My game crashed the very moment when my lumen repeaters exploded. This normally is the time, crystal repeaters are unlocked, right? I tried again, this time without crash but also without any achievement.
So do I have any chance to get crystal repeaters unlocked? Am I missing something here?
That happens sometimes. . . (the crash)
ya have to do something else now to unlock it now.
Where do you guys use RC flywheel? I just realized I've never used them that I recall, nor ever missed them. Which power source setup fluctuates enough to justify it?
My guess would be the AC engine, but I never use it cuz it is pain.
--------------------------------
Is there a difference between using the bedrock sword/pickaxe when mining crc plants? or am I imagining things?
My game crashed the very moment when my lumen repeaters exploded. This normally is the time, crystal repeaters are unlocked, right? I tried again, this time without crash but also without any achievement.
So do I have any chance to get crystal repeaters unlocked? Am I missing something here?
---- Minecraft Crash Report ----
// Shall we play a game?
java.lang.NullPointerException: Unexpected error
at net.minecraft.tileentity.TileEntity.func_145839_a(TileEntity.java:69)
at Reika.ChromatiCraft.Block.BlockActiveChroma$TileEntityChroma.func_145839_a(BlockActiveChroma.java:244)
at Reika.ChromatiCraft.Block.BlockActiveChroma$TileEntityChroma.onDataPacket(BlockActiveChroma.java:264)
at net.minecraft.client.network.NetHandlerPlayClient.func_147273_a(NetHandlerPlayClient.java:1144)
at net.minecraft.network.play.server.S35PacketUpdateTileEntity.func_148833_a(SourceFile:55)
at net.minecraft.network.play.server.S35PacketUpdateTileEntity.func_148833_a(SourceFile:10)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(PlayerControllerMP.java:273)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1602)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
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)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.tileentity.TileEntity.func_145839_a(TileEntity.java:69)
at Reika.ChromatiCraft.Block.BlockActiveChroma$TileEntityChroma.func_145839_a(BlockActiveChroma.java:244)
at Reika.ChromatiCraft.Block.BlockActiveChroma$TileEntityChroma.onDataPacket(BlockActiveChroma.java:264)
at net.minecraft.client.network.NetHandlerPlayClient.func_147273_a(NetHandlerPlayClient.java:1144)
at net.minecraft.network.play.server.S35PacketUpdateTileEntity.func_148833_a(SourceFile:55)
at net.minecraft.network.play.server.S35PacketUpdateTileEntity.func_148833_a(SourceFile:10)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(PlayerControllerMP.java:273)
My guess would be the AC engine, but I never use it cuz it is pain.
No, I use it all the time, it's neither pain nor does it require a flywheel. Power is very stable as long as you provide a charged shaft core and an alternating redstone signal.
No, I use it all the time, it's neither pain nor does it require a flywheel. Power is very stable as long as you provide a charged shaft core and an alternating redstone signal.
Properly alternating. Most people just use the ExU clock - ie a short pulse at a rate of one per second - and assume that the resulting extreme variability is just how the AC engine is.
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, I use it all the time, it's neither pain nor does it require a flywheel. Power is very stable as long as you provide a charged shaft core and an alternating redstone signal.
I cannot really think of anything, since I stick to the dc/steam/gas/power/micro/gas engine stuff in roc, though 1 thing might be that base explody thing, that explodes when it loses power, since a fly wheel takes a bit to stop, it could delay it or something. . .
Also a slight nitpick, but it looks like the REC turbine with a flywheel stops very abruptly
Gyatlov, its not like Reika keeps hiring private detectives to find whether his mods are used in private packs The reason he wants to restrict their usage in public packs (AFAIK) is that their creators often like to mess with recipes in misguided attempts to "fix" the "balance" and consequently players get a subpar experience (like schizophrenic progression tiers or unable to progress at all due to circular requirements), and so they think these mods are very bad and/or retarded. And then go and report bugs to Reikas site on account of a mess pack creators made.
As for the shortcomings of 1.7.10 I happened to have a very different experience. A few times I've tried to move to 1.12 I realized to my horror that lack of Rotarycraft is the least of my problems: those packs are just bad compared to what I have in 1.7.10. I think I've found maybe one or two mods that I liked, a maths themed magic mod, and a lovecraftian themed magic mod. I found many popular mods terribly lacking in imagination, fun, or purpose. Even the "future" versions of mods I like, are not as fun to me as their 1.7.10 versions: namely Blood Magic, Ender IO (some of their 1.1.12 machines are very nice but I prefer 1.7.10 overall) and others. If you tell what you miss in particular from 1.12, maybe people here would be able to suggest you alternatives. Or just generally suggest you good 1.7.10 mods that havent been ported to 1.12 (and probably never will be).
