Someone asked me for an NEI screenshot of the Geostrata texture glitch earlier today, so now that I got the chance to get on MC I'm posting it:
Metallurgy is NOT the lone culprit here. I'm also seeing blocks from powerconverters and ex nihilo in there as well. I posted here first since this was the only mod that was affected by it in my game, but I'll see if the metallurgy devs have any idea what's making their textures appear on GeoStrata's blocks as well.
To elaborate, I tried every non-nuclear way I could think of to heat a reactorcraft boiler and got no response. I had hoped to make a more realistc geothermal energy plant, since everything after the "heat water" step is pretty much the same as would be for a nuclear plant.
As comical as this is, it does raise the question as to whether or not a real geothermal plant setup would be a feasible idea for RotaryCraft....
Not trolling at all. ReactorCraft is even more detailed and realistic than RotaryCraft with the steam and turbines. No reason heat can only come from neutron flux. Burning any fuel should do it too, at a lesser rate. And lava would be balanced too, if it became stone in the process.
There is no way to balance this, and to expect to get a power-positive setup from things like a friction heater on a boiler is crazy.
I think it could be balance. It would likely need another block acting as an industrial burner. We do have such thing in life such as trash incinerator that use pyrolysis to generate combustible gas that is then used to heat boilers. The process is not exactly "clean" but does generate a good amount of heat and non-combustible wastes.
Awesome, thank you! That might be a good addition to the RoC handbook - a page that lists what items to use on which engines and gearboxes if they get damaged.
I was not expecting the friction to be energy positive. I was just trying to see if there was any means of heating the boiler besides neutron flux.
You've already established a cost in joules to convert stone to lava, so that's the (maximally efficient) amount of energy that could be transferred to water in doing the reverse.
Hey Reika, apparently RotaryCraft doesn't really like tools from other mods. When mined with tools like the meta-tools from GregTech, the Survivalist Pick from Forestry, as well as several others, the machines are not dropped. They just disappear from the world forever. This is a tiny bit of a huge problem when it's basically impossible to use tools other than GT's meta-tools.
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Hey Reika, apparently RotaryCraft doesn't really like tools from other mods. When mined with tools like the meta-tools from GregTech, the Survivalist Pick from Forestry, as well as several others, the machines are not dropped. They just disappear from the world forever. This is a tiny bit of a huge problem when it's basically impossible to use tools other than GT's meta-tools.
Are they coded as pickaxes?
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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
Oi, Reika. I'm jakimfett, I'm currently developing Minechem and AlchemyPlusPlus.
I've been running your mod alongside about 50 others on my private whitelisted dev server (testing compatibility etc), mostly it's just been me and two friends. That said, I'd like to be able to get more people to help test alpha/beta versions of my mods, and I'd like permission to include some of your mods in a small modpack. I've put together a list of the mods (if you're interested), and I'd be distributing the modpack via either the FTB Launcher or the AsieLauncher.
I read through your license page, and it said for public packs, to ask for permission. So, this is me asking for permission...may I include RotaryCraft, ElectriCraft, ReactorCraft, and the DragonAPI library in my modpack?Oi, Reika. I'm jakimfett, I'm currently developing Minechem and AlchemyPlusPlus.
Likely not, but I have the suspicion that since it is not just GregTech that has this issue the problem may be on your end, rather than theirs. Do you hardcode the requirement of pickaxes, or do you just set the hardness, or something else?
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I just want to share this in case anyone else wants to do what I did. I finally solved my original problem from yesterday, that of wanting to farm Thaumcraft 4 Auram Essentia from GeoStrata Crystal Blooms.
Updating Reika's Mods in FTB Monster
Step 1) As I am running FTB Monster, I obtained the last 1.6.4 versions of Dragon API, DyeTrees, ElectriCraft, ExpandedRedstone, GeoStrata, (MeteorCraft was disabled so I didn't touch it), ReactorCraft, and RotaryCraft from Reika's website linked in the first post of this thread. (Note: If you play FTB Monster on a public server following this process may prevent you from logging in as the mod versions and item IDs in your client may not match the server)
Step 2) I disabled the older versions of these mods using the [Edit Mod Pack] button in the FTB launcher (can be done manually by changing the extension of the appropriate mod files) and launched FTB Monster with the updated mods installed to update the related config files. Minecraft will crash due to item ID conflicts from new items and one quirky config file update.
Step 3) Locate and Open the following config files in a text editor (I prefer Notepad++) and make the following changes.
