I'm currently in the progress of implementing Rotarycraft and Reactorcraft in my private pack that I will not release, it's just for myself and I've stumbled across S:"Core Recipe Editing"=X in the Rotarycraft config. I've looked through github to find what to put there and determined RotaryCraft_RecipeModify@v28a should be the right string suggested by:
but since that line is commented out, isValidRecipeModString() always returns false. So in order to use this I need to change that line and recompile Rotarycraft ? Which is not a problem but I wanted to ask beforehand in order to know if this is really what I'm looking for, but since most hardcoded recipes have RecipeLevel.CORE, I guess it is to modify/remove existing recipes. Now I'm wondering if I got that right and how to use the RotaryCraft_RecipeModding.cfg because I could not find out what to put in there based on the source code.
No, that bit of code is a legacy of the 2016-era plans for Modtweaker compatibility, but those plans were abandoned because of the sheer complexity of specifying many of RC's machine recipes as well as the fact that I would need to redesign all my data structures and their handling to allow "late-load-phase editing" (since MT can often reload recipes during the tick).
Because of that (and the ease of complete breakage) I never implemented that system.
To that end, there is not really a proper way to edit the base machine recipes.
OH MY GOD!!! I FINALLY HAVE MANAGED TO MAKE IT WORK!!!
GEEZ!!! THAT WAS AMAZING!
Ladies and gentlemen, I present to you my self-sustained Fusion Reactor.
Oh my... Oh my...
It took me one and a half week to make it to this stage. Didn't built those giant RF generators yet, but still...
It is now fully operational and self-sustained. But I think It still need some tweaks, because the Liquid Nitrogen still slowly, but surely, depleting.
And, @Silfryi, thank you for your advice. But I've placed four of those Refrigeration Units. Each of them with a Jet Engine powering them thru a 16:1 gearbox. They're pretty fast at this point, but even with that, The huge amount of Liquid Nitrogen I've stored is still being drained. I'm thinkin on doubling the jet engines on each refrigeration unit. Maybe it will help.
And @Kataiser9, no... It wasn't enough. I've made just one injector, as you can see on the image. But, even with that, the Liquid Nitrogen levels are getting lower and lower.
@madsoul272001
Actually you may have done a lot things wrong. OR just one tiny little thing wrong.
We don't know how to help if you don't send any files and/or screenshots.
If it is possible, can you please grant me permission to use your mods in my work-in-progress modpack, Apocalypse Orchestra?
I will agree to all 6 rules, such that:
- Users of the pack will not have permission to reupload and redistribute the pack
- Under no circumstances will I or the users of the pack extract your mods from the pack and rehost them
- The pack complies with the rules regarding third-party modification
- The pack will not generate income, in any way, shape, or form.
- I will not try to claim credit for any of your mods under any circumstance
- I have made sure I have downloaded an official release version, and I have not edited the files in any way
Thank you, and please respond when needed.
Go ahead.
------------------------------------------------
Also:
-------------------------------------
--------------------------------
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
And @Kataiser9, no... It wasn't enough. I've made just one injector, as you can see on the image. But, even with that, the Liquid Nitrogen levels are getting lower and lower.
Just to be sure: I previously assumed you were running the units at 1-tick operation times. I don't have an instance with RoC/ReC handy at the moment, but you said you have each unit attached to a jet engine with a 16x (presumably torque) gearbox. My napkin math could be flawed (...and I apologize if it is), but I'm pretty sure that at that speed (4096 krad/s), you'd have an operation time of two seconds.
In other words, if that's correct, your stuff's running forty times slower than it could be with slightly different ratios. Double the speed (i.e. use an 8x torque gearbox instead of 16x) and you'll produce slightly less coolant (1600 mb instead of 2000, I think?) but with the 40x operational speed boost, obviously your production will be far higher.
Also, I misremembered my old setup - I had two refrigeration units for my reactor, not one. That was plenty, though.
The problem with that assumption is that it is only a 4x increase in torque (and therefore a 4x increase in power) for 1600 mB per operation, which is a 16x increase in production speed - while to get a 16x increase in production speed from 2 seconds, you'd need to go to 2.5 seconds, and with the approximate "3 seconds off per doubling of speed", to get the same production speed increase with increasing the angular speed input, you would need a whopping 18x times increase in speed and therefor 18x increase in power consumption for the same. The best way to do it is to max out the torque first, then put as much speed into it as you have available after - this will give you the most LN2 per tick for your power input.
