i build 5 rods all connected together in a huge tower structure and when lightning hit it i think it caused a bug and the lightning went insane for about three mins till i destroyed the tower. ive included some pictures for you to see what i mean about the lightning
That's definitely a feedback loop, but why it's happening I don't know. I'll have to go back and poke around in the rod code to see if there's something that happens when multiple lightning rods are next to each other, as I didn't expect that someone would build a setup like that.
haha thanks mate, it hasnt happened again since i rebuilt the tower but the lightning ive been using to test has been summoned. if that makes any difference
This really makes me want to make an Eternal Storm Mystcraft Age...
Hey, I was planning on a modpack where the only source of RF power at the start of the game was rotarycraft, moving to RfTool's ender-perl generator, or Deep Resonance crystals found only in RfTool dimensions. Now I can add storm power from storm ages as another source of mad scientist power.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
haha thanks mate, it hasnt happened again since i rebuilt the tower but the lightning ive been using to test has been summoned. if that makes any difference
Well, I've put out a new release that tweaks the rod-lighting proximity code. Hopefully it'll keep the feedback in check. It does at least fix the bug where two rods would pick up the same bolt and cause a double-strike. No more unlimited energy for you!
so far so good. i built bigger towers now. is there a way to discharge energy thats unneeded?
You can build the tower sans-bank, which will cause the energy to flow into the ground. Other that than, there's no way to cause the lightning bank to discharge energy. The idea being that if you're going to harvest energy from lighting, you better have a place to put it.
DeLorians with flux capacitors don't exist in Minecraft, I'm afraid.
what it does is it calls down lightning striking the rods, after 4 strikes it forms 2 lightning balls into a jar. the two lightning balls fall down below the jar.
the lightning pool activates shooting lightning through water magnifying the electricity. the pool is built of gold, brass and other metals.
when it goes through the water into the recievers on the other side of the tank. then it begins to start going into 3 jars on the side of the pool.
those charge up. and that powers the electric to magic turbine which turns the 5 electric orbs the 3 jars produce into green magical life.
the raw life energy travels through a glass tube travelling upwards into a chamber.
where it is then channeled through metal tubes to the life energy compressor laser.
the laser is fired. turning on the first life/electric energy generator.
this process is then repeated to power on the 2nd /life/electric generator.
behind the generators is a giant forge looking type building with a nice cherry wood door.
it has 4 pillars making up the corners of the structure. you place a dragon egg in the left pillar, then drop a primordial pearl (from thaumcraft) in the right pillar.
after both generators have been activated, the dragon egg placed, and the primordial pearl.
lightning then strikes the top of the structure and purple fog fills the air. the door lowers revealing a ghost dragon egg. which in time will hatch turning into a fully grown ghost dragon that can be ridden around and such with a saddle..
i am doing another recording today with a different program than bandicam....
so i don't have it uploaded at this time. but i'll have it up soon enough.
found some reliable programs for recording, so yeah uploading process again here.... im kinda stoked cuz i just finished this thing and got it recorded and everything... like sweeet....
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Found this randomly scrolling through curse, and I love it. I'm currently running the latest 1.7.10 version as an alternate/auxiliary power source (and also protection) with EnderIO, but I was hoping I could get it to play nice with the energy conduits from that mod and it doesn't seem to want to. I've got it running on my test world via ExtraUtilities, but that's extra things to build for just one (admittedly very useful) item. Is there any chance you can find a way to make the EnderIO conduits extract from it? If not, I'll certainly keep using it, it'd just be a nice little thing for me.
I was also wondering if you could make the generation/storage amounts configurable. For me, the amount of RF generated should be higher (a single strike is estimated at near 5 billion joules), but the bank would store proportionately less (a second strike before a full discharge would be catastrophic), and I figure others might want to customize in other ways. I haven't yet played with inputting power into the bank, so I may end up with a couple of thoughts on that as well.
Outside of that bit of change (Get it? It's my 2¢ repeatedly, but it still doesn't add up to much! :D) I have to say that this was something I wanted, but could only find in GregTech (/groan) before that random curse discovery. Glad to have it in the collection now. Very nice work.
New version is out for both 1.7.10 and 1.8. I've added a config file that lets you set the values of lightning strikes, bank block capacity, and a few other under the hood tweaks. Now if you don't like the values I've chosen, you can do something about it.
