Transducer shows (see screenshots) that the turbine is working at full power, 8.590 GW @ 131krad/s and 65kNm, but the generator is producing only 1593 amps, instead of the expected 8192. (The voltage conversion is fine.) In other words, the generators work at about 19% efficiency, which I highly doubt is how they're supposed to function.
Can someone explain me what is going on just by looking at this crashlog?
[20:18:29] [main/INFO]: [micdoodle8.mods.miccore.DepLoader$DepLoadInst:scanDepInfo:654]: Failed to load dependanciesGC.info from RecurrentComplex-0.9.7.1.jar as JSON
[20:18:29] [main/INFO]: [java.lang.Throwable$WrappedPrintStream:println:-1]: java.util.zip.ZipException: error in opening zip file
Your RecurrentComplex-0.9.7.1.jar is damaged.
Next time try using your eyes to read the crashlog.
Hey - back with another "this is probably an error but I'm not 100% confident, so I'm posting it here first" post.
I built a fusion reactor a few versions back - 8 HP turbines feeding into induction generators. Then I saw the changelog note that "Induction Generators can no longer safely accept turbine-level power" - presumably meaning that if you want to convert turbine power to electricity, you need to use a turbine generator. No problem; I like having more excuses to build giant machines. So I put together a few turbine generators.
The problem is that - AFAICT - they're absurdly lossy, to the point where either I must be doing something terribly wrong, or there's a bug. The Angular Transducer shows (see screenshots) that the turbine is working at full power, 8.590 GW @ 131krad/s and 65kNm, but the generator is producing only 1593 amps, instead of the expected 8192. (The voltage conversion is fine.) In other words, the generators work at about 19% efficiency, which I highly doubt is how they're supposed to function.
So yeah - arcane user error or weird bug?
The turbine generator has a built in Turbine Flywheel; that might be related.
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
Sorry, but I have another crash report, after update your mods to last version, I have same crash on client and server, here is paste: https://pastebin.com/rCqdgT64
telling some incompatibility with minefactory reloaded, but not any problem with previous version.
I'm putting a few things here because I don't know what else to do with them. Some may be issues:
(1) Is there a reason why the Multitool can't be enchanted with anything useful? Neither Efficiency, nor Mending, nor Silk Touch works.
(2) I have gotten some fragments for magical abilities after I completed the first dimension structure, but I can't select them in my (enhanced) ritual altar because they don't appear in the list. Is this a bug or a progression issue?
(3) Not sure if this is intended behaviour, but when entering the chroma dimension repeatedly, if I leave from an area around the entry point, that area is not reset when I re-enter some time later. Rather, when I travel away and complete a structure puzzle, the area around the entry point is reset when I return. If that is intended behaviour, then it can happen that a structure is damaged if it generates too close to the entry point, since it partly attempts to generate in an area that already exists. I have had one instance of an incomplete structure that appeared to be caused by this.
(4) Is there a reason why Night Vision does not work in the chroma dimension? There is a minimal effect, but most shadows remain in the landscape, which makes things hard to see. Also, some structure areas are so dark that you can't see anything. IMO at least the enhanced Nila pendant should be of some help.
I'm putting a few things here because I don't know what else to do with them. Some may be issues:
(1) Is there a reason why the Multitool can't be enchanted with anything useful? Neither Efficiency, nor Mending, nor Silk Touch works.
(2) I have gotten some fragments for magical abilities after I completed the first dimension structure, but I can't select them in my (enhanced) ritual altar because they don't appear in the list. Is this a bug or a progression issue?
(3) Not sure if this is intended behaviour, but when entering the chroma dimension repeatedly, if I leave from an area around the entry point, that area is not reset when I re-enter some time later. Rather, when I travel away and complete a structure puzzle, the area around the entry point is reset when I return. If that is intended behaviour, then it can happen that a structure is damaged if it generates too close to the entry point, since it partly attempts to generate in an area that already exists. I have had one instance of an incomplete structure that appeared to be caused by this.
