If you do not chain the hydrokinetic engine, you can power it indefinitely in a 1:1 ratio of engine to grinder. Since 1 canola seed produces on average 115 mB of lube and the grinder on minimum power operates at 30s, you are producing 3 mB/s. This is more than sufficient to power a single hydrokinetic engine since it consumes lube at 2 mB/s.
Where are you getting the 115mB value? Just wondering for future reference.
Where are you getting the 115mB value? Just wondering for future reference.
If you mean in the code, it is not hard coded value. I gotten the value from grinding 100 stacks of canola and divide the output lube / canola seeds. I did this on medium difficulty. You will get half as much on hard.
Canola is of type CANOLA(new int[]{128,280}, new int[]{64,160}, new int[]{8,64}) where isRandom=true. This is in file DifficultyEffects.java . As you already know the three sets values are lubricant bounds (minimum,maximum) for easy, medium and hard.
So say we're on hard
DifficultyEffects.CANOLA.getInt() => hardMinimum+rand.nextInt(1+hardMaximum-hardMinimum) => 8+rand.nextInt(1+64-8) => 8+[0,57) => return a number in [ 8, 65 )
Just a question, if I try to create a solar generator, will have some bad surprises?
Good luck with that, given that I doubt you have jet fuel.
Quote from Inerflel_»Ah, you were using medium difficulty, that's where the 115 came from, makes more sense now.
Actually, I believe that's default, so those are better numbers to use.
It is, and to my knowledge noone has ever changed it.
Quote from Nightblades08»The hose/pipe break in one punch. Could you maybe give them a little more resistance like glass?
No, instant break is far more convenient. I find the hardness of conduits, cables, and pipes from mods like BC, TE, AE, and EIO to be one of the most irritating things about those mods.
Quote from McJty»Got this crash when I installed latest optifine into my mod pack. The crash indicates both weather2 as well as ReactorCraft but only happens with Optifine.
No, instant break is far more convenient. I find the hardness of conduits, cables, and pipes from mods like BC, TE, AE, and EIO to be one of the most irritating things about those mods.
Hardness of conduits is to prevent their accidental destruction. Myself, I found the no hardness of these mods, before they added the hardness, really irriting when you misclick.
Some of these mods add a tool that with it, it's instantly. But it's really not a big deal.
I found a bug with hydrokinetic engines, they sometime dig a hole in the ceiling and drop the blocks, even for bedrock if any.
No, instant break is far more convenient. I find the hardness of conduits, cables, and pipes from mods like BC, TE, AE, and EIO to be one of the most irritating things about those mods.
Everyone have different preference. Why not make it an option in the config?
I use FTB Monster 1.1.2 for now, but will likely move on to a MC 1.7.x FTB modpack eventually. In the past, I have been a huge fan of IC2 nuclear reactors for power generation. There's an addon for IC2 called Nuclear Control that adds a few block types and other items to help manage an IC2 reactor. Of particular interest are the Information Panels and their Advanced counterparts. They are able to display info on reactors, IC2 energy storage, and any kind if single fluid storage block that they are linked to (and a few other things as well).
I would dearly love to see something like these displays for RotaryCraft, ReactorCraft, and ElectriCraft. Additionally, it'd be awesome if ComputerCraft could more easily interface with the previously listed mods, perhaps via something that can be attached to a computer/turtle..
I use FTB Monster 1.1.2 for now, but will likely move on to a MC 1.7.x FTB modpack eventually. In the past, I have been a huge fan of IC2 nuclear reactors for power generation. There's an addon for IC2 called Nuclear Control that adds a few block types and other items to help manage an IC2 reactor. Of particular interest are the Information Panels and their Advanced counterparts. They are able to display info on reactors, IC2 energy storage, and any kind if single fluid storage block that they are linked to (and a few other things as well).
I would dearly love to see something like these displays for RotaryCraft, ReactorCraft, and ElectriCraft. Additionally, it'd be awesome if ComputerCraft could more easily interface with the previously listed mods, perhaps via something that can be attached to a computer/turtle..
CC/OC integration already exists, though the former is half-broken for unknown reasons.