Also managed to get the bank block working with EnderIO. Apparently their conduit in extract mode doesn't call the extractEnergy() method of the bank block. Seems a bit counter-intuitive to me, but explains why EnderIO didn't work well with Electrical Age.
New version is out for both 1.7.10 and 1.8. I've added a config file that lets you set the values of lightning strikes, bank block capacity, and a few other under the hood tweaks. Now if you don't like the values I've chosen, you can do something about it.
Also managed to get the bank block working with EnderIO. Apparently their conduit in extract mode doesn't call the extractEnergy() method of the bank block. Seems a bit counter-intuitive to me, but explains why EnderIO didn't work well with Electrical Age.
W00t! Thank you, sir.
Not surprised that the EnderIO conduits work the way they do. It also explains why they don't play so nice with all the stuff in Extra Utilities. And yeah, definitely seems counter-intuitive. I'll see if there's anything in your mod I can break now, and also play with the inputting power thing because that just seems like fun.
I'm finally getting off my rear and updating my SimpleTech modpack to include your mod, but in my testing environment I ran into an issue. I've a lightning rod atop a tower of iron bars, and connected to your capacitor bank. I then ran Flux Ducts from the bank down to a Progressive Automation miner machine (with an RF engine and tools inside). Last, I summoned a lightning bolt. I did see the bolt redirect to the rod and travel down to the capacitor, but the flux ducts were unable to pull the power from it to be sent to the miner, and I don't know if this is an issue with the capacitor or the ducts.
Go right ahead. Just make sure to give credit where credit is due.
@Gorstavich
I'll look into the problem. It'll take more time than the 1.7.10 version, though, as CodeChicken doesn't seem to want to run on my machine. This makes it a tad more difficult as I can't run tests in the dev environment.
yeah i'm using v2.3.1
That's definitely a feedback loop, but why it's happening I don't know. I'll have to go back and poke around in the rod code to see if there's something that happens when multiple lightning rods are next to each other, as I didn't expect that someone would build a setup like that.
This really makes me want to make an Eternal Storm Mystcraft Age...
haha thanks mate, it hasnt happened again since i rebuilt the tower but the lightning ive been using to test has been summoned. if that makes any difference
Hey, I was planning on a modpack where the only source of RF power at the start of the game was rotarycraft, moving to RfTool's ender-perl generator, or Deep Resonance crystals found only in RfTool dimensions. Now I can add storm power from storm ages as another source of mad scientist power.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
That's one of the many perks to having a rod that actually re-directs strikes, in that you can keep them from damaging your nice everythings.
Well, I've put out a new release that tweaks the rod-lighting proximity code. Hopefully it'll keep the feedback in check. It does at least fix the bug where two rods would pick up the same bolt and cause a double-strike. No more unlimited energy for you!
so far so good. i built bigger towers now. is there a way to discharge energy thats unneeded?
You can build the tower sans-bank, which will cause the energy to flow into the ground. Other that than, there's no way to cause the lightning bank to discharge energy. The idea being that if you're going to harvest energy from lighting, you better have a place to put it.
DeLorians with flux capacitors don't exist in Minecraft, I'm afraid.
i've got the video uploading now~ !
what it does is it calls down lightning striking the rods, after 4 strikes it forms 2 lightning balls into a jar. the two lightning balls fall down below the jar.
the lightning pool activates shooting lightning through water magnifying the electricity. the pool is built of gold, brass and other metals.
when it goes through the water into the recievers on the other side of the tank. then it begins to start going into 3 jars on the side of the pool.
those charge up. and that powers the electric to magic turbine which turns the 5 electric orbs the 3 jars produce into green magical life.
the raw life energy travels through a glass tube travelling upwards into a chamber.
where it is then channeled through metal tubes to the life energy compressor laser.
the laser is fired. turning on the first life/electric energy generator.
this process is then repeated to power on the 2nd /life/electric generator.
behind the generators is a giant forge looking type building with a nice cherry wood door.
it has 4 pillars making up the corners of the structure. you place a dragon egg in the left pillar, then drop a primordial pearl (from thaumcraft) in the right pillar.
after both generators have been activated, the dragon egg placed, and the primordial pearl.
lightning then strikes the top of the structure and purple fog fills the air. the door lowers revealing a ghost dragon egg. which in time will hatch turning into a fully grown ghost dragon that can be ridden around and such with a saddle..
