oh it wasnt the gearboxes exploding though they did when i forgot to switch one from torque to speed. that was expensive
the set of hydrokenetics output to a 16x gearbox in speed mode which then feeds into a multi directional clutch, then the redstone timer switches between two paths to the shaft junction, the shaft junction then goes off to feed the extractor. At least, thats whats supposed to happen, instead the shaft junction explode/breaks when the redstone signal turns on/off
As for how much, 2MW@32 rads sped up with a 128:1 and 256:1 chain, based on what side of the clutch is outputting
I can not replicate said bug. Although hydrokinetic engine will not recognized a water falls is some height if they are placed before the falls. Breaking and replacing the engine fixes the problem, but then there is a second problem where sometimes when placing down engine in succession will cause null pointer errors to occur on the last engine placement that connected the engine chain to the shaft network.
[05:56:32] [Client thread/INFO]: [CHAT] Tile Entity Shaft Junction @ DIM0: 343, 64, -872 is throwing class java.lang.NullPointerException on update: null
[05:56:32] [Client thread/INFO]: [CHAT] []
[05:56:32] [Client thread/INFO]: [CHAT]
[05:56:32] [Client thread/INFO] [FML]: Tile Entity Shaft Junction @ DIM0: 343, 64, -872 is throwing class java.lang.NullPointerException on update: null
[05:56:32] [Client thread/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: java.lang.NullPointerException
[05:56:32] [Client thread/INFO] [FML]:
[05:56:32] [Client thread/INFO]: [CHAT] Tile Entity Shaft Junction @ DIM0: 343, 64, -872 is throwing class java.lang.NullPointerException on update: null
[05:56:32] [Client thread/INFO]: [CHAT] []
[05:56:32] [Client thread/INFO]: [CHAT]
[05:56:32] [Client thread/INFO] [FML]: Tile Entity Shaft Junction @ DIM0: 343, 64, -872 is throwing class java.lang.NullPointerException on update: null
[05:56:32] [Client thread/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: java.lang.NullPointerException
[05:56:32] [Client thread/INFO] [FML]:
[05:56:32] [Server thread/INFO] [FML]: Tile Entity Shaft Junction @ DIM0: 343, 64, -872 is throwing class java.lang.NullPointerException on update: null
Some pictures of build. Two different builds, one direct connect, which generated some null pointer exceptions, the other through x16 gearbox then multi-clutch. I notice that there is a slight update lag during redstone transition causing the shaft-junction downstream to make "click" noise that meant different speeds were being merged. I dealt with this by having 8 ticks delay at two places, one upstream to generate a redstone signal of strength A+1 before a signal of strength A is held for a certain duration. This effectively zeroed out the shaft-junction between clutch transitions.
I had posted a while back about the possibility of the ender forest biome being added to the terraformer. While I'm still curious about this possibility being added in the future, the underlying motivation was that, on our private family LAN server, we were trying not to expand the world by too much, but had not seen any ender forest biome after searching for more than 3000+ blocks in all directions.
Reading through the forge patch notes, I stumbled across this:
Build 1.7.10-10.13.1.1229:
azanor1: Fix for biome weights under 10
This solves the problem where custom mod biomes with weights under 10 not being generated in the world.
Cleaned up the code and made the patch smaller.
I'm currently running forge 1217. Would this potentially fix the issue if I were to update to the more recent forge versions?
I had posted a while back about the possibility of the ender forest biome being added to the terraformer. While I'm still curious about this possibility being added in the future, the underlying motivation was that, on our private family LAN server, we were trying not to expand the world by too much, but had not seen any ender forest biome after searching for more than 3000+ blocks in all directions.
Reading through the forge patch notes, I stumbled across this:
I'm currently running forge 1217. Would this potentially fix the issue if I were to update to the more recent forge versions?
That would explain why I never saw them, too. Yes, you need to update Forge to get that fix, but I provide no guarantees of compatibility with anything past 1208.
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Alright, I updated to the latest version of forge (1232), and immediately found an Ender Forest biome.
One small issue though:
The fluid within the biome is supposed to be "Resonant Ender" if we've got Thermal Expansion installed, yes? Well, it's not on my end. Instead, I'm getting the default "Unnamed" (and similarly greenish-colored teleportation-inducing) fluid registered under Chromaticraft.
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i dont know if this was a sugestion for reactorcraft before because i dont have the patince to look throuhg all the pages but i read that after the cherynoble nuclear disaster they pored nutron absorbing sand on the molten core and encased it in a thick concrete tomb maybe you can add this to reactorcraft to stop more radiation from escapeing so the radiation can disipate graduly but if this was already sugeted please ignore this post and im am not trying to persuae you but it was a real tactic used after a nuclear meltdown this would be a survival mode technique in my opinion
People, I'm dying here. Too stupid to get fusion reactor working. can i get some quick help with possible reasons why its not working?
