Your version of DragonAPI and thaumcraft are not playing nice with each other. The first steps in debugging this is to try with just DragonAPI and thaumcraft and to tell us the versions of the mods that you are using.
Edit: Getting that many mods to work together with out stepping on each other's toes is impossible. Try picking a smaller subset that you want to play right now and leave the rest for later.
Edit: Getting that many mods to work together with out stepping on each other's toes is impossible. Try picking a smaller subset that you want to play right now and leave the rest for later.
If by "impossible" you mean "occasionally mildly troublesome in ways that can usually be resolved with a few minutes of troubleshooting", yes.
Can I have some sort of hint for the second to last room of the light balls puzzle? I have been at this for way over an hour and it is driving me insane.
Hi, I'm experiencing issues since getting the personalized casting progression.
Firstly while I didn't have the progression I build a crystal repeater relay to my Karmir pylon, now the crystal reaper blocks in this relay are unbreakable, although the reason for that seems obvious: Chromaticraft being designed to prevent skipping progression. In addition, in an attempt to get the retroactive recognition progression I crafted new lumen repeaters with the intent to overload them. Sence placing them into the world I realized that they were indestructible too. I have no idea why this would be but this has led me to believe all repeaters placed into the world after updating to v23 will be indestructible.
In addition now when I try to cast Karmir crystal runes it consumes the resources but nothing comes out. This doesn't happen with any other rune.
One other problem I'm having is since getting personalized casting is that I've tried to continue progression with personal enchantment and recharge. After I got personalized casting I made a power crystal and added it to Zambarue pylon, but didn't get the progression. The same with the ritual alter I gave my self an ability from under energy and elements but didn't receive the progression.
My big question is if trying to progress when I shouldn't have caused my world to be corrupted and is totally broken and unplayable. Thanks.
Hi, I'm experiencing issues since getting the personalized casting progression.
Firstly while I didn't have the progression I build a crystal repeater relay to my Karmir pylon, now the crystal reaper blocks in this relay are unbreakable, although the reason for that seems obvious: Chromaticraft being designed to prevent skipping progression. In addition, in an attempt to get the retroactive recognition progression I crafted new lumen repeaters with the intent to overload them. Sence placing them into the world I realized that they were indestructible too. I have no idea why this would be but this has led me to believe all repeaters placed into the world after updating to v23 will be indestructible.
In addition now when I try to cast Karmir crystal runes it consumes the resources but nothing comes out. This doesn't happen with any other rune.
One other problem I'm having is since getting personalized casting is that I've tried to continue progression with personal enchantment and recharge. After I got personalized casting I made a power crystal and added it to Zambarue pylon, but didn't get the progression. The same with the ritual alter I gave my self an ability from under energy and elements but didn't receive the progression.
My big question is if trying to progress when I shouldn't have caused my world to be corrupted and is totally broken and unplayable. Thanks.
No, that looks like an ownership mismatch.
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
Quite helpful for similar machines, but not quite that helpful for adding recipes to the distiller.
Anyways, thank you Silfryi
As a side note: I've been looking in the internal code (RotaryCraft/TileEntities/Processing/TileEntityDistillery.java) and I noticed an extra value, the conversion factor. But how do you implement it in the custom recipe file?
I'm curious if it's normal for this kind of setup to reduce client frame rate to about 30~35fps when in view, with low render distance on a high end system:
Small secondary water-cycling solar tower powerplant, running the equipment of the large sodium-cycling solar tower powerplant which is running a single low pressure steam turbine underneath.
I'm also curious if it's more the solar mirror arrays, or the low pressure turbine causing my drop in frame rate.
Removed the turbine, still getting about 80% of the frame rate drop. Looks like it's the solar mirror arrays.
I wish this setup produced enough steam to run a high pressure turbine, I imagine it's a little lighter on performance since there's no steam grate streaming live steam blocks.
As much as I love having completely self-sustaining power generation, I feel like I'm probably going to have to switch to a simple fission reactor for a while just for frame rate sanity, unless there is something I could do to improve client performance a bit.
I also wonder if a fusion reactor would be lighter than this since there are fewer total moving parts...
I imagine it's a little lighter on performance since there's no steam grate streaming live steam blocks.