but it all began with a lightning rod....
i am doing another recording today with a different program than bandicam....
so i don't have it uploaded at this time. but i'll have it up soon enough.
found some reliable programs for recording, so yeah uploading process again here.... im kinda stoked cuz i just finished this thing and got it recorded and everything... like sweeet....
here it is!
featuring don's lightning rod:
The Ghost Dragon Forge.
world save and additional information:
http://www.minecraftforum.net/forums/show-your-creation/videos/machinimas/2576814-made-a-thaumic-dragon-forge-that-is-charged-by
Found this randomly scrolling through curse, and I love it. I'm currently running the latest 1.7.10 version as an alternate/auxiliary power source (and also protection) with EnderIO, but I was hoping I could get it to play nice with the energy conduits from that mod and it doesn't seem to want to. I've got it running on my test world via ExtraUtilities, but that's extra things to build for just one (admittedly very useful) item. Is there any chance you can find a way to make the EnderIO conduits extract from it? If not, I'll certainly keep using it, it'd just be a nice little thing for me.
I was also wondering if you could make the generation/storage amounts configurable. For me, the amount of RF generated should be higher (a single strike is estimated at near 5 billion joules), but the bank would store proportionately less (a second strike before a full discharge would be catastrophic), and I figure others might want to customize in other ways. I haven't yet played with inputting power into the bank, so I may end up with a couple of thoughts on that as well.
Outside of that bit of change (Get it? It's my 2¢ repeatedly, but it still doesn't add up to much! :D) I have to say that this was something I wanted, but could only find in GregTech (/groan) before that random curse discovery. Glad to have it in the collection now. Very nice work.
New version is out for both 1.7.10 and 1.8. I've added a config file that lets you set the values of lightning strikes, bank block capacity, and a few other under the hood tweaks. Now if you don't like the values I've chosen, you can do something about it.
Also managed to get the bank block working with EnderIO. Apparently their conduit in extract mode doesn't call the extractEnergy() method of the bank block. Seems a bit counter-intuitive to me, but explains why EnderIO didn't work well with Electrical Age.
W00t! Thank you, sir.
Not surprised that the EnderIO conduits work the way they do. It also explains why they don't play so nice with all the stuff in Extra Utilities. And yeah, definitely seems counter-intuitive. I'll see if there's anything in your mod I can break now, and also play with the inputting power thing because that just seems like fun.
Hi Don Bruce,
I'm finally getting off my rear and updating my SimpleTech modpack to include your mod, but in my testing environment I ran into an issue. I've a lightning rod atop a tower of iron bars, and connected to your capacitor bank. I then ran Flux Ducts from the bank down to a Progressive Automation miner machine (with an RF engine and tools inside). Last, I summoned a lightning bolt. I did see the bolt redirect to the rod and travel down to the capacitor, but the flux ducts were unable to pull the power from it to be sent to the miner, and I don't know if this is an issue with the capacitor or the ducts.
Test Environment
Minecraft 1.8
Forge 11.14.4.1577
Don's Lightning Rod 2.4.0
FluxDucts 1.0.2
ProgressiveAutomation 1.6.15
Could you please take a peek at this?
also electric advantage is being updated very soon (within the next few days or so to a week)
if there was someway to turn the elecricity from Rf to joules. or vice versa
In the neotech mod the pipes labelled "energy" worked for the bank. but the pipes labelled for "Rf" did not.
neotech is terrible though because it requires codechicken core and nei. (which crashes a numerous amount of mods)
progressive automation, fluxducts, power advantage, and electric advantage are the mods that are looking good and healthy at 1.8.9.
which brings me to question, will this be in 1.8.9? will this be compatible with any of the mods above?
This is really such a good idea that i cannot even begin to explain how good of an idea it is. The lightning rod has been needed for such a long time.
I love this mod! I think it adds to immersion to have a functioning lightning rod!
Permission to use this mod in my modpack? It will be an unlisted public pack on the FTB launcher called "Moonrise" Thanks.
@Calendis1
Go right ahead. Just make sure to give credit where credit is due.
@Gorstavich
I'll look into the problem. It'll take more time than the 1.7.10 version, though, as CodeChicken doesn't seem to want to run on my machine. This makes it a tad more difficult as I can't run tests in the dev environment.
any news about a 1.8.9 update?
did i miss anything?