So it is definitely set up right, all the toroid magnets have the right orientation, the solenoid is on the right hight and as far as i can tell all the toroids get enough power from the three van der graaf generators. Hope this is the right place?
MC 1.6.4. + v25z
You're sure the middle block of the toroid is even with the middle layer of the 3 solenoid layers?
i dont know if this was a sugestion for reactorcraft before because i dont have the patince to look throuhg all the pages but i read that after the cherynoble nuclear disaster they pored nutron absorbing sand on the molten core and encased it in a thick concrete tomb maybe you can add this to reactorcraft to stop more radiation from escapeing so the radiation can disipate graduly but if this was already sugeted please ignore this post and im am not trying to persuae you but it was a real tactic used after a nuclear meltdown this would be a survival mode technique in my opinion
This is a way to seal off radiation, not clean it. You also already have that ability.
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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
People, I'm dying here. Too stupid to get fusion reactor working. can i get some quick help with possible reasons why its not working?
So it is definitely set up right, all the toroid magnets have the right orientation, the solenoid is on the right hight and as far as i can tell all the toroids get enough power from the three van der graaf generators. Hope this is the right place?
MC 1.6.4. + v25z
In that image, Top injector, toroidal magnet number 3 to the left of that isn't placed correctly. The orientation is slightly off. Same with Right injector 3 above that's toroidal magnet. Double check the orientation. I know it's tough but it can't hurt to try and check it.
EDIT: Reika, I may have found a bug either in your mods or NEI that prevents a creative-only player from using the search function in "classic" creative mode. I have a guy who just builds vanilla stuff mainly on my server and so i've set him to Creative mode (/gamemode user 1 or w/e that command is.) When he tried to use the tab for searching, his client crashes. Let me see if I can get one of my logs trying to replicate the issue for you.
Nope, according to reikas blueprint torch they are in the right position and have the right orientation, also checked it manually, thought maybe the torch showed wrong blueprint. but thanks a lot! more possible reasons?
Nope, according to reikas blueprint torch they are in the right position and have the right orientation, also checked it manually, thought maybe the torch showed wrong blueprint. but thanks a lot! more possible reasons?
You're not cooling the magnets, Liquid nitrogen in the top
Found this little gem in my logs: [15:27:06] [Client thread/ERROR] [FML/Mystcraft]: Reika.DragonAPI.Instantiable.ItemBlockCustomLocalization@1d8060fd, block Reika.ChromatiCraft.Block.BlockLiquidChroma@15ed8812 has a null block enum!
It seems that your mods are either not properly registering the fluids with Forge OR the localization is messed up for en_US. I'm no programmer but i've looked into the issue and Bdew found the main culprit in Forge which is that if forge doesn't find the key for the FluidID, it returns a null value which causes an NPE once that null value gets transferred to an integer variable.
Found this little gem in my logs: [15:27:06] [Client thread/ERROR] [FML/Mystcraft]: Reika.DragonAPI.Instantiable.ItemBlockCustomLocalization@1d8060fd, block Reika.ChromatiCraft.Block.BlockLiquidChroma@15ed8812 has a null block enum!
It seems that your mods are either not properly registering the fluids with Forge OR the localization is messed up for en_US. I'm no programmer but i've looked into the issue and Bdew found the main culprit in Forge which is that if forge doesn't find the key for the FluidID, it returns a null value which causes an NPE once that null value gets transferred to an integer variable.
That error is unrelated to either cause you describe, but is indeed the cause of it being called "Unnamed".
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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
Aye, since you going to put out the changelog later, i just mention this and not sure it's on purpose or not, but dye blocks are not useable (in v2) to create sludge anymore, it was useable in v1.
Their being usable was a bug.
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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
People, I'm dying here. Too stupid to get fusion reactor working. can i get some quick help with possible reasons why its not working?
So it is definitely set up right, all the toroid magnets have the right orientation, the solenoid is on the right hight and as far as i can tell all the toroids get enough power from the three van der graaf generators. Hope this is the right place?
MC 1.6.4. + v25z
There are only a handful of possibilities here.
Toroid magnets and solenoid magnet are not on the same layer. The middle layer of the solenoid magnet must be on the same y level as that of the three blue bars on the equator of the toroid magnet.
Toroid magnet orientations are not pointing toward the center at the right angles or not registered as such. Breaking and replacing might help.
Solenoid magnet not rotating. It needs at least 65536@512 rad/s.
Toroid magnets bordering the plasma-injectors are somehow not registered as being there, so breaking and replacing them might help. The order of building might also mitigate this. I build the solenoid magnet first, give it power, then the toroid magnets, give it power, then the plasma injectors.
If none of the above helps, Your only recourse is to blow everything up and start over.
So I figured out the issue, your mod is very incompatible with Optifine. Optifine Ultra causes a tessellation crash and Optifine Standard causes this explosion glitch in SSP. :shrug:
That error is unrelated to either cause you describe, but is indeed the cause of it being called "Unnamed".