(4) Is there a reason why Night Vision does not work in the chroma dimension? There is a minimal effect, but most shadows remain in the landscape, which makes things hard to see. Also, some structure areas are so dark that you can't see anything. IMO at least the enhanced Nila pendant should be of some help.
1 is a bug; report it on the GitHub. 2 is not a bug. 3 is a bug, but not of my doing - something is locking some of the chunk data. 4. The dimension requires the existence of darkness, including some puzzle elements.
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
My friend and I are making a fusion reactor from ReactorCraft and I would like to know how I can read values from blocks such as the toroid magnets with opencomputers.
I apologize for not understanding how to report this on Github. It's possible that I'm just an old fool. Still, this seems like a bug. I'm in a world that I've been playing for over two years, and just recently got around to figuring out where the chest was for the "Less than Honorable Attempt" achievement. But when I opened it, I got the "Ominous Structures" achievement instead, despite having been all over the buildings on the Nether roof. I tried going back to the Nether to see if I could open chests in those structures to open the "Less Than Honorable Attempt" instead, and also found another village with the ersatz casting room, neither of which rewarded me with the achievement.
I've even tried using the chromaprog command to get that one achievement, but while I've found the action word for most of the achievements, I haven't found the one for that achievement. I know the command to get all the achievements in the book, but I would rather earn the rest of them. This bug has probably been introduced through uncounted updates and reinstalls and moves of the save files, so is probably of my own making, so I guess I'm really looking to get around this one achievement, and I can't think of anything else to try. Any suggestions, or failing that, the actual cheat command for that one achievement?
I've even tried using the chromaprog command to get that one achievement, but while I've found the action word for most of the achievements, I haven't found the one for that achievement.
Sent you a PM. Using chromaprog can seriously mess up your progression, though.
My friend and I are making a fusion reactor from ReactorCraft and I would like to know how I can read values from blocks such as the toroid magnets with opencomputers.
It's been a while since I've played this - been spending all my time in 1.12 land* - so this is just a question about mod functionality I didn't have time to try out.
I've noticed that some of the machine gates are based on power output, like the micro-turbine being needed for some of the higher tier things. The problem I have with this - not a game problem, just a personal one - is that it's a fuel based power source... and particularly a non-renewable one at that! Or, at least I'm fairly sure it was non-renewable. Whenever possible, I try to make my power sources be either perpetual, or at least renewable - something I can grow in a farm and refine from there.
I have this thing about my power sources running out. I know it's irrational. I even bought a solar panel phone charger, even knowing I would essentially never have particular use for it.
So, my question here would be: is it possible to use the springs as an intermediary? Say I charged up a spring with some windmills, and just left that setup running for however long I was out of my base. Would I be able to come back, and use up a large portion of that stored power in a fraction of the time at a higher intensity? Water mills, A/C generators, the solar power tower, same situations.
If possible, I'd like to be able to make as much of my base as possible run "green". Not because of green activism - I mean, that is a huge concern of mine, and it's probably influencing my phobia/issue here, but I'm not too worried about polluting my Minecraft world - but just because green sources are sustainable.
The only real exception I have to that is nuclear reactors. Reactors are cool. They're also a late game thing though, so not really applicable to my question.
*Also, and please note I'm not asking you to update or asking about a timetable on your "when I feel like it" answer, this is just for consideration:
From your last questionnaire I was able to find... I'm pretty sure all the other mods you were waiting on to be updated have either done so, or have been replaced by successor mods. And there were a number of people offering fairly technical answers to your other update issues, which you never replied to. I'm wondering if you ever actually saw those responses?
Also also, things 1.10 de-optimized have apparently been compensated or accounted for, because 1.12 tends to run better than 1.7 on most computers if you have sufficient RAM. The CPU and GPU usage is significantly lower, but it's much more RAM hungry. Like, 6-8Gb recommended for most mod packs instead of 2Gb.
I doubt an ability to store lower power for use as higher is going to happen, since it lets you skip the tech tree. Industrial coil sort of can, but that has an explosion risk and requires more and more torque to charge, specifically to prevent skips. Only thing that you have that might work is using magnetostatics, since you could output the lower tier to RF, increase it's value with quantity or storage, then return to shaft power with the magnetostatic, which requires you to hit that point in the tech tree anyways.