Has anything changed with Chromaticraft burrow worldgen in v28?Because I have created two to three worlds and can't seem to find sandy Burrows,when in v26 they were pretty abundant.Am I just unlucky? Also @Silfryi thanks for the clarification on recipes:P
Has anything changed with Chromaticraft burrow worldgen in v28?Because I have created two to three worlds and can't seem to find sandy Burrows,when in v26 they were pretty abundant.Am I just unlucky? Also @Silfryi thanks for the clarification on recipes:P
All CC fragment structure generation changed such that they are less clustered and more consistent in spawn rates and positions.
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 problem with that assumption is that it is only a 4x increase in torque (and therefore a 4x increase in power) for 1600 mB per operation, which is a 16x increase in production speed - while to get a 16x increase in production speed from 2 seconds, you'd need to go to 2.5 seconds, and with the approximate "3 seconds off per doubling of speed", to get the same production speed increase with increasing the angular speed input, you would need a whopping 18x times increase in speed and therefor 18x increase in power consumption for the same. The best way to do it is to max out the torque first, then put as much speed into it as you have available after - this will give you the most LN2 per tick for your power input.
Not entirely sure what you mean; I think we may be talking about different things.
To clarify, unless my math is wrong (which it very well could be), it seems like these are the two options we're talking about, assuming one gas turbine per refrigeration unit (as InterPlay02 said was the case):
16x torque gearbox -> 16 kNm at 4 kRad/s. This produces 2000 mB per operation at 2 s per operation, for a total of 1000 mB/s.
8x torque gearbox -> 8 kNm at 8 kRad/s. This produces 1600 mB per operation at 0.05 s per operation, for a total of 32000 mB/s.
Same amount of power either way, but vastly superior production in the latter case. In other words, due to the weird scaling on speed, whether it's more advantageous to focus on torque or speed depends on how much input power you're using. (Old wiki link with formulas here. From a check of the source code, I don't think these formulas have changed.)
I apologize if I misunderstood something you said though, it's been a weird day >_>
after updating ChromatiCraft to the newest version V29a I got the following exception
Reika.DragonAPI.Exception.InstallationException: ChromatiCraft was not installed correctly:
Another mod/API, 'Tinkerer' is an incompatible version. Update both mods if possible, or if updating Tinkerer caused this, revert to the previous version.
Try consulting http://www.minecraftforum.net/topic/1969694-for information.
This is not a ChromatiCraft bug. Do not post it to http://www.minecraftforum.net/topic/1969694- unless you are really stuck.
So does 'Tinkerer' mean TinkersConstruct? If not, how do I find out the conflicting mod?
Are there known incompatibilities with ChromatiCraft V29a?
Reika.DragonAPI.Exception.InstallationException: ChromatiCraft was not installed correctly:
Another mod/API, 'Tinkerer' is an incompatible version. Update both mods if possible, or if updating Tinkerer caused this, revert to the previous version.
Try consulting http://www.minecraftforum.net/topic/1969694-for information.
This is not a ChromatiCraft bug. Do not post it to http://www.minecraftforum.net/topic/1969694- unless you are really stuck.
at Reika.ChromatiCraft.Registry.ChromaResearch.loadPostCache(ChromaResearch.java:1634)
at Reika.ChromatiCraft.ChromatiCraft.postload(ChromatiCraft.java:871)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:742)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Is craftweaker a good way to get item names for the custom recipes in Roc machines?Or are there some restrictions to the syntax?(Do I have to remove the < > symbol from the item name or something else as in <minecraft:stone>?)
16x torque gearbox -> 16 kNm at 4 kRad/s. This produces 2000 mB per operation at 2 s per operation, for a total of 1000 mB/s.
8x torque gearbox -> 8 kNm at 8 kRad/s. This produces 1600 mB per operation at 0.05 s per operation, for a total of 32000 mB/s.
Wow... Those are some huge numbers. But I don't think this is how the mod work today. Because this is my actual setup, and, as you can see at the beginning, the Liquid Nitrogen levels are going down when the Reactor is on.
And beyond that, I think I will need to make more Wither Skeleton Spawners. Because, my 10 centrifuges used to make Jet Fuel are not receiving enough coal powder to run all the time. I mean. Only 8 of them are at max speed, an the other ones are just a 2:1 gearbox behind the max speed.