Gyatlov, its not like Reika keeps hiring private detectives to find whether his mods are used in private packs The reason he wants to restrict their usage in public packs (AFAIK) is that their creators often like to mess with recipes in misguided attempts to "fix" the "balance" and consequently players get a subpar experience (like schizophrenic progression tiers or unable to progress at all due to circular requirements), and so they think these mods are very bad and/or retarded. And then go and report bugs to Reikas site on account of a mess pack creators made.
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
Properly alternating. Most people just use the ExU clock - ie a short pulse at a rate of one per second - and assume that the resulting extreme variability is just how the AC engine is.
I used vanilla clocks, but it turns out it was because I had a magnetic shaft in my inventory, and I was near it lel.
After knowing that, using your clock works on it too, though that does make flywheels seem kind of less useful,
but then I am only thinking about it in how the ReC flywheel is used, from what I know currently, it seems it can be used to delay losing shaft power after it is no longer outputting, though unless you have some alarm for when it losses power. . .
I use ProjectRed's clock I think it's a pulse every 0.2 sec on the fastest setting, though visually I dont think it rotates 5 times per second. Either way it works just fine with both magnetizing unit and the engine.
So, today I went through changelogs like every responsible base owner should do after their base blows up, and then searched the issues, and it turns out pulse jet furnace is exploding no matter what. It's just what it does nowadays. Looking forward to the next update ;(
Edit: what's a "your clock"? Something from expanded redstone? Does that mod offer anything ProjectRed does not have, in terms of function or at least convenience? I was thinking of trying it out for a long time but I'm just not sure if it's worth it when the pack is already kinda bloated
I use ProjectRed's clock I think it's a pulse every 0.2 sec on the fastest setting, though visually I dont think it rotates 5 times per second. Either way it works just fine with both magnetizing unit and the engine.
So, today I went through changelogs like every responsible base owner should do after their base blows up, and then searched the issues, and it turns out pulse jet furnace is exploding no matter what. It's just what it does nowadays. Looking forward to the next update ;(
Edit: what's a "your clock"? Something from expanded redstone? Does that mod offer anything ProjectRed does not have, in terms of function or at least convenience? I was thinking of trying it out for a long time but I'm just not sure if it's worth it when the pack is already kinda bloated
The expanded redstone, redstone clock, seems it can change how long it stays on/off as well as it's pulse rate, I used it to automate the gear ratio stuff for my cvt extractor stuff, I don't remember if PR has wireless redstone, but ER has wireless redstone transmitters/receivers, though imo they are a bit buggy atm, since they need to be "reset" every server/world reset/restart, but they work fine till that happens.
I haven't had any of my gas turbines explode yet, but then I only run them in bursts, and they are always caged in so I don't have to worry about stuff getting sucked them.
Nice, I dont think ProjectRed has wireless redstone, at least not in any modules I have. So I use RFTools for wireless, and PR for timers and gates. Though RFTools also has a timer and a sequencer I think. As for the switching ratios for the Extractor, I had a setup of PR timers, gates and toggle latches for CV. if ER can do it with just one block its definitely more convenient and makes for more compact industrial area. I think I will give it a try, only to have something new if nothing else. It's really been years since I've had a new mod installed, not counting Satisforestry
@Reika: Propeller Blade Cast cannot be put into Pattern Chest unlike Tinkers' Construct's casts. I'm not sure if this is important enough to open an issue, nor if you can do anything about it without modifying TC code / configs though.
@Reika: Propeller Blade Cast cannot be put into Pattern Chest unlike Tinkers' Construct's casts. I'm not sure if this is important enough to open an issue, nor if you can do anything about it without modifying TC code / configs though.
Couldn't find if anyone else asked this before (maybe it is a dumb question) but are your mods multi threaded?
In what part? MC, like most games (but to an even higher degree than usual) is not an environment amenable to threading anything that affects the game loop or world.
I am only thinking about it in how the ReC flywheel is used, from what I know currently, it seems it can be used to delay losing shaft power after it is no longer outputting, though unless you have some alarm for when it losses power. . .
The ReC flywheel is for use with power systems that cannot handle fluctuating input (as LP turbine output is constantly varying). This chiefly was for ElC, though in the seven years since that was added the ElC generators were changed to no longer accept that power level and the RC turbine generator was given an ElC mode.