Reliquary is firing a LivingAttackEvent with a null entity. This is a blatant bug on their end.
Can someone explain me what is going on just by looking at this crashlog?
https://pastebin.com/6G58QGBQ
Well... I don't know to find the problem in this logs...
Just one more question: Reika, can you add these translations into these mods?
(I'm talking about RotaryCraft and ReactorCraft)
https://github.com/ReikaKalseki/RotaryCraft/pull/38
https://github.com/ReikaKalseki/ReactorCraft/pull/10
I wasn't able to find the "en_US.lang" file in that Github, so... here it is:
https://pastebin.com/1tuxhq3t <- RotaryCraft
https://pastebin.com/37wQwZBg <- ReactorCraft
Also translated...
Thank you, anyways... This mod is awesome.
Hey - back with another "this is probably an error but I'm not 100% confident, so I'm posting it here first" post.
I built a fusion reactor a few versions back - 8 HP turbines feeding into induction generators. Then I saw the changelog note that "Induction Generators can no longer safely accept turbine-level power" - presumably meaning that if you want to convert turbine power to electricity, you need to use a turbine generator. No problem; I like having more excuses to build giant machines. So I put together a few turbine generators.
The problem is that - AFAICT - they're absurdly lossy, to the point where either I must be doing something terribly wrong, or there's a bug. The Angular Transducer shows (see screenshots) that the turbine is working at full power, 8.590 GW @ 131krad/s and 65kNm, but the generator is producing only 1593 amps, instead of the expected 8192. (The voltage conversion is fine.) In other words, the generators work at about 19% efficiency, which I highly doubt is how they're supposed to function.
So yeah - arcane user error or weird bug?
Your RecurrentComplex-0.9.7.1.jar is damaged.
Next time try using your eyes to read the crashlog.
The turbine generator has a built in Turbine Flywheel; that might be related.
And my suspicion has been confirmed. Fixed.
Sorry, man...
(People here don't even try to be a little bit more gentle... Geez...)
Sorry, but I have another crash report, after update your mods to last version, I have same crash on client and server, here is paste: https://pastebin.com/rCqdgT64
telling some incompatibility with minefactory reloaded, but not any problem with previous version.
I'm putting a few things here because I don't know what else to do with them. Some may be issues:
(1) Is there a reason why the Multitool can't be enchanted with anything useful? Neither Efficiency, nor Mending, nor Silk Touch works.
(2) I have gotten some fragments for magical abilities after I completed the first dimension structure, but I can't select them in my (enhanced) ritual altar because they don't appear in the list. Is this a bug or a progression issue?
(3) Not sure if this is intended behaviour, but when entering the chroma dimension repeatedly, if I leave from an area around the entry point, that area is not reset when I re-enter some time later. Rather, when I travel away and complete a structure puzzle, the area around the entry point is reset when I return. If that is intended behaviour, then it can happen that a structure is damaged if it generates too close to the entry point, since it partly attempts to generate in an area that already exists. I have had one instance of an incomplete structure that appeared to be caused by this.
(4) Is there a reason why Night Vision does not work in the chroma dimension? There is a minimal effect, but most shadows remain in the landscape, which makes things hard to see. Also, some structure areas are so dark that you can't see anything. IMO at least the enhanced Nila pendant should be of some help.
I am Chinese so I can't use English very well, sorry for that.
I used RotaryCraft V21b in the past and it is OK.
However when I update to V22d, it crashed.
The crash report is below
https://pastebin.com/pitsAcRg
It only crashed when the language is set to Chinese.
Sorry for I can't translate the crash report to English.
I guess the error is caused by loading xml files.
When I google this problem, it tells me that this is caused by the encoding way isn't as same as which written at the head of the xml files.
However, when I added encoding="UTF-8", then it crashed again with a Chinese info which means
"File closed before exception" (I can't translate properly).
Save files in UTF-8 without byte order mark.
Start your Minecraft with JVM switches to tell it to interpret all unclassified input as UTF-8.
