• 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from DragonMaus»

    So… I'm almost certainly missing something, but I find myself unable to craft the DC Electric Engine. The recipe shows in the handbook, but CraftGuide does not acknowledge its existence, and putting the ingredients in the proper arrangement does nothing.


    What am I doing wrong?

    (I have been away from Minecraft for several years, so I may be overlooking something obvious.)


    I have DragonAPI, RotaryCraft, and some other Reika's mods installed, as well as Inventory Tweaks and CraftGuide.

    No config files other than those of InvTweaks have been touched.



    Pictures for clarity:

    https://imgur.com/a/HAbHRc5


    Of course it doesn't work in the crafting table. You need to use the RotaryCraft worktable to craft machines (as opposed to components, which can be made in the normal crafting table. There is an option to change that behaviour in the config, but the default is that you need to use the RoC worktable.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Ornithopter1»

    Anyone got any advice on making sintered tungsten ingots? Is the only way to produce them to go through hydrokinetic engines? I've thrown as much power at the friction heater as I can (yes, I matches torque and speed, 1024 on both for 1 MW of power), which only gets the furnace to 1230C.


    Chain two microturbines to produce the required 4MW of power and match torque and speed as closely as possible.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from chotke1»
    How to properly duplicate flowers/items in chromaticraft?

    Pickaxe with silk touch/fortune/Transmutation core/Rotarycraft grinder? Or save it for fabrication unit?



    Ways of getting more plant resources:


    (1) Farm them. Cut one off with shears and just plant it somewhere. Most plants will multply. IIRC the Ender Forest plants also grow faster if there's some liquid Ender under the grass. Haven't tried to automate farming, it was never necessary. The only plant I haven't been able to farm is the rock flower, which is extremely annoying because it's the most important one.

    (2) Many plants cut off with shears can be put through a grinder for increased output. Again, this doesn't work with Rock Flowers, grr.

    (3) Use a Transformation Flame. Many powders etc.. can be duplicated using that. For raw materials use chroma berries. Harvesting dye trees with a tool with Fortune V gives you tons of those. I've used a Excavation Star with Fortune V as soon as it became available. Be sure to have an empty inventory ;) - or an Inventory Warp. You can't automate the Transformation Flame, but the time you spend feeding it is usually worth it, depending on the kind of resource you want to make.


    I don't recall if you can duplicate plant resources with an Item Fabricator, but I'm reasonably sure Purification Powder didn't work, else it would've seen extensive use.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from dylanmeiners»

    When connecting an opencomputers case to a reatorcraft block such as the fusion heater, it does not recognize the block if only connected by a cable. However, when placing an adapter block next to it allows for readings. This is an issue because the fusion heater is part of a multiblock and if that multiblock is tampered with, it breaks. How do I get around this? Before, I could just attach a cable to the block and thats that. Now I can't. Any solutions??


    IIRC, you can input both deuterium and tritium into the heater block from the same side, leaving the other one free for an adapter, if you use a transport mechanism from another mod. I don't recall what I used, though. Ender conduits or export buses probably.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from user-4475360»


    Ooooor gearboxes. Because why 4 steam engines for a single grinder when a single engine can run 2 grinder for about the same overall speed (slightly faster, even). Seriously people, use gearboxes.Wh


    What makes you think I don't use gearboxes? I just have a different design philosophy.

    4 Steam engines give you exactly the minimum torque required for a grinder. Assuming you mean a performance engine when you say you can run two grinders with one at a slightly higher speed (because with one steam engine you certainly can't), well, yes, but that requires an ethanol and blaze powder production line already in place, as opposed to just a single water source and a pump. Not worth it at the point when you can do it for the slightly higher speed, especially given that grinders in a typical RotaryCraft setup tend to run permanently. And lastly, at the point where you need the grinder for the first time you can't make lubricant since that requires running a grinder, so you actually require a setup that can run one without using a gearbox. I just tend to leave that setup in place and even duplicate it until I get to hydrokinetics, four of which can now run a grinder at 1-operation-per-tick speed.

    I'm not saying you're wrong, but as I see it, running a machine with one powerful engine is not necessarily more efficient (both in space required and resources consumed) than running it with four weaker ones