ReactorCraft.cfg - swap IDs for Molten Corium and Molten Corium (Flowing)
GeoStrata.cfg - change I:"Ender Crystal"=10006 to I:"Ender Crystal"=9750
resolves conflict with ExtraCells and groups Ender Crystals with the previous GeoStrata crystals under FTB Monster's ID settings
RotaryCraft.cfg - change I:"Freeze Potion ID"=35 to I:"Freeze Potion ID"=37 resolves conflict with RandomThings ElectriCraft.cfg - new lines were created for I:machine.battery=15003 and I:machine.wire=15002
Change these values to 14903 and 14902 respectively which should be the values listed on old I:Battery and I:Wire entries in this file.
Once these changes are complete Mincraft should launch properly. Existing worlds may be loaded, but there will be a number of item mismatch warnings. This is due to item name changes internal to ReactorCraft and RotaryCraft. Back up your worlds before proceeding! In my experience it was safe, but I had not invested much in RotaryCraft or ReactorCraft.
Crystal Blooms should now be able to drop Crystal Shards. I found crystal blooms will drop one shard, one or two seeds, or nothing at all. I'm not sure if this is by design or a bug.
Considering my goal was to farm Auram and only intact Cave Crystals have Auram I had to add one more thing, Configurable Thaumcraft Aspects. Depending on how it is set up this additional mod can make farming Essentia more enjoyable without being overpowered. Since crystal blooms cannot be autoharvested AFAIK, I don't see this as being overpowered. In fact, if you use the existing aspect values on Cave Crystals and Crystal Shards as a base I think it balances nicely. You can end up with an over abundance of relatively common aspects which can slow down the process of Essentia Distillation and jam up automation of this process requiring manual intervention to empty warded jars. I believe dumping excess Essentia also influences the spread of Taint (unless I'm confused) which brings a whole host of other problems to deal with in game.
Reika: I gave 1208 a shot... it seems to be DragonAPI and MeteorCraft not playing nice. Whenever a meteor falls, the server crashes. And just to make sure, I used those links you gave me in PM to re-download the mods. No dice. I have no idea what else to try. Although it has been complaining about CoFH's Access Transformer having issues. I'll investigate that but i doubt that CoFH's AT issues could cause MeteorCraft to crash the server.
Quote from Luckbot»on the point of the denied electric tranformator:
if you make it realistic this wouldn't make gearboxes obsolete, they are more expensive (needing a lot of copper and some iron that needs to be processed first) and they have a higher power loss also -depending on power- they need to be cooled and might set fires and melt into lava if powered too much (in my laboratory some guy confused input and output of a 230V->12V transformer and blasted his circuit into pieces)
on the upside it's ratio can freely be chosen (upon assembling) and it doesn't consume lubricant
This is an interesting idea....
Quote from SatanicSanta»
Likely not, but I have the suspicion that since it is not just GregTech that has this issue the problem may be on your end, rather than theirs. Do you hardcode the requirement of pickaxes, or do you just set the hardness, or something else?
I literally check for instanceof ItemPickaxe. Anything that extends it returns true. I also have special handling for TiC tools, as they do not extend ItemPickaxe.
public static boolean canHarvestSteelMachine(EntityPlayer ep) {
if (ep.capabilities.isCreativeMode)
return false;
ItemStack eitem = ep.inventory.getCurrentItem();
if (eitem == null)
return false;
if (TinkerToolHandler.getInstance().isPick(eitem) && TinkerToolHandler.getInstance().isStoneOrBetter(eitem))
return true;
if (MekToolHandler.getInstance().isPickTypeTool(eitem) && !MekToolHandler.getInstance().isWood(eitem))
return true;
if (eitem.getItem() == RedstoneArsenalHandler.getInstance().pickID) {
return RedstoneArsenalHandler.getInstance().pickLevel > 0;
}
if (!(eitem.getItem() instanceof ItemPickaxe))
return false;
if (eitem.getItem().canHarvestBlock(Blocks.iron_ore, eitem))
return true;
return false;
}
Quote from ooarashi»
Crystal Blooms should now be able to drop Crystal Shards. I found crystal blooms will drop one shard, one or two seeds, or nothing at all. I'm not sure if this is by design or a bug.
Intended.
Quote from vedalken254»
Reika: I gave 1208 a shot... it seems to be DragonAPI and MeteorCraft not playing nice. Whenever a meteor falls, the server crashes. And just to make sure, I used those links you gave me in PM to re-download the mods. No dice. I have no idea what else to try. Although it has been complaining about CoFH's Access Transformer having issues. I'll investigate that but i doubt that CoFH's AT issues could cause MeteorCraft to crash the server.
So do I. I have no idea what could be wrong.
Quote from hilburn»Hi Reika - I'm working on a mod which generates some pretty enormous (25km^2 or more) explorable dungeons. One of the things I want to add is various small workshop rooms for processing things and/or showcasing cool features of mods I like and was wondering if I could have your permission to add in a couple of RotaryCraft ones. The dungeon rooms are tiered in difficulty based on a couple of factors including distance from the start, so I can quite reasonably limit the machines available to progression through the dungeon to ensure the the whole tech tree is explored and similarly with making materials available - steel would only appear further into the dungeon than a blast furnace, bedrock dust after a breaker etc.