A couple things: those servos are too slow! You're not getting close to the extraction rate you need on those. Use bedrock pipes with a pipe pump for maximal transmission and maximal effect. Thermal servos are abysmal at extraction speed for this.
For the steam production: those boilers are going to need to be decently hotter than exactly 100C to produce steam - that huge amount of irradiation chambers is much more than needed for the reactor and impairing your efficiency - as is your square design for the boilers. making the boilers circular and hugging the reactor closer would help with the efficiency as well. You should only need 8-12 chambers for a full reactor (IIRC), if they're in a decent place - you have many more than that for a singular injector.
Yeah, for pretty much any high-volume transport in RoC/ReC you want to use the mod's own fluid pipes. I can almost guarantee that you're producing enough of the stuff, but most of it's getting voided because servos are so slow in comparison.
(edit: regarding the video, note that the LN2 buffer in the refrigeration unit is completely full)
They should be just .recipes_grinder or .recipes_blastfurnace, no [ or ]
Advanced Rocketry and Reika's mods
No, that bit of code is a legacy of the 2016-era plans for Modtweaker compatibility, but those plans were abandoned because of the sheer complexity of specifying many of RC's machine recipes as well as the fact that I would need to redesign all my data structures and their handling to allow "late-load-phase editing" (since MT can often reload recipes during the tick).
Because of that (and the ease of complete breakage) I never implemented that system.
To that end, there is not really a proper way to edit the base machine recipes.
A fusion reactor is not a trivial construction.
Go ahead.
------------------------------------------------
Also:
-------------------------------------
--------------------------------
Just to be sure: I previously assumed you were running the units at 1-tick operation times. I don't have an instance with RoC/ReC handy at the moment, but you said you have each unit attached to a jet engine with a 16x (presumably torque) gearbox. My napkin math could be flawed (...and I apologize if it is), but I'm pretty sure that at that speed (4096 krad/s), you'd have an operation time of two seconds.
In other words, if that's correct, your stuff's running forty times slower than it could be with slightly different ratios. Double the speed (i.e. use an 8x torque gearbox instead of 16x) and you'll produce slightly less coolant (1600 mb instead of 2000, I think?) but with the 40x operational speed boost, obviously your production will be far higher.
Also, I misremembered my old setup - I had two refrigeration units for my reactor, not one. That was plenty, though.
The problem with that assumption is that it is only a 4x increase in torque (and therefore a 4x increase in power) for 1600 mB per operation, which is a 16x increase in production speed - while to get a 16x increase in production speed from 2 seconds, you'd need to go to 2.5 seconds, and with the approximate "3 seconds off per doubling of speed", to get the same production speed increase with increasing the angular speed input, you would need a whopping 18x times increase in speed and therefor 18x increase in power consumption for the same. The best way to do it is to max out the torque first, then put as much speed into it as you have available after - this will give you the most LN2 per tick for your power input.
Advanced Rocketry and Reika's mods
Has anything changed with Chromaticraft burrow worldgen in v28?Because I have created two to three worlds and can't seem to find sandy Burrows,when in v26 they were pretty abundant.Am I just unlucky? Also @Silfryi thanks for the clarification on recipes:P
All CC fragment structure generation changed such that they are less clustered and more consistent in spawn rates and positions.
Has the surface recognition pattern remained the same?
Not entirely sure what you mean; I think we may be talking about different things.
To clarify, unless my math is wrong (which it very well could be), it seems like these are the two options we're talking about, assuming one gas turbine per refrigeration unit (as InterPlay02 said was the case):
16x torque gearbox -> 16 kNm at 4 kRad/s. This produces 2000 mB per operation at 2 s per operation, for a total of 1000 mB/s.
8x torque gearbox -> 8 kNm at 8 kRad/s. This produces 1600 mB per operation at 0.05 s per operation, for a total of 32000 mB/s.
Same amount of power either way, but vastly superior production in the latter case. In other words, due to the weird scaling on speed, whether it's more advantageous to focus on torque or speed depends on how much input power you're using. (Old wiki link with formulas here. From a check of the source code, I don't think these formulas have changed.)
I apologize if I misunderstood something you said though, it's been a weird day >_>
Nah, I read what you said wrong - for some reason I was assuming 40 seconds and not 40 ticks.
Advanced Rocketry and Reika's mods
What?
