I just tested it in creative, and I also couldn't get it working, oddly enough. Would updating extra utilities might have something to do with it? v1.2.5 of EU, since that is what usually handles liquid xp (I didnt update to 1.2.6 cause of a texture crash I get that I have no idea how to fix-on EU's end) I was just using a drum of liquid xp and rotarycraft pipes
Not sure, I'm using ExU 1.2.6 and EnderIO 2.2.8.380 and the issue persists. I don't think ExU is involved though, other relevant entries I see (yes the typo is part of it ) are:
[12:01:46] [Server thread/INFO] [EnderIO/EnderIO]: XP Juice regististration left to Open Blocks.
[12:02:47] [Server thread/DEBUG] [FML/]: The fluid OpenBlocks:xpjuice has been selected as the default fluid for xpjuice
(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?
Changing the ID is not the fix. I fixed it for v7.
ok. would that other config potentially mess with how much exp you actually need to make liquid chroma?(just under the ID config) might be something you'd want chromaticraft to check for and adjust to if so
Maybe not a tokamok. What's the smallest one of those?
---
I just saw someone in a lets play put together a big reactor. Other than yellorium as a rare find, everything else was common. It's just ... toss stuff in and pull huge power out. No wonder it's so popular -- big output, no real work.
No real risk as far as I could tell. He even said it wasn't that efficient, he just wanted to put something together so he could run an AE system.
5x5x5. Looks like it would have been a perfect fit for that mini room dimension, but he'd have needed to stand outside of it to put all the blocks in.
(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?
Maybe not a tokamok. What's the smallest one of those?
---
I just saw someone in a lets play put together a big reactor. Other than yellorium as a rare find, everything else was common. It's just ... toss stuff in and pull huge power out. No wonder it's so popular -- big output, no real work.
No real risk as far as I could tell. He even said it wasn't that efficient, he just wanted to put something together so he could run an AE system.
5x5x5. Looks like it would have been a perfect fit for that mini room dimension, but he'd have needed to stand outside of it to put all the blocks in.
big reactors is kinda eh imo. you dont have to think about hardly anything, and yellorium is actually pretty common(unless you change that ofc) but i dont see any fun in things being that ridiculously easy, almost mindless. and the only thing that can really go wrong with one of those reactors is it just not making power. I don't think they're even capable of trying to blow up, so its not like you have to protect anything from it.
ok.
would that other config potentially mess with how much exp you actually
need to make liquid chroma?(just under the ID config) might be
something you'd want chromaticraft to check for and adjust to if so
No, the issue was the field storing the ratio was not found. I added a new entry to keep up with his new code structure.
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
For those who may remember, I had promised some time ago to do an AMA if my Patreon crossed a certain threshold. It did, and I started doing the AMA. However, because of the selected (audio-video) format, replying was time-consuming, and it never really got finished.
I did want to do a new attempt, hopefully in a more convenient format....
....Well, I have talked with one of the moderators at /r/feedthebeast, and it is scheduled for this Wednesday.
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
Pablode, I'm pretty sure that you can currently hook the turbines directly to a electricraft generator and it would produce power much cheaper than going through a turbine generator. That said I havent actually tested this so I cant say for certain. I also believe the reason for the large turbine generator is to make converting that much power into RF expensive.
also a Van de Graaf generator works by running a belt over 2 isolated parts, one is earthed so that the belt is always neutral before it runs over the top runner which is in contact to the large metal ball at the top. The belt charges -it might pull or push electrons from- the top section. Therefore to use electricity to power a VDG is really pointless as you would have to convert the power from the electricity back into rotational energy to run the VDG anyway.
That said I too would like to see more of a reason to get into electricraft- other than basically a better form of power storage than simply rotarycraft.
First, a DC engine with builtin noise cover. Unlike many I don't mind the noise mechanic and I'm happy to place wool around all my DC engines to silence that horrible buzz they make. However when working with item pumps there often just isn't space for the wool or the only spaces are not flammable safe.
Extra Utilities Sound Muffer. 8 blocks of almost complete silence.
