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
Hello Reika.I have a question about the use of the Custom Recipe Configs.If I understood correctly,I made a folder inside of the Reika folder called RotaryCraft_CustomRecipes. I put in some text files but it doesn't seem to work(I copied your examples on Git to experiment).So what exactly did I do wrong? Thank you for your time.
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.
Rollback Post to RevisionRollBack
Há muito mais na realidade do que uma mente humana consegue imaginar".
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 [email protected] 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.
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 [email protected] 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?
Any ETA on Satisforestry update release?
The same as all the other mods.
Hello Reika,
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.
Hello Reika.I have a question about the use of the Custom Recipe Configs.If I understood correctly,I made a folder inside of the Reika folder called RotaryCraft_CustomRecipes. I put in some text files but it doesn't seem to work(I copied your examples on Git to experiment).So what exactly did I do wrong? Thank you for your time.
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.
Well this is what my Reika folder looks like.I tried attaching the ".recipe_[machine]" as extension,don't know if it was right.
Hello.
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 [email protected] 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.
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.