ever figure out why your mod causes the following error with forestry worktables? Since adding your mod rightclicking a worktable gives the user an internal server error. This error goes away after removing rotarycraft and dragonapi. My guess is its something in dragonapi causing a conflict
java.lang.NullPointerException
02:08:15 java.lang.NullPointerException
02:08:15 at forestry.factory.gadgets.TileWorktable$RecipeBridge.getRecipe(TileWorktable.java:56)
02:08:15 at forestry.factory.gadgets.TileWorktable.setRecipe(TileWorktable.java:360)
02:08:15 at forestry.factory.gui.ContainerWorktable.updateRecipe(ContainerWorktable.java:90)
02:08:15 at forestry.factory.gui.ContainerWorktable.<init>(ContainerWorktable.java:61)
02:08:15 at forestry.factory.GuiHandlerFactory.getServerGuiElement(GuiHandlerFactory.java:120)
02:08:15 at forestry.core.GuiHandler.getServerGuiElement(GuiHandler.java:65)
02:08:15 at cpw.mods.fml.common.network.NetworkRegistry.openRemoteGui(NetworkRegistry.java:308)
02:08:15 at cpw.mods.fml.common.network.FMLNetworkHandler.openGui(FMLNetworkHandler.java:352)
02:08:15 at net.minecraft.entity.player.EntityPlayer.openGui(EntityPlayer.java:2480)
02:08:15 at forestry.factory.gadgets.TileWorktable.openGui(TileWorktable.java:303)
02:08:15 at forestry.core.gadgets.BlockBase.func_71903_a(BlockBase.java:135)
02:08:15 at net.minecraft.item.ItemInWorldManager.func_73078_a(ItemInWorldManager.java:416)
02:08:15 at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:554)
02:08:15 at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
02:08:15 at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
02:08:15 at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
02:08:15 at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
02:08:15 at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
02:08:15 at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:689)
02:08:15 at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
02:08:15 at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
02:08:15 at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
02:08:15 at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
This was discussed a few pages ago - it is a bug in Forestry. Disable "bronze crafting" to get around it.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
please also make sure that the 1.6.4 versions are downward compatible to 1.6.2. i dont want to make the switch yet as there are too many mods not updated to 1.6.4
please also make sure that the 1.6.4 versions are downward compatible to 1.6.2. i dont want to make the switch yet as there are too many mods not updated to 1.6.4
This may or may not be possible.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Been reading through the mod and i cant figure out how to make acceleration gears. I have figured out how to make reduction gears but now all my machines are producing 3-9k torque at a maximum of around 20 rad/s.
Been reading through the mod and i cant figure out how to make acceleration gears. I have figured out how to make reduction gears but now all my machines are producing 3-9k torque at a maximum of around 20 rad/s.
Shift-right click with the screwdriver.
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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 new liquid system actually allows me to make my machines able to accept both Forge and my liquids with some overrides. This allows me to keep the original pipe systems, thus negating my need to rewrite them, but still allows use of Forge liquids.
Sounds are no longer crashing the sound engine, but they are not working, either. I modelled my system after EE3's sound engine, but as far as I know, it is not yet updated to 1.6.
Also, I am redoing the pipe renders again:
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Nice, Reika!
And those pipes looking good.
And... am I right that it means that every liquid would be able to transported by Buildcraft fluid pipes or any other liquid conduit?
Nice, Reika!
And those pipes looking good.
And... am I right that it means that every liquid would be able to transported by Buildcraft fluid pipes or any other liquid conduit?
That is correct. My pipes, however, appear to be much faster.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Also, Reika would you like to add more multiblocks to RotaryCraft? I'm a bit bothered about the single block tank that stores 2.4 million mB since the common standard for tanks is 16K mB (16 bucket) per block and your storage would render obsolete all the other tanks because of that.
how to safely remove rotarycraft blocks? everything i tried destroy it (recomended 1.5.2)
I was also plagued with the same problem.
Removal by the pickaxe of MOD added does not seem to be guaranteed.
Can be removed without problems pickaxe if the RC or vanilla.
Use vanilla pickaxe. TiCo ones do not work. (I'm not sure if it is a good idea, honestly. People will need to make a vanilla pick just to use with this mod)
TConstruct hammers do not work but Reika made sure Tconstruct picks work. What type of pick are you using from Tconstruct and also what version for RC?
