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    posted a message on More Planets v2.0.8 - Galacticraft Add-on

    I'm having a lot of problems with 1.4.0 more planets in the space astronomy pack, and I had a few questions about this particular mod.


    1. Is this a project continued from extra planets mod?

    2. If so, is the extra planets wiki worth looking at for guidance?

    3. Is this still being developed for 1.7.10? I notice a recent update, but I'm not sure what the status officially is for that version of minecraft. Some posts seem to suggest that it's in a new dev branch now.

    4. Are there any known community wikis or documentation already provided for more planets?

    5. SteveKunG do you need any additional assistance, like testing, examples of bugs aside from github reports, etc? I'm willing to dedicate some time to this project if you do.


    Thank you (and all of the minecraft modders and community testers) that make this game the best game on the planet!

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Is the pipe bursting new to v3?

    Quote from melancjoy»

    its sad the way people treat you. you are a great mod maker. and you tech mods are awesome. :3

    No offense, but you quoted his WHOLE original post, which is a little unnecessary to just tell him how awesome he is.

    I've just narrowed my compliments down to "Reika,..................wow"
    :P

    Reika, do steam pipes pop? Or do they not have a max pressure?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Absolutely amazing the work you have done. That v3 changelog is insane. Thank you SO much for your hard work Reika.

    Happy holidays everyone!
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Any other pipe can do it.

    Do you mean something other than a liquid pipe? I tried a lubricant and steam pipe and neither of those did anything. Liquid pipe just drains it only to 3mb, after that a pipe under the reservoir doesn't even fill with the liquid.

    Or are you referring to any other pipes from other mods?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    This is such a n00b question, but I cannot remember how to empty a reservoir. I tried just hooking it up to liquid pipes, but the lowest I can get it is 3 mb of liquid. I'm trying to get it to 0 so I can place a different fluid in it.

    I remember doing this in the past, but I don't remember how. Pumps don't appear to suck fluid out of reservoirs either.

    Any suggestions?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Kane_Hart»

    Wait wait wait.. Sorry if I sound like an asshole.

    But someone made a great mod great features. But did not pay the public respect with any change logs :O? Then when there was major issues and bugs and such made them wait months?

    I'm starting to wonder why I'm being recommended this mod. I mean I get people put a lot their free time into these projects and I think that is amazing. But if you can got that extra little step and keep people informed and have no respect of the quality of your own work then why bother?

    Sorry if I'm coming off as an ass I really just wonder for science reasons.

    No one is forcing you to use this mod. Reika is by far one of the most active modders in terms of support and content releases. If you run into issues, just ask here. If he doesn't answer, ask again. I don't know any other modders who respond to so many posts, and also comment on reddit and youtube when things come up regarding his mods.

    I can't imagine how much time he spends developing all of this stuff, I surprised he even has time to do any documentation.

    Quote from Reika»
    V3 is released!
    Yey! Thank you!
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from smbarbour»

    Project:Red has a variety of lamps that you could use. RedLogic probably does as well.

    Thanks, I'll check those out.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Lyfthrasir»
    Bobby try computercraft While I havent tried it myself I saw some others on youtube use it to great effect- provided you can code in lua, it should be easy otherwise guides will be needed.

    Does computercraft include the illumination blocks? I'm currently using the column decrementers and analog wireless from expanded redstone, so I've already been able to do it with AE2 illuminated panels and redstone lamps, I'm just looking to change those lights out with something that is colored (red->orange->yellow->green) but that actually turn off/on like vanilla lamps. AE2's panels look the same on or off.

    So I'm really just at the cosmetic stage, not the functional. Just curious what people use for this, I've seen a few videos where people use colored blocks for it that light up.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    What's a good mod to use for displaying the turbine speeds output by the dynamometer? I tried AE2's illuminated panels because you can have different colors, but those panels look the same whether they are on or off, they just emit area light when they are on. So if the room is already bright (or if even one is lit) you can't tell where it is on the meter.

    I was hoping for something like vanilla's lamps, but color options as well.

    I'm playing 1.7.10. And I tried the lamps in ReC, but they seem to stay lit, unless I'm not understanding how to switch them off. I thought Reika mentioned how he did it on his fusion reactor display, but I can't get the video to play. I swear some ISPs throttle youtube because I'm getting 58 down right now. I might try proxfree to get the video to play.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Physicist»
    My framerate is low just because I have many RoC machines and sounds concentrated in a small area. That taxing activity on my system may be driving my tickrate down. I occasionally run into issues where my Immibis Redlogic wires get confused with the 1tickoff+1tickon that AC engines require, and end up getting stuck on.

    I'm running Java 8, two GTX550Ti cards, an older i7, and 6GB RAM. I have allocated 4GB to the VM.

    I started noticing weird issues where the sound on the machines mutes occasionally for a bit, blocks not breaking on the first try (or lagging before they drop the item). And the sun/moon moves oddly, moving back and forth as it progresses through the sky, even though my system resources are showing very minimal usage (i7-4710HQ). I also have 4/12 off my ram allocated, but I dont think that matters when it comes to update times (I could be wrong on that though).