1 is a bug; report it on the GitHub. 2 is not a bug. 3 is a bug, but not of my doing - something is locking some of the chunk data. 4. The dimension requires the existence of darkness, including some puzzle elements.
Hi!
My friend and I are making a fusion reactor from ReactorCraft and I would like to know how I can read values from blocks such as the toroid magnets with opencomputers.
Any suggestions?
I apologize for not understanding how to report this on Github. It's possible that I'm just an old fool. Still, this seems like a bug. I'm in a world that I've been playing for over two years, and just recently got around to figuring out where the chest was for the "Less than Honorable Attempt" achievement. But when I opened it, I got the "Ominous Structures" achievement instead, despite having been all over the buildings on the Nether roof. I tried going back to the Nether to see if I could open chests in those structures to open the "Less Than Honorable Attempt" instead, and also found another village with the ersatz casting room, neither of which rewarded me with the achievement.
I've even tried using the chromaprog command to get that one achievement, but while I've found the action word for most of the achievements, I haven't found the one for that achievement. I know the command to get all the achievements in the book, but I would rather earn the rest of them. This bug has probably been introduced through uncounted updates and reinstalls and moves of the save files, so is probably of my own making, so I guess I'm really looking to get around this one achievement, and I can't think of anything else to try. Any suggestions, or failing that, the actual cheat command for that one achievement?
Sent you a PM. Using chromaprog can seriously mess up your progression, though.
Thank you, it worked!
I don't understand JVM very well, for I am only a C programmer XD.
Hi!
My friend and I are making a fusion reactor from ReactorCraft and I would like to know how I can read values from blocks such as the toroid magnets with opencomputers.
Any suggestions?
thanks this helped me with my problem as well.
It's been a while since I've played this - been spending all my time in 1.12 land* - so this is just a question about mod functionality I didn't have time to try out.
I've noticed that some of the machine gates are based on power output, like the micro-turbine being needed for some of the higher tier things. The problem I have with this - not a game problem, just a personal one - is that it's a fuel based power source... and particularly a non-renewable one at that! Or, at least I'm fairly sure it was non-renewable. Whenever possible, I try to make my power sources be either perpetual, or at least renewable - something I can grow in a farm and refine from there.
I have this thing about my power sources running out. I know it's irrational. I even bought a solar panel phone charger, even knowing I would essentially never have particular use for it.
So, my question here would be: is it possible to use the springs as an intermediary? Say I charged up a spring with some windmills, and just left that setup running for however long I was out of my base. Would I be able to come back, and use up a large portion of that stored power in a fraction of the time at a higher intensity? Water mills, A/C generators, the solar power tower, same situations.
If possible, I'd like to be able to make as much of my base as possible run "green". Not because of green activism - I mean, that is a huge concern of mine, and it's probably influencing my phobia/issue here, but I'm not too worried about polluting my Minecraft world - but just because green sources are sustainable.
The only real exception I have to that is nuclear reactors. Reactors are cool. They're also a late game thing though, so not really applicable to my question.
*Also, and please note I'm not asking you to update or asking about a timetable on your "when I feel like it" answer, this is just for consideration:
From your last questionnaire I was able to find... I'm pretty sure all the other mods you were waiting on to be updated have either done so, or have been replaced by successor mods. And there were a number of people offering fairly technical answers to your other update issues, which you never replied to. I'm wondering if you ever actually saw those responses?
Also also, things 1.10 de-optimized have apparently been compensated or accounted for, because 1.12 tends to run better than 1.7 on most computers if you have sufficient RAM. The CPU and GPU usage is significantly lower, but it's much more RAM hungry. Like, 6-8Gb recommended for most mod packs instead of 2Gb.
I doubt an ability to store lower power for use as higher is going to happen, since it lets you skip the tech tree. Industrial coil sort of can, but that has an explosion risk and requires more and more torque to charge, specifically to prevent skips. Only thing that you have that might work is using magnetostatics, since you could output the lower tier to RF, increase it's value with quantity or storage, then return to shaft power with the magnetostatic, which requires you to hit that point in the tech tree anyways.