Pablode,
I'm pretty sure that you can currently hook the turbines directly to a
electricraft generator and it would produce power much cheaper than
going through a turbine generator. That said I havent actually tested
this so I cant say for certain. I also believe the reason for the large
turbine generator is to make converting that much power into RF
expensive.
First of all, your mods are awesome! I really enjoy them:)
However
what I'd like to see is further compatibility across the different
mods, especially regarding ElectriCraft. Instead of the turbine
generator outputting RF only, attaching an ElectriCraft wire should also
be possible. Also, it would make sense if the Van De Graaff generator,
floodlights and even the EMP would accept direct electricity input
through wires. Maybe you could write a component which converts the
required RotaryCraft power (speed/torque) automatically into
ElectriCraft values and adds them to selected machines. Maybe add a
setting that only electricity as an input is allowed if ElectriCraft is
detected. Of course, this would only affect a few machines where it
would make sense.
RC machines will never accept electric power directly.
Also, ElC is designed with one and only one purpose: To make RC power distribution and transport easier.
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
Not really sure if this is something you can fix since it probably stems from minecraft's lighting system but geostrata slabs give some pretty weird shadows when used.
Not really sure if this is something you can fix since it probably stems from minecraft's lighting system but geostrata slabs give some pretty weird shadows when used.
On Haggle's wish list for a future version: tiered Rotational Dynamos that only output power when a minimum amount of shaft power enters them. For example (without putting too much thought into balance):
Tier 1: Outputs 20RF/t. Requires 32kw of shaft power.
Tier 2: Outputs 40RF/t. Requires 256kw of power
Tier 3: Outputs 80RF/t. Requires 2mw of power
Tier 4: Outputs 160RF/t Requires 16mw of power
Tier 5: Outputs 320RF/t Requires 128mw of power
And so on...(obviously, lower tiers are easier to make, but require more net raw materials)
I would also love EIC tiered RF batteries that only charge when a minimal amount of power is received.
Why? Then I could remove most forms of RF power generation from my pack to encourage users to build RoC and ReC power (and have more uses for all that reactor power).
Out of question, not having looked, is this something that could be added by a RoC add-on? I haven't taken a look at what's possible with the APIs, but would be a fun use of my Java skills.
On Haggle's wish list for a future version: tiered Rotational Dynamos that only output power when a minimum amount of shaft power enters them. For example (without putting too much thought into balance):
Tier 1: Outputs 20RF/t. Requires 32kw of shaft power.
Tier 2: Outputs 40RF/t. Requires 256kw of power
Tier 3: Outputs 80RF/t. Requires 2mw of power
Tier 4: Outputs 160RF/t Requires 16mw of power
Tier 5: Outputs 320RF/t Requires 128mw of power
And so on...(obviously, lower tiers are easier to make, but require more net raw materials)
I would also love EIC tiered RF batteries that only charge when a minimal amount of power is received.
Why? Then I could remove most forms of RF power generation from my pack to encourage users to build RoC and ReC power (and have more uses for all that reactor power).
Out of question, not having looked, is this something that could be added by a RoC add-on? I haven't taken a look at what's possible with the APIs, but would be a fun use of my Java skills.
I have no interest in implementing that myself, but yes, it is both permissible and possible with the API.
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
Not sure, I'm using ExU 1.2.6 and EnderIO 2.2.8.380 and the issue persists. I don't think ExU is involved though, other relevant entries I see (yes the typo is part of it ) are:
That is the reason right there.
EDIT:
It should be fixed for v7.
Is that something that can be fixed? If so, by whom?
well, there is this http://puu.sh/iyZKl/53441a2514.png in the openblocks config
changing the ID still did not fix it? http://puu.sh/iz2ts/55d2ab34c0.png unless the ID you need is different
Hmm. I just found out about compact machines. An nxnxn dimension for machines.
Or, a place to safely put reactors so that even if they go kaboom, nothing is harmed.
* 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?
They are not big enough to fit a tokamak in. the max size is only 16x16x16
Changing the ID is not the fix. I fixed it for v7.
ok. would that other config potentially mess with how much exp you actually need to make liquid chroma?(just under the ID config) might be something you'd want chromaticraft to check for and adjust to if so
Maybe not a tokamok. What's the smallest one of those?