TConstruct hammers do not work but Reika made sure Tconstruct picks work. What type of pick are you using from Tconstruct and also what version for RC?
Sorry for misinformation then. I just repeated something I saw at the thread. I beleive even in some FAQ
Ah, we have options here. Nice. Also, Reika would you like to add more multiblocks to RotaryCraft? I'm a bit bothered about the single block tank that stores 2.4 million mB since the common standard for tanks is 16K mB (16 bucket) per block and your storage would render obsolete all the other tanks because of that.
I generally dislike multiblocks, as they are much harder to design, much more intensive computationally, and tend to force house/base design in a certain direction just to accomodate their often large size.
However, now that I am hybridizing the liquid systems, it does seem that the reservoir needs either a nerf or some sort of adjustment in its cost/operation. Most likely, I will overhaul them entirely.
how to safely remove rotarycraft blocks? everything i tried destroy it (recomended 1.5.2) edit:nevermind found it, just need to use silk touch enchanted pickaxe (maybe better use the screwdriver while sneaking or something like?)
I was also plagued with the same problem. Removal by the pickaxe of MOD added does not seem to be guaranteed. Can be removed without problems pickaxe if the RC or vanilla.
Here are the things that can harvest RC machines:
Vanilla Pickaxes of stone or better
Any RotaryCraft pickaxe
Tinkerer's Construct Pickaxes only, again, stone or better (if it can harvest iron ore, it can harvest a machine)
MekanismTools paxels and pickaxes of all types
Hammers do not work, as it makes little sense that smashing a machine with a hammer would yield a usable result.
About the MekanismTools paxels and picks:
Are they all able to harvest iron ore? If not, which ones can/cannot?
Well, multiblocks sometimes make more sense than single-blocks, but it's up to you of course :3
And speaking of liquid storage, maybe the internal buffer of steam engines is also too big? They seem have incredibly high capacity...
About Mek paxels - the only ones that cannot mine iron ore are the wooden ones.
Please can we get some more screens/info in reactorcraft section? maybe how things work.(turbine?) Cant wait for more features and progress in this mod. <3
Well, multiblocks sometimes make more sense than single-blocks, but it's up to you of course :3 And speaking of liquid storage, maybe the internal buffer of steam engines is also too big? They seem have incredibly high capacity... About Mek paxels - the only ones that cannot mine iron ore are the wooden ones.
And they can no longer harvest machines.
As for the steam engines, no, their buffer is only about 2 hours of water.
OK, I updated all liquid-handling machines except for Reservoirs and Bucket Fillers, as these need dramatic overhauls. Also, I have a lead on how to fix sounds, so a new update may be soon.
Finally, I added a couple machines. None are fully functional yet, but they will be for the update.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
BTW, I was thinking... What if I want to power a several furnaces by one gasoline engine? Shaft junctions can split torque, but they only use powers of two (1/2, 1/4, 1/8, etc), but If I want to put, say, 4 heaters on one line, I need to make splits like that:
1) First heater gets 1/4 of the torque
2) Second heater gets 1/3 of the remaining torque
3) Third heater gets 1/2 of the remaining torque
4) Last heater gets all the remaining torque.
If I'm not mistaken I can't ditch out 1/3 of the torque and that might be a problem... Sure I can split it two times evenly, but I think that tree structure is a little bit too messy and takes more space.
Also, maybe that would be a good idea to make something that allows you to switch all the power between two or three different outputs. According to the description of the multidirectional clutch it can either accumulate or release energy, so that's not the same thing...
Another idea is a multi-speed gearbox that allows to switch the ratio with a redstone signal...
BTW, I was thinking... What if I want to power a several furnaces by one gasoline engine? Shaft junctions can split torque, but they only use powers of two (1/2, 1/4, 1/8, etc), but If I want to put, say, 4 heaters on one line, I need to make splits like that:
1) First heater gets 1/4 of the torque
2) Second heater gets 1/3 of the remaining torque
3) Third heater gets 1/2 of the remaining torque
4) Last heater gets all the remaining torque.
If I'm not mistaken I can't ditch out 1/3 of the torque and that might be a problem... Sure I can split it two times evenly, but I think that tree structure is a little bit too messy and takes more space.
While it is true you cannot split in fractions that are not powers of 0.5, I doubt you would want to - losses would stack up due to rounding errors and you are likely to lose as much as 10% of the power. This would lead to at least one - maybe all - of the machines failing to function if you were at the minimum power to run all of them.