This is an interesting idea, though it sounds nearly impossible to do in practice.
Quote from jakimfett»Oi, Reika. I'm jakimfett, I'm currently developing Minechem and AlchemyPlusPlus.
I've been running your mod alongside about 50 others on my private whitelisted dev server (testing compatibility etc), mostly it's just been me and two friends. That said, I'd like to be able to get more people to help test alpha/beta versions of my mods, and I'd like permission to include some of your mods in a small modpack. I've put together a list of the mods (if you're interested), and I'd be distributing the modpack via either the FTB Launcher or the AsieLauncher.
I read through your license page, and it said for public packs, to ask for permission. So, this is me asking for permission...may I include RotaryCraft, ElectriCraft, ReactorCraft, and the DragonAPI library in my modpack?
There are five rules (specified in the first post of this thread) to which you will have to explicitly agree.
Also, fixed the sapling issue.
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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
Looking through your code (with very minimal understanding mind you) but if SoundEnum.class in DragonAPI were broken somehow, wouldn't it crash on start or not until a sound from one of your mods comes into play? Because all I see in that file is calls to get data but nothing to send out data to be played. Also saw two instances of the playSound method in ReikaSoundHelper.class. I assume that this is intended due to certain sounds only happening in certain areas of the world instead of the full world. However, that doesn't relate to this issue. What does is that one of the playSound methods is causing the SERVER to crash when those methods appear to be set for client-side only. Please correct me if my understanding of java is that bad.
Quote from vedalken254»
Looking through your code (with very minimal understanding mind you) but if SoundEnum.class in DragonAPI were broken somehow, wouldn't it crash on start or not until a sound from one of your mods comes into play? Because all I see in that file is calls to get data but nothing to send out data to be played. Also saw two instances of the playSound method in ReikaSoundHelper.class. I assume that this is intended due to certain sounds only happening in certain areas of the world instead of the full world. However, that doesn't relate to this issue. What does is that one of the playSound methods is causing the SERVER to crash when those methods appear to be set for client-side only. Please correct me if my understanding of java is that bad.
I am not entirely sure what you are trying to say.
Quote from grimallq»
Take a look at the new TiC 1.7.0. mDiyo quit from modding Minecraft recently and the new maintainer claims to have overhauled block breaking.
I doubt this is likely to change anything meaningful on my end, aside for a possible need to update the handler.
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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
and http://pastebin.com/nxvv07xU is the code you have for the file referenced in the crash (the MeteorCraft one). Line 30 should be stating that it's a client-side only thing on line 31 if me and Phengus on TE's IRC are understanding the code correctly.
Metallurgy is NOT the lone culprit here. I'm also seeing blocks from powerconverters and ex nihilo in there as well. I posted here first since this was the only mod that was affected by it in my game, but I'll see if the metallurgy devs have any idea what's making their textures appear on GeoStrata's blocks as well.
As comical as this is, it does raise the question as to whether or not a real geothermal plant setup would be a feasible idea for RotaryCraft....
I think it could be balance. It would likely need another block acting as an industrial burner. We do have such thing in life such as trash incinerator that use pyrolysis to generate combustible gas that is then used to heat boilers. The process is not exactly "clean" but does generate a good amount of heat and non-combustible wastes.
Awesome, thank you! That might be a good addition to the RoC handbook - a page that lists what items to use on which engines and gearboxes if they get damaged.
You've already established a cost in joules to convert stone to lava, so that's the (maximally efficient) amount of energy that could be transferred to water in doing the reverse.
Version V1f. Exact mods:
CodeChickenCore-1.7.10-1.0.2.9-universal.jar
dimensional-anchor-59.0.2.jar
DragonAPI 1.7.10 V1f.jar
immibis-core-59.0.3.jar
NotEnoughItems-1.7.10-1.0.2.15-universal.jar
OpenComponents-MC1.7.10-0.2.0.17-universal.jar
OpenComputers-MC1.7.10-1.3.4.63-universal.jar
OpenModsLib-1.7.10-0.6-snapshot-224.jar
ReactorCraft 1.7.10 V1f.jar
RotaryCraft 1.7.10 V1f.jar
Waila-1.5.4a_1.7.10.jar
Known bug and being investigated.
Are they coded as pickaxes?
You may have missed this Reika.
Likely not, but I have the suspicion that since it is not just GregTech that has this issue the problem may be on your end, rather than theirs. Do you hardcode the requirement of pickaxes, or do you just set the hardness, or something else?