Also, v29 has been released!
I mean how they usually look on the surface.Like the picture
The structure itself is unchanged.
Hello out there,
after updating ChromatiCraft to the newest version V29a I got the following exception
Reika.DragonAPI.Exception.InstallationException: ChromatiCraft was not installed correctly:
Another mod/API, 'Tinkerer' is an incompatible version. Update both mods if possible, or if updating Tinkerer caused this, revert to the previous version.
Try consulting http://www.minecraftforum.net/topic/1969694-for information.
This is not a ChromatiCraft bug. Do not post it to http://www.minecraftforum.net/topic/1969694- unless you are really stuck.
So does 'Tinkerer' mean TinkersConstruct? If not, how do I find out the conflicting mod?
Are there known incompatibilities with ChromatiCraft V29a?
With the V28a, it ran smoothly.
And time for v29b!
Why the game will crash in use Chinese?
V29b still does not work:
Reika.DragonAPI.Exception.InstallationException: ChromatiCraft was not installed correctly:
Another mod/API, 'Tinkerer' is an incompatible version. Update both mods if possible, or if updating Tinkerer caused this, revert to the previous version.
Try consulting http://www.minecraftforum.net/topic/1969694-for information.
This is not a ChromatiCraft bug. Do not post it to http://www.minecraftforum.net/topic/1969694- unless you are really stuck.
at Reika.ChromatiCraft.Registry.ChromaResearch.loadPostCache(ChromaResearch.java:1634)
at Reika.ChromatiCraft.ChromatiCraft.postload(ChromatiCraft.java:871)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:742)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_281, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1616023136 bytes (1541 MB) / 3892314112 bytes (3712 MB) up to 10737418240 bytes (10240 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx10G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 38 mods loaded, 38 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJ mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJ FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJ Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJ appliedenergistics2-core{rv2-stable-10} [AppliedEnergistics2 Core] (minecraft.jar)
UCHIJ CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJ NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar)
UCHIJ <DragonAPI ASM>{0} [DragonAPI ASM Data Initialization] (minecraft.jar)
UCHIJ appliedenergistics2{rv2-stable-10} [Applied Energistics 2] (appliedenergistics2-rv2-stable-10.jar)
UCHIJ Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCHIJ qmunitylib{1.0} [QmunityLib] (QmunityLib-1.7.10-0.1.114-universal.jar)
UCHIJ bluepower{0.2.962} [Blue Power] (BluePower-1.7.10-0.2.962-universal.jar)
UCHIJ Botania{r1.8-249} [Botania] (Botania+r1.8-249.jar)
UCHIJ ChickenChunks{1.3.4.19} [ChickenChunks] (ChickenChunks-1.7.10-1.3.4.19-universal.jar)
UCHIJ ForgeMultipart{1.2.0.345} [Forge Multipart] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
UCHIJ ExtraUtilities{1.2.12} [Extra Utilities] (extrautilities-1.2.12.jar)
UCHIJ Mantle{1.7.10-0.3.2.jenkins191} [Mantle] (Mantle-1.7.10-0.3.2b.jar)
UCHIJ Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UCHIJ TConstruct{1.7.10-1.8.8.build988} [Tinkers' Construct] (TConstruct-1.7.10-1.8.8.jar)
UCHIJ DragonAPI{v29b} [DragonAPI] (DragonAPI+1.7.10+V29b.jar)
UCHIE ChromatiCraft{v29b} [ChromatiCraft] (ChromatiCraft+1.7.10+V29b.jar)
UCHIJ RotaryCraft{v29b} [RotaryCraft] (RotaryCraft+1.7.10+V29b.jar)
UCHIJ ElectriCraft{v29a} [ElectriCraft] (ElectriCraft+1.7.10+V29a.jar)
UCHIJ enderutilities{0.5.3} [Ender Utilities] (enderutilities-1.7.10-0.5.3.jar)
UCHIJ GeoStrata{v29a} [GeoStrata] (GeoStrata+1.7.10+V29a.jar)
UCHIJ gravestone{0.7.10.3} [Gravestone] (GraveStone+Mod+0.7.10.3.jar)
UCHIJ journeymap{5.1.4p2} [JourneyMap] (journeymap-1.7.10-5.1.4p2-unlimited.jar)
UCHIJ Mekanism{9.1.1} [Mekanism] (Mekanism-1.7.10-9.1.1.1031.jar)