---
I just saw someone in a lets play put together a big reactor. Other than yellorium as a rare find, everything else was common. It's just ... toss stuff in and pull huge power out. No wonder it's so popular -- big output, no real work.
No real risk as far as I could tell. He even said it wasn't that efficient, he just wanted to put something together so he could run an AE system.
5x5x5. Looks like it would have been a perfect fit for that mini room dimension, but he'd have needed to stand outside of it to put all the blocks in.
* 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?
big reactors is kinda eh imo. you dont have to think about hardly anything, and yellorium is actually pretty common(unless you change that ofc) but i dont see any fun in things being that ridiculously easy, almost mindless. and the only thing that can really go wrong with one of those reactors is it just not making power. I don't think they're even capable of trying to blow up, so its not like you have to protect anything from it.
No, the issue was the field storing the ratio was not found. I added a new entry to keep up with his new code structure.
A new update:
For those who may remember, I had promised some time ago to do an AMA if my Patreon crossed a certain threshold. It did, and I started doing the AMA. However, because of the selected (audio-video) format, replying was time-consuming, and it never really got finished.
I did want to do a new attempt, hopefully in a more convenient format....
....Well, I have talked with one of the moderators at /r/feedthebeast, and it is scheduled for this Wednesday.
The regular sized tokamaks are 45 x 45 x 15. That doesn't include the space needed for the piping, preheater(s), and turbines.
Pablode, I'm pretty sure that you can currently hook the turbines directly to a electricraft generator and it would produce power much cheaper than going through a turbine generator. That said I havent actually tested this so I cant say for certain. I also believe the reason for the large turbine generator is to make converting that much power into RF expensive.
also a Van de Graaf generator works by running a belt over 2 isolated parts, one is earthed so that the belt is always neutral before it runs over the top runner which is in contact to the large metal ball at the top. The belt charges -it might pull or push electrons from- the top section. Therefore to use electricity to power a VDG is really pointless as you would have to convert the power from the electricity back into rotational energy to run the VDG anyway.
That said I too would like to see more of a reason to get into electricraft- other than basically a better form of power storage than simply rotarycraft.
Extra Utilities Sound Muffer. 8 blocks of almost complete silence.
Correct.
RC machines will never accept electric power directly.
Also, ElC is designed with one and only one purpose: To make RC power distribution and transport easier.
Not really sure if this is something you can fix since it probably stems from minecraft's lighting system but geostrata slabs give some pretty weird shadows when used.
http://imgur.com/qFB2Kr3
As an aside if you use carpenter's blocks and make the full block slabs it gets rid of these shadows.
Just thought I would let you know in case you didn't Reika. Your mods have definitely become my favorite.
Do you like gems? Well I do, if you like gems and wish they had more uses aside from aesthetics check out my mod:GTFO or Gems are Truly Fabulous and Outrageous.
Feel Free to check out my github as well!
I think I fixed that in v7, at the cost of making stairs transparent.
On Haggle's wish list for a future version: tiered Rotational Dynamos that only output power when a minimum amount of shaft power enters them. For example (without putting too much thought into balance):
Tier 1: Outputs 20RF/t. Requires 32kw of shaft power.
Tier 2: Outputs 40RF/t. Requires 256kw of power
Tier 3: Outputs 80RF/t. Requires 2mw of power
Tier 4: Outputs 160RF/t Requires 16mw of power
Tier 5: Outputs 320RF/t Requires 128mw of power
And so on...(obviously, lower tiers are easier to make, but require more net raw materials)
I would also love EIC tiered RF batteries that only charge when a minimal amount of power is received.
Why? Then I could remove most forms of RF power generation from my pack to encourage users to build RoC and ReC power (and have more uses for all that reactor power).
Out of question, not having looked, is this something that could be added by a RoC add-on? I haven't taken a look at what's possible with the APIs, but would be a fun use of my Java skills.
I have no interest in implementing that myself, but yes, it is both permissible and possible with the API.