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
howdy I just got one question are you guys planning on porting some mods to newer versions the (the mods I'm wondering about are rotarycraft reactorcraft and eletricraft all wonderful mods by the way ) if not ok if so awesome either way don't stop doing what you love my favorite mod right now is reactorcraft it can be confusing but am managing and its absolutely an amazing mod have a good day guys
Why doesn't this work? Items get dropped into the reservoir (at least it looks that way visually) but alloying process does not start. If I throw them in by hand in this exact setup, it does work. I also used OpenBlocks Item Dropper with no results.
howdy I just got one question are you guys planning on porting some mods to newer versions the (the mods I'm wondering about are rotarycraft reactorcraft and eletricraft all wonderful mods by the way ) if not ok if so awesome either way don't stop doing what you love my favorite mod right now is reactorcraft it can be confusing but am managing and its absolutely an amazing mod have a good day guys
This is probably the most asked question and AFAIK Reika doesn't have any plans to port his mods anytime soon. At least that's the public version, we can never know maybe he secretly does work on it But I doubt it very much judging by how much additional content the mods themselves receive all the time.
I'd rather invite you to 1.7.10, just because later versions of MC exist does not mean this one became worse somehow. And all the new vanilla content newer versions got frankly hardly amount to one mediocre mod's worth of content. 1.7.10 has unbelievable amount of community content even besides Reika's mods. Yes something like Immersive Engineering is way better in 1.12 but it's just one mod among many. And judging by increasing amount of Youtube videos on 1.7.10, I'd even say more an more people start thinking this way. Maybe it's 1.7.10 renaissance. But then again there was probably never any dark ages for this version
Apparently world gen is multithreaded in later versions (cough chroma dim cough) . . . and with the 1.17/1.18 max height/depth changes I could imagine it being possible, but probably not.
Is it possible to change the time it takes for the Chroma dim to reset? I keep timing out when I find a structure on my server, last time I just moved it over to sp, but preferably I would be able to do some puzzles on the server. . .
Apparently world gen is multithreaded in later versions (cough chroma dim cough) . . . and with the 1.17/1.18 max height/depth changes I could imagine it being possible, but probably not.
That multithreading also makes complex worldgen extremely difficult to do safely.
Is it possible to change the time it takes for the Chroma dim to reset? I keep timing out when I find a structure on my server, last time I just moved it over to sp, but preferably I would be able to do some puzzles on the server. . .
Why doesn't this work? Items get dropped into the reservoir (at least it looks that way visually) but alloying process does not start. If I throw them in by hand in this exact setup, it does work. I also used OpenBlocks Item Dropper with no results.
Neither of those droppers preserve the player, and as such there is "missing" progression.
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
That happens sometimes. . . (the crash)
ya have to do something else now to unlock it now.
My guess would be the AC engine, but I never use it cuz it is pain.
--------------------------------
Is there a difference between using the bedrock sword/pickaxe when mining crc plants? or am I imagining things?
You had some kind of null tile somewhere.
No, I use it all the time, it's neither pain nor does it require a flywheel. Power is very stable as long as you provide a charged shaft core and an alternating redstone signal.
Properly alternating. Most people just use the ExU clock - ie a short pulse at a rate of one per second - and assume that the resulting extreme variability is just how the AC engine is.
I cannot really think of anything, since I stick to the dc/steam/gas/power/micro/gas engine stuff in roc, though 1 thing might be that base explody thing, that explodes when it loses power, since a fly wheel takes a bit to stop, it could delay it or something. . .
Also a slight nitpick, but it looks like the REC turbine with a flywheel stops very abruptly
Gyatlov, its not like Reika keeps hiring private detectives to find whether his mods are used in private packs The reason he wants to restrict their usage in public packs (AFAIK) is that their creators often like to mess with recipes in misguided attempts to "fix" the "balance" and consequently players get a subpar experience (like schizophrenic progression tiers or unable to progress at all due to circular requirements), and so they think these mods are very bad and/or retarded. And then go and report bugs to Reikas site on account of a mess pack creators made.
As for the shortcomings of 1.7.10 I happened to have a very different experience. A few times I've tried to move to 1.12 I realized to my horror that lack of Rotarycraft is the least of my problems: those packs are just bad compared to what I have in 1.7.10. I think I've found maybe one or two mods that I liked, a maths themed magic mod, and a lovecraftian themed magic mod. I found many popular mods terribly lacking in imagination, fun, or purpose. Even the "future" versions of mods I like, are not as fun to me as their 1.7.10 versions: namely Blood Magic, Ender IO (some of their 1.1.12 machines are very nice but I prefer 1.7.10 overall) and others. If you tell what you miss in particular from 1.12, maybe people here would be able to suggest you alternatives. Or just generally suggest you good 1.7.10 mods that havent been ported to 1.12 (and probably never will be).
This.