    But when I ran opis it all pointed to crazy high update times on the electricraft batteries. I doubt that is your issue, but if you have opis it might be worth a check on your update times on tile entities, you might be able to see what is driving your tick rate down. It's amazing how low Reika's machines update times are, especially considering all of the animation, sound and dynamics involved. I've only had odd issues with the electricraft batteries and induction generators, both of which are likely because of the design on my power grid.

    But the issue you mentioned about the extractor progress resetting reminded me of some of my machines when I watch them. Extracting/Inserting my control rods is funny to watch, they bob up and down for about 15 seconds until they are fully locked.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Physicist»
    While watching my Extractor setup, I have observed my Multi-Directional Clutch occasionally start pushing in the wrong direction for one or two ticks, resetting the progress of my slow 1and4 stages. At first I thought perhaps my Immibis TFlipflop was giving infrequent erratic output, but after switching to a vanilla lever, the inconsistency continued. Known issue?

    Some details: at 15 strength, orange. At 0 strength, black. Black path progresses through my gearing to put my extractor input to 1Nm@131072rad/s. Orange is just shafts until the shaft junction before the bevel gears under the extractor. The shaft junction always receives 0 power on one side or the other of the inputs (except for a brief instant during the swap).

    Has anything else in the game been running strange, and does it occur without the clutch attached?

    My extractor and blast furnace reset their progress fairly regularly, but it usually related to high update times on a few of my tile entities.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from grimallq»

    Seeing as AE2 rv2 is still alpha, as long as rv1 won't be crashing with V3, I see no problems.

    AE2 rv2 is at this point more stable than rv1 according to some of the devs I've talked with on IRC.

    Sadly, I still have many of the same bugs in RV2 (and extra cells' latest alpha versions) that I had in rv1. Most notably the unlimited power bug where AE2 doesn't use any power at all. It just fills the buffer, then I can disconnect the power completely and it goes down slightly then refills over and over.

    Extracells is all screwed up for me too, I have a storage bus hooked up to my lubricant tank, and it goes out of an ME export bus regardless of the request. So I have water and jet fuel requested and it uses lubricant and just converts it at the export bus.

    That mod has a lot work still, they change a ton in it, and it's still very buggy.

    And one thing you will notice going from RV1 to RV2, your storage cells will be much fuller, even over the maximum in some cases, this is because some calculation bug was resolved causing items to not use up as much space as they should. I had to upgrade all of my cells.

    What Alg did with that mod is great, but those devs must be coding day and night cleaning up all of that code. Even extracells appears to be very light so far, everything probably needs to be rewritten.

    Ok, sorry enough chatting about AE2.....back to asking when V3 will be released :-P
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Many batteries to one wire, assuming both input and output are connected, yields a great many paths - n!.

    Would that mean it would be better to run dedicated lines to each battery? I'm not sure how I would do this given the space constraints, but it would help me in future designs.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Longer wires do mean marginally more calculation when the power level changes, but that is not the issue. Perhaps your network is exceedingly complex (many, many paths)?

    Not a ton of paths, I try to keep it all on one "trunk" line, and that line splits off to batteries as it travels. I made sure I didn't have any loops either. It's all platinum wire until it hits the auroral battery, then I use silver for the rest. Each battery usually about 3 or 4 wires off of the main silver line.

    I'll have to look closer, I may have been a little sloppy in one spot, I had a section that had to go along a really long line distance, I wonder if I pop that off if it will make a difference. I'm pretty sure I had these issues before I built that section of the base though.

    Does electricraft wire keep chunks loaded? The machines I'm powering out there are working (fans for the canola farm about 128 blocks away), so I'm assuming that means the chunk is loaded.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from MoreMuffins»

    I haven't had time to fire up Minecraft to give you some pictures of my battery setup yet. I'll find time during the weekend.

    No rush, thank you for considering it. I started to make screenshots and quickly realized that it wouldn't even make sense to post them since they are all over my base, I think I have about 20 batteries in different locations along 400 pieces of silver cable. I didn't realize there was that many until I started counting. A previous poster mentioned that he also had these crazy update times when he was using around 400 pieces of cable too, and thought that was the issue. But when Reika tested it and posted a screenshot it didn't appear to occur in his world. I'm wondering if the power/length penalty comes into play here, considering each block of cable has to calculate a lower output. I have no idea.

    I started up a creative world to see if I could replicate it, and I got update times that spiked in opis when I started adding batteries, but the strange part was that some batteries on the line had very low update times, while others had extremely high update times. I couldn't find any patterns either, they were all different types of batteries, at different locations, all hooked up to a dynamometer just to check output. There was no relation to how full the batteries were either, some were completely full passing power through, some were partially full. But for some reason some were generating much higher update times (regardless of the size of the battery).

    So I'm not really sure, but I'll keep trying when I have time.
    Posted in: Minecraft Mods
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