Reika,
Just pulled up the crashlog for that crash i mentioned earlier: http://pastebin.com/qnuzjAH1 I doubt that the earlier message was related but maybe it is. Gonna update to v2 as i didn't realize that had been updated.
EDIT: Also, did you happen to include the fix for the playSound function in MeteorCraft v2? From the current github source (which i may be blind and thus not seeing it), I don't see it.
Just pulled up the crashlog for that crash i mentioned earlier: http://pastebin.com/qnuzjAH1 I doubt that the earlier message was related but maybe it is. Gonna update to v2 as i didn't realize that had been updated.
Update BC.
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
I can not replicate said bug. Although hydrokinetic engine will not recognized a water falls is some height if they are placed before the falls. Breaking and replacing the engine fixes the problem, but then there is a second problem where sometimes when placing down engine in succession will cause null pointer errors to occur on the last engine placement that connected the engine chain to the shaft network.
Some pictures of build. Two different builds, one direct connect, which generated some null pointer exceptions, the other through x16 gearbox then multi-clutch. I notice that there is a slight update lag during redstone transition causing the shaft-junction downstream to make "click" noise that meant different speeds were being merged. I dealt with this by having 8 ticks delay at two places, one upstream to generate a redstone signal of strength A+1 before a signal of strength A is held for a certain duration. This effectively zeroed out the shaft-junction between clutch transitions.
http://www.mediafire.com/view/8p8vsukyzyx4o72/2014-10-24_05.58.47.png
http://www.mediafire.com/view/mfjig9ipmlmlizt/2014-10-24_06.01.13.png
http://www.mediafire.com/view/dmmoghg181j3yjv/2014-10-24_05.59.25.png
http://www.mediafire.com/view/5mz5q52xx0den7c/2014-10-24_06.00.46.png
http://www.mediafire.com/view/0sai9w6e7oto173/2014-10-24_05.58.40.png
http://www.mediafire.com/view/qlwnllqr75858vp/2014-10-24_06.07.50.png
http://www.mediafire.com/view/1n411nq3aa37hx7/2014-10-24_06.07.56.png
I like the delayed signal strength idea for dealing with it though
Reading through the forge patch notes, I stumbled across this:
I'm currently running forge 1217. Would this potentially fix the issue if I were to update to the more recent forge versions?
That would explain why I never saw them, too. Yes, you need to update Forge to get that fix, but I provide no guarantees of compatibility with anything past 1208.
One small issue though:
The fluid within the biome is supposed to be "Resonant Ender" if we've got Thermal Expansion installed, yes? Well, it's not on my end. Instead, I'm getting the default "Unnamed" (and similarly greenish-colored teleportation-inducing) fluid registered under Chromaticraft.
You're sure the middle block of the toroid is even with the middle layer of the 3 solenoid layers?
This is a way to seal off radiation, not clean it. You also already have that ability.
In that image, Top injector, toroidal magnet number 3 to the left of that isn't placed correctly. The orientation is slightly off. Same with Right injector 3 above that's toroidal magnet. Double check the orientation. I know it's tough but it can't hurt to try and check it.
EDIT: Reika, I may have found a bug either in your mods or NEI that prevents a creative-only player from using the search function in "classic" creative mode. I have a guy who just builds vanilla stuff mainly on my server and so i've set him to Creative mode (/gamemode user 1 or w/e that command is.) When he tried to use the tab for searching, his client crashes. Let me see if I can get one of my logs trying to replicate the issue for you.
how many van de graff generators do you have up?
You're not cooling the magnets, Liquid nitrogen in the top
Found this little gem in my logs: [15:27:06] [Client thread/ERROR] [FML/Mystcraft]: Reika.DragonAPI.Instantiable.ItemBlockCustomLocalization@1d8060fd, block Reika.ChromatiCraft.Block.BlockLiquidChroma@15ed8812 has a null block enum!
It seems that your mods are either not properly registering the fluids with Forge OR the localization is messed up for en_US. I'm no programmer but i've looked into the issue and Bdew found the main culprit in Forge which is that if forge doesn't find the key for the FluidID, it returns a null value which causes an NPE once that null value gets transferred to an integer variable.
That error is unrelated to either cause you describe, but is indeed the cause of it being called "Unnamed".
Their being usable was a bug.
There are only a handful of possibilities here.
So I figured out the issue, your mod is very incompatible with Optifine. Optifine Ultra causes a tessellation crash and Optifine Standard causes this explosion glitch in SSP. :shrug:
http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820&pageNo=1
Reika,
Just pulled up the crashlog for that crash i mentioned earlier: http://pastebin.com/qnuzjAH1 I doubt that the earlier message was related but maybe it is. Gonna update to v2 as i didn't realize that had been updated.
EDIT: Also, did you happen to include the fix for the playSound function in MeteorCraft v2? From the current github source (which i may be blind and thus not seeing it), I don't see it.
Update BC.
Thanks Reika! will do. Also, i must've missed your response about MeteorCraft's playSound function being fixed or not.