Couldn't find if anyone else asked this before (maybe it is a dumb question) but are your mods multi threaded?
I used vanilla clocks, but it turns out it was because I had a magnetic shaft in my inventory, and I was near it lel.
After knowing that, using your clock works on it too, though that does make flywheels seem kind of less useful,
but then I am only thinking about it in how the ReC flywheel is used, from what I know currently, it seems it can be used to delay losing shaft power after it is no longer outputting, though unless you have some alarm for when it losses power. . .
I use ProjectRed's clock I think it's a pulse every 0.2 sec on the fastest setting, though visually I dont think it rotates 5 times per second. Either way it works just fine with both magnetizing unit and the engine.
So, today I went through changelogs like every responsible base owner should do after their base blows up, and then searched the issues, and it turns out pulse jet furnace is exploding no matter what. It's just what it does nowadays. Looking forward to the next update ;(
Edit: what's a "your clock"? Something from expanded redstone? Does that mod offer anything ProjectRed does not have, in terms of function or at least convenience? I was thinking of trying it out for a long time but I'm just not sure if it's worth it when the pack is already kinda bloated
The expanded redstone, redstone clock, seems it can change how long it stays on/off as well as it's pulse rate, I used it to automate the gear ratio stuff for my cvt extractor stuff, I don't remember if PR has wireless redstone, but ER has wireless redstone transmitters/receivers, though imo they are a bit buggy atm, since they need to be "reset" every server/world reset/restart, but they work fine till that happens.
I haven't had any of my gas turbines explode yet, but then I only run them in bursts, and they are always caged in so I don't have to worry about stuff getting sucked them.
Nice, I dont think ProjectRed has wireless redstone, at least not in any modules I have. So I use RFTools for wireless, and PR for timers and gates. Though RFTools also has a timer and a sequencer I think. As for the switching ratios for the Extractor, I had a setup of PR timers, gates and toggle latches for CV. if ER can do it with just one block its definitely more convenient and makes for more compact industrial area. I think I will give it a try, only to have something new if nothing else. It's really been years since I've had a new mod installed, not counting Satisforestry
@Reika: Propeller Blade Cast cannot be put into Pattern Chest unlike Tinkers' Construct's casts. I'm not sure if this is important enough to open an issue, nor if you can do anything about it without modifying TC code / configs though.
The pattern chest only accepts their item ID.
In what part? MC, like most games (but to an even higher degree than usual) is not an environment amenable to threading anything that affects the game loop or world.
The ReC flywheel is for use with power systems that cannot handle fluctuating input (as LP turbine output is constantly varying). This chiefly was for ElC, though in the seven years since that was added the ElC generators were changed to no longer accept that power level and the RC turbine generator was given an ElC mode.
howdy I just got one question are you guys planning on porting some mods to newer versions the (the mods I'm wondering about are rotarycraft reactorcraft and eletricraft all wonderful mods by the way ) if not ok if so awesome either way don't stop doing what you love my favorite mod right now is reactorcraft it can be confusing but am managing and its absolutely an amazing mod have a good day guys
Why doesn't this work? Items get dropped into the reservoir (at least it looks that way visually) but alloying process does not start. If I throw them in by hand in this exact setup, it does work. I also used OpenBlocks Item Dropper with no results.
This is probably the most asked question and AFAIK Reika doesn't have any plans to port his mods anytime soon. At least that's the public version, we can never know maybe he secretly does work on it But I doubt it very much judging by how much additional content the mods themselves receive all the time.
I'd rather invite you to 1.7.10, just because later versions of MC exist does not mean this one became worse somehow. And all the new vanilla content newer versions got frankly hardly amount to one mediocre mod's worth of content. 1.7.10 has unbelievable amount of community content even besides Reika's mods. Yes something like Immersive Engineering is way better in 1.12 but it's just one mod among many. And judging by increasing amount of Youtube videos on 1.7.10, I'd even say more an more people start thinking this way. Maybe it's 1.7.10 renaissance. But then again there was probably never any dark ages for this version
Apparently world gen is multithreaded in later versions (cough chroma dim cough) . . . and with the 1.17/1.18 max height/depth changes I could imagine it being possible, but probably not.
Is it possible to change the time it takes for the Chroma dim to reset? I keep timing out when I find a structure on my server, last time I just moved it over to sp, but preferably I would be able to do some puzzles on the server. . .
That multithreading also makes complex worldgen extremely difficult to do safely.
Use persistence crystals.
Neither of those droppers preserve the player, and as such there is "missing" progression.
I normally time out when I first see the structure biome (and when it is timing out I don't think the server would register the block being placed)
they did not even work