Very doubtful. Spewing steam blocks could conceivably affect tick rate, but it's going to do almost nothing to FPS.
I also wonder if a fusion reactor would be lighter than this since there are fewer total moving parts...
Quite the opposite, I'm afraid. This is my fusion reactor - as you can see, it's in space, so no typical terrain/entities to render... and when looking at the turbines, I get about ten FPS, on a computer that normally handles "unbuilt-on" chunks at 50-60+ FPS easily. Reactorcraft is quite performant in terms of TPS impact, but it can be pretty damn rough on the FPS.
My CPU is an i5-7600k, so while not top of the line, it's definitely not particularly ancient or weak.
Removed the turbine, still getting about 80% of the frame rate drop. Looks like it's the solar mirror arrays.
I wish this setup produced enough steam to run a high pressure turbine, I imagine it's a little lighter on performance since there's no steam grate streaming live steam blocks.
As much as I love having completely self-sustaining power generation, I feel like I'm probably going to have to switch to a simple fission reactor for a while just for frame rate sanity, unless there is something I could do to improve client performance a bit.
I also wonder if a fusion reactor would be lighter than this since there are fewer total moving parts...
The solar plant is more than a hundred TESRs, which are expensive merely existing. There is no fix for this that is not a rewrite to the MC render engine.
Very doubtful. Spewing steam blocks could conceivably affect tick rate, but it's going to do almost nothing to FPS.
Yes, it will. Spamming block updates causes the chunk to constantly rerender, defeating the caching system vanilla employs, and causing significant load on the renderer. This is doubly true when you have renderers which are designed to be in that cache, and thus expensive to recalculate, such as a lot of CC decoratives and carpenters blocks.
This is in fact one of the biggest sources of FPS lag in an endgame base, and is also the reason things like redstone clocks and steam grates are so expensive in them.
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
The solar plant is more than a hundred TESRs, which are expensive merely existing. There is no fix for this that is not a rewrite to the MC render engine.
Yes, it will. Spamming block updates causes the chunk to constantly rerender, defeating the caching system vanilla employs, and causing significant load on the renderer. This is doubly true when you have renderers which are designed to be in that cache, and thus expensive to recalculate, such as a lot of CC decoratives and carpenters blocks.
This is in fact one of the biggest sources of FPS lag in an endgame base, and is also the reason things like redstone clocks and steam grates are so expensive in them.
I figured the steam grate was probably the largest point of impact in a low pressure turbine, basically why I'm wanting to upgrade to high pressure but I'd need to replace my solar array with some kind of reactor. I've actually been really curious in finding how close I can get to self-sustaining resources with breeder reactor(s), so that will be my next big project to look forward to :3
Hi,
Can you(or at least someone) please help me?
https://www.dropbox.com/s/s19n8sgpce27iyj/crash-2019-10-26_17.39.20-client.txt?dl=0
Your version of DragonAPI and thaumcraft are not playing nice with each other. The first steps in debugging this is to try with just DragonAPI and thaumcraft and to tell us the versions of the mods that you are using.
Edit: Getting that many mods to work together with out stepping on each other's toes is impossible. Try picking a smaller subset that you want to play right now and leave the rest for later.
Turn off environment sanity checking in DragonAPI.
If by "impossible" you mean "occasionally mildly troublesome in ways that can usually be resolved with a few minutes of troubleshooting", yes.
Can I have some sort of hint for the second to last room of the light balls puzzle? I have been at this for way over an hour and it is driving me insane.
I used the integration package of revolution 3, but unfortunately it didn't update, so I upgraded the latest reika myself.
Thank you very much. We're done
Hi, I'm experiencing issues since getting the personalized casting progression.
Firstly while I didn't have the progression I build a crystal repeater relay to my Karmir pylon, now the crystal reaper blocks in this relay are unbreakable, although the reason for that seems obvious: Chromaticraft being designed to prevent skipping progression. In addition, in an attempt to get the retroactive recognition progression I crafted new lumen repeaters with the intent to overload them. Sence placing them into the world I realized that they were indestructible too. I have no idea why this would be but this has led me to believe all repeaters placed into the world after updating to v23 will be indestructible.
In addition now when I try to cast Karmir crystal runes it consumes the resources but nothing comes out. This doesn't happen with any other rune.