Updating Reika's Mods in FTB Monster
Step 1) As I am running FTB Monster, I obtained the last 1.6.4 versions of Dragon API, DyeTrees, ElectriCraft, ExpandedRedstone, GeoStrata, (MeteorCraft was disabled so I didn't touch it), ReactorCraft, and RotaryCraft from Reika's website linked in the first post of this thread. (Note: If you play FTB Monster on a public server following this process may prevent you from logging in as the mod versions and item IDs in your client may not match the server)
Step 2) I disabled the older versions of these mods using the [Edit Mod Pack] button in the FTB launcher (can be done manually by changing the extension of the appropriate mod files) and launched FTB Monster with the updated mods installed to update the related config files. Minecraft will crash due to item ID conflicts from new items and one quirky config file update.
Step 3) Locate and Open the following config files in a text editor (I prefer Notepad++) and make the following changes.
ReactorCraft.cfg - swap IDs for Molten Corium and Molten Corium (Flowing)
GeoStrata.cfg - change I:"Ender Crystal"=10006 to I:"Ender Crystal"=9750
resolves conflict with ExtraCells and groups Ender Crystals with the previous GeoStrata crystals under FTB Monster's ID settings
RotaryCraft.cfg - change I:"Freeze Potion ID"=35 to I:"Freeze Potion ID"=37 resolves conflict with RandomThings ElectriCraft.cfg - new lines were created for I:machine.battery=15003 and I:machine.wire=15002
Change these values to 14903 and 14902 respectively which should be the values listed on old I:Battery and I:Wire entries in this file.
Once these changes are complete Mincraft should launch properly. Existing worlds may be loaded, but there will be a number of item mismatch warnings. This is due to item name changes internal to ReactorCraft and RotaryCraft. Back up your worlds before proceeding! In my experience it was safe, but I had not invested much in RotaryCraft or ReactorCraft.
Crystal Blooms should now be able to drop Crystal Shards. I found crystal blooms will drop one shard, one or two seeds, or nothing at all. I'm not sure if this is by design or a bug.
Considering my goal was to farm Auram and only intact Cave Crystals have Auram I had to add one more thing, Configurable Thaumcraft Aspects. Depending on how it is set up this additional mod can make farming Essentia more enjoyable without being overpowered. Since crystal blooms cannot be autoharvested AFAIK, I don't see this as being overpowered. In fact, if you use the existing aspect values on Cave Crystals and Crystal Shards as a base I think it balances nicely. You can end up with an over abundance of relatively common aspects which can slow down the process of Essentia Distillation and jam up automation of this process requiring manual intervention to empty warded jars. I believe dumping excess Essentia also influences the spread of Taint (unless I'm confused) which brings a whole host of other problems to deal with in game.
Permalink for anyone who finds this useful.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291655-reikas-mods-tech-worldgen-civilization-and-more#c12035
Reika: I gave 1208 a shot... it seems to be DragonAPI and MeteorCraft not playing nice. Whenever a meteor falls, the server crashes. And just to make sure, I used those links you gave me in PM to re-download the mods. No dice. I have no idea what else to try. Although it has been complaining about CoFH's Access Transformer having issues. I'll investigate that but i doubt that CoFH's AT issues could cause MeteorCraft to crash the server.
This is an interesting idea....
I literally check for instanceof ItemPickaxe. Anything that extends it returns true. I also have special handling for TiC tools, as they do not extend ItemPickaxe.
Intended.
So do I. I have no idea what could be wrong.
This is an interesting idea, though it sounds nearly impossible to do in practice.
There are five rules (specified in the first post of this thread) to which you will have to explicitly agree.
Also, fixed the sapling issue.
Looking through your code (with very minimal understanding mind you) but if SoundEnum.class in DragonAPI were broken somehow, wouldn't it crash on start or not until a sound from one of your mods comes into play? Because all I see in that file is calls to get data but nothing to send out data to be played. Also saw two instances of the playSound method in ReikaSoundHelper.class. I assume that this is intended due to certain sounds only happening in certain areas of the world instead of the full world. However, that doesn't relate to this issue. What does is that one of the playSound methods is causing the SERVER to crash when those methods appear to be set for client-side only. Please correct me if my understanding of java is that bad.
I am not entirely sure what you are trying to say.
I doubt this is likely to change anything meaningful on my end, aside for a possible need to update the handler.
Basically, It looks like the server is processing methods that should only be done on client-side if i'm understanding the code correctly.
That would cause a problem, yes, but it would be a NoClassDefFound or a NoSuchMethodError. Do you have an indication that this is the problem?
That's exactly what i get. NoSuchMethodError. Thanks to Phengus though we might've tracked down the code bit causing the crash.
http://pastebin.com/RVVTsqbN is the crash error
and http://pastebin.com/nxvv07xU is the code you have for the file referenced in the crash (the MeteorCraft one). Line 30 should be stating that it's a client-side only thing on line 31 if me and Phengus on TE's IRC are understanding the code correctly.