Also, maybe that would be a good idea to make something that allows you to switch all the power between two or three different outputs. According to the description of the multidirectional clutch it can either accumulate or release energy, so that's not the same thing...
The multidirectional clutch does not accumulate energy - it sounds like you are describing the industrial coil. The multiclutch is used to take power in one side and then use redstone to control which side is the output. This is used if you have one powerplant but sometimes want to route the power into different networks.
This was discussed a few pages ago - it is a bug in Forestry. Disable "bronze crafting" to get around it.
This may or may not be possible.
Shift-right click with the screwdriver.
The new liquid system actually allows me to make my machines able to accept both Forge and my liquids with some overrides. This allows me to keep the original pipe systems, thus negating my need to rewrite them, but still allows use of Forge liquids.
Sounds are no longer crashing the sound engine, but they are not working, either. I modelled my system after EE3's sound engine, but as far as I know, it is not yet updated to 1.6.
Also, I am redoing the pipe renders again:
And those pipes looking good.
And... am I right that it means that every liquid would be able to transported by Buildcraft fluid pipes or any other liquid conduit?
That would be a bug, but I am not seeing it.
They are, in any recipe that uses the ore dictionary. Vanilla recipes do not, and I am not going to edit vanilla recipes.
That is correct. My pipes, however, appear to be much faster.
Also, Reika would you like to add more multiblocks to RotaryCraft? I'm a bit bothered about the single block tank that stores 2.4 million mB since the common standard for tanks is 16K mB (16 bucket) per block and your storage would render obsolete all the other tanks because of that.
I was also plagued with the same problem.
Removal by the pickaxe of MOD added does not seem to be guaranteed.
Can be removed without problems pickaxe if the RC or vanilla.
TConstruct hammers do not work but Reika made sure Tconstruct picks work. What type of pick are you using from Tconstruct and also what version for RC?
Sorry for misinformation then. I just repeated something I saw at the thread. I beleive even in some FAQ
I generally dislike multiblocks, as they are much harder to design, much more intensive computationally, and tend to force house/base design in a certain direction just to accomodate their often large size.
However, now that I am hybridizing the liquid systems, it does seem that the reservoir needs either a nerf or some sort of adjustment in its cost/operation. Most likely, I will overhaul them entirely.
Here are the things that can harvest RC machines:
About the MekanismTools paxels and picks:
Are they all able to harvest iron ore? If not, which ones can/cannot?
And speaking of liquid storage, maybe the internal buffer of steam engines is also too big? They seem have incredibly high capacity...
About Mek paxels - the only ones that cannot mine iron ore are the wooden ones.
I can do that, yes.
And they can no longer harvest machines.
As for the steam engines, no, their buffer is only about 2 hours of water.
Finally, I added a couple machines. None are fully functional yet, but they will be for the update.
BTW, I was thinking... What if I want to power a several furnaces by one gasoline engine? Shaft junctions can split torque, but they only use powers of two (1/2, 1/4, 1/8, etc), but If I want to put, say, 4 heaters on one line, I need to make splits like that:
1) First heater gets 1/4 of the torque
2) Second heater gets 1/3 of the remaining torque
3) Third heater gets 1/2 of the remaining torque
4) Last heater gets all the remaining torque.
If I'm not mistaken I can't ditch out 1/3 of the torque and that might be a problem... Sure I can split it two times evenly, but I think that tree structure is a little bit too messy and takes more space.
Also, maybe that would be a good idea to make something that allows you to switch all the power between two or three different outputs. According to the description of the multidirectional clutch it can either accumulate or release energy, so that's not the same thing...
Another idea is a multi-speed gearbox that allows to switch the ratio with a redstone signal...
Not yet; I want to have pictures.
While it is true you cannot split in fractions that are not powers of 0.5, I doubt you would want to - losses would stack up due to rounding errors and you are likely to lose as much as 10% of the power. This would lead to at least one - maybe all - of the machines failing to function if you were at the minimum power to run all of them.
The multidirectional clutch does not accumulate energy - it sounds like you are describing the industrial coil. The multiclutch is used to take power in one side and then use redstone to control which side is the output. This is used if you have one powerplant but sometimes want to route the power into different networks.
The CVT allows that, though manually, rather than with redstone.