One other problem I'm having is since getting personalized casting is that I've tried to continue progression with personal enchantment and recharge. After I got personalized casting I made a power crystal and added it to Zambarue pylon, but didn't get the progression. The same with the ritual alter I gave my self an ability from under energy and elements but didn't receive the progression.
My big question is if trying to progress when I shouldn't have caused my world to be corrupted and is totally broken and unplayable. Thanks.
Cool.
No, that looks like an ownership mismatch.
Hello everybody :D.
I need help about adding Custom recipes to RotaryCraft machines, more precisely, the "Liquid Distillery" machine.
I've been using the custom recipe configs Reika added 2 years ago.
The only thing I've made so far is saving the text file as "test.recipes_distiller" in "/config/Reika/RotaryCraft_CustomRecipes/"
An example could be very helpful to understand how it works, cause I'm a noob when editing mods n' stuff
You're using his custom LuaBlock system, so it'd look something like these: https://github.com/ReikaKalseki/RotaryCraft/tree/master/CustomRecipeExamples They're the documentation for them. Not sure if distillery recipes are implemented, though.
Advanced Rocketry and Reika's mods
Quite helpful for similar machines, but not quite that helpful for adding recipes to the distiller.
Anyways, thank you Silfryi
As a side note: I've been looking in the internal code (RotaryCraft/TileEntities/Processing/TileEntityDistillery.java) and I noticed an extra value, the conversion factor. But how do you implement it in the custom recipe file?
I'm curious if it's normal for this kind of setup to reduce client frame rate to about 30~35fps when in view, with low render distance on a high end system:
Small secondary water-cycling solar tower powerplant, running the equipment of the large sodium-cycling solar tower powerplant which is running a single low pressure steam turbine underneath.
I'm also curious if it's more the solar mirror arrays, or the low pressure turbine causing my drop in frame rate.
Ok, I'm assuming that means that player data somehow got messed up.
Is there a way to fix that? I'd prefer not to lose significant progress, but any solution is better than none.
That is almost 100% the turbine. If you can move it, I would suggest doing so.
Advanced Rocketry and Reika's mods
Removed the turbine, still getting about 80% of the frame rate drop. Looks like it's the solar mirror arrays.
I wish this setup produced enough steam to run a high pressure turbine, I imagine it's a little lighter on performance since there's no steam grate streaming live steam blocks.
As much as I love having completely self-sustaining power generation, I feel like I'm probably going to have to switch to a simple fission reactor for a while just for frame rate sanity, unless there is something I could do to improve client performance a bit.
I also wonder if a fusion reactor would be lighter than this since there are fewer total moving parts...
Very doubtful. Spewing steam blocks could conceivably affect tick rate, but it's going to do almost nothing to FPS.
Quite the opposite, I'm afraid. This is my fusion reactor - as you can see, it's in space, so no typical terrain/entities to render... and when looking at the turbines, I get about ten FPS, on a computer that normally handles "unbuilt-on" chunks at 50-60+ FPS easily. Reactorcraft is quite performant in terms of TPS impact, but it can be pretty damn rough on the FPS.
My CPU is an i5-7600k, so while not top of the line, it's definitely not particularly ancient or weak.
[ReactorCraft]
I updated to v23.
Ammonia recovered from HP-Turbine was greatly reduced.
(Probably 1/10 or less)
Has anything changed?
Sorry for not good at English.
Check its NBT data.
The solar plant is more than a hundred TESRs, which are expensive merely existing. There is no fix for this that is not a rewrite to the MC render engine.
Yes, it will. Spamming block updates causes the chunk to constantly rerender, defeating the caching system vanilla employs, and causing significant load on the renderer. This is doubly true when you have renderers which are designed to be in that cache, and thus expensive to recalculate, such as a lot of CC decoratives and carpenters blocks.
This is in fact one of the biggest sources of FPS lag in an endgame base, and is also the reason things like redstone clocks and steam grates are so expensive in them.
I figured the steam grate was probably the largest point of impact in a low pressure turbine, basically why I'm wanting to upgrade to high pressure but I'd need to replace my solar array with some kind of reactor. I've actually been really curious in finding how close I can get to self-sustaining resources with breeder reactor(s), so that will be my next big project to look forward to :3