UCHIJ MekanismGenerators{9.1.1} [MekanismGenerators] (MekanismGenerators-1.7.10-9.1.1.1031.jar)
UCHIJ MekanismTools{9.1.1} [MekanismTools] (MekanismTools-1.7.10-9.1.1.1031.jar)
UCHIJ naturescompass{1.3.1} [Nature's Compass] (NaturesCompass-1.7.10-1.3.1.jar)
UCHIJ recipehandler{1.7.10} [NoMoreRecipeConflict] (NoMoreRecipeConflict-0.3(1.7.10).jar)
UCHIJ rftools{4.23} [RFTools] (rftools-4.23.jar)
UCHIJ SilentGems{1.3.14} [Silent's Gems] (SilentGems-1.7.10-1.3.14-172.jar)
UCHIJ StorageDrawers{1.7.10-1.10.9} [Storage Drawers] (StorageDrawers-1.7.10-1.10.9.jar)
UCHIJ WailaHarvestability{1.1.6} [Waila Harvestability] (WailaHarvestability-mc1.7.10-1.1.6.jar)
UCHIJ waystones{1.0.12} [Waystones] (Waystones-mc1.7.10-1.0.12.jar)
UCHIJ McMultipart{1.2.0.345} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
UCHIJ ForgeMicroblock{1.2.0.345} [Forge Microblocks] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.6.14757 Compatibility Profile Context 20.12.1 27.20.14501.28009' Renderer: 'Radeon RX Vega'
AE2 Version: stable rv2-stable-10 for Forge 10.13.2.1291
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
AE2 Integration: IC2:OFF, RotaryCraft:ON, RC:OFF, BC:OFF, RF:ON, RFItem:ON, MFR:OFF, DSU:OFF, FZ:OFF, FMP:ON, RB:OFF, CLApi:OFF, Waila:ON, InvTweaks:OFF, NEI:ON, CraftGuide:OFF, Mekanism:ON, ImmibisMicroblocks:OFF, BetterStorage:OFF
Launched Version: 1.7.10-Forge10.13.4.1614-1.7.10
LWJGL: 2.9.1
OpenGL: Radeon RX Vega GL version 4.6.14757 Compatibility Profile Context 20.12.1 27.20.14501.28009, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Is craftweaker a good way to get item names for the custom recipes in Roc machines?Or are there some restrictions to the syntax?(Do I have to remove the < > symbol from the item name or something else as in <minecraft:stone>?)
Hehe... Absolutely not.
But I'm worried about the amounts of magnets used to build those rings. Geez!
That's insane! And also... I'm having a weird bug on ReactorCraft:
I have placed the Neutron Absorbers like in this image.
But, as you can see, the boilers are not getting hot. Even when the Absorbers pass the 100°C mark.
And therefore, it is not generating steam for my steam turbine.
And, btw, as you can see on the image, I've translated the whole mod to my language. You could add it to the official mod version. Couldn't you?
Wow... Those are some huge numbers. But I don't think this is how the mod work today. Because this is my actual setup, and, as you can see at the beginning, the Liquid Nitrogen levels are going down when the Reactor is on.
And beyond that, I think I will need to make more Wither Skeleton Spawners. Because, my 10 centrifuges used to make Jet Fuel are not receiving enough coal powder to run all the time. I mean. Only 8 of them are at max speed, an the other ones are just a 2:1 gearbox behind the max speed.
I will have to figure this out.
A couple things: those servos are too slow! You're not getting close to the extraction rate you need on those. Use bedrock pipes with a pipe pump for maximal transmission and maximal effect. Thermal servos are abysmal at extraction speed for this.
For the steam production: those boilers are going to need to be decently hotter than exactly 100C to produce steam - that huge amount of irradiation chambers is much more than needed for the reactor and impairing your efficiency - as is your square design for the boilers. making the boilers circular and hugging the reactor closer would help with the efficiency as well. You should only need 8-12 chambers for a full reactor (IIRC), if they're in a decent place - you have many more than that for a singular injector.
Advanced Rocketry and Reika's mods
Yeah, for pretty much any high-volume transport in RoC/ReC you want to use the mod's own fluid pipes. I can almost guarantee that you're producing enough of the stuff, but most of it's getting voided because servos are so slow in comparison.
(edit: regarding the video, note that the LN2 buffer in the refrigeration unit is completely full)