After some detective work, it looks like you need to update the BuildCraft API in your DragonAPI to the latest version. If it's not updated, it'll crash because of a function mismatch in the RefineryRecipeManager interface (not sure if there's anything more than that, but probably. It'll just crash)
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I have a problem, I installed the mod Resonant Engine in order to install Modular Force Field system, but this mod cannot be installed with Universal Electricity because it already include Universal Electricity. But without Universal Electricity, the Electric Generator is now disabled and I'm no longer able to convert RotaryCraft power to Universal Electricity power. How I could fix it en re-enable the Electric Generator? It's I think the only way to produce energy for the mod Modular Force Field System.
Where are you getting the 115mB value? Just wondering for future reference.
If you mean in the code, it is not hard coded value. I gotten the value from grinding 100 stacks of canola and divide the output lube / canola seeds. I did this on medium difficulty. You will get half as much on hard.
As for in the code, it is in a few files.
The grinder specifies the action
num = 1 => DifficultyEffects.CANOLA.getInt()
Canola is of type CANOLA(new int[]{128,280}, new int[]{64,160}, new int[]{8,64}) where isRandom=true. This is in file DifficultyEffects.java . As you already know the three sets values are lubricant bounds (minimum,maximum) for easy, medium and hard.
So say we're on hard
There are a few. Build one and you'll see.
I don't know. That's what I got, so when in doubt blame Forge.
But really, 112, 115, who cares, close enough as most engineers would say. The bridge is not going to fall with a variance of +/- 2%
Actually, I believe that's default, so those are better numbers to use.
Good luck with that, given that I doubt you have jet fuel.
It is, and to my knowledge noone has ever changed it.
No, instant break is far more convenient. I find the hardness of conduits, cables, and pipes from mods like BC, TE, AE, and EIO to be one of the most irritating things about those mods.
It almost looks like something is trying to force connected textures on ReC ores. This is not a bug on my end.
Hardness of conduits is to prevent their accidental destruction. Myself, I found the no hardness of these mods, before they added the hardness, really irriting when you misclick.
Some of these mods add a tool that with it, it's instantly. But it's really not a big deal.
I found a bug with hydrokinetic engines, they sometime dig a hole in the ceiling and drop the blocks, even for bedrock if any.
Everyone have different preference. Why not make it an option in the config?
That I can probably do.
Aside from bedrock, breaking blocks is not a bug. When the engine breaks and begins spinning off-axis, it knocks blocks loose.
I use FTB Monster 1.1.2 for now, but will likely move on to a MC 1.7.x FTB modpack eventually. In the past, I have been a huge fan of IC2 nuclear reactors for power generation. There's an addon for IC2 called Nuclear Control that adds a few block types and other items to help manage an IC2 reactor. Of particular interest are the Information Panels and their Advanced counterparts. They are able to display info on reactors, IC2 energy storage, and any kind if single fluid storage block that they are linked to (and a few other things as well).
I would dearly love to see something like these displays for RotaryCraft, ReactorCraft, and ElectriCraft. Additionally, it'd be awesome if ComputerCraft could more easily interface with the previously listed mods, perhaps via something that can be attached to a computer/turtle..
CC/OC integration already exists, though the former is half-broken for unknown reasons.
After some detective work, it looks like you need to update the BuildCraft API in your DragonAPI to the latest version. If it's not updated, it'll crash because of a function mismatch in the RefineryRecipeManager interface (not sure if there's anything more than that, but probably. It'll just crash)
https://github.com/BuildCraft/BuildCraft/blob/6.1.x/api/buildcraft/api/recipes/IRefineryRecipeManager.java
The function in question is
void addRecipe(String id, FluidStack ingredient, FluidStack result, int energy, int delay);
whereas before, there was no string parameter first.
You'll have to push out an update, because it seems to have been changed in the latest 6.1.x update onward.
All of it and the handbook.
GENERATION #DIV/0! : The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
I must admit i am slightly impressed
Really cool way to use flywheels
I know that computer craft 1.58 works, and that computer craft 1.63 does not. I haven't tested the other versions.
And another question : Chromaticraft, can I add this mod even if my world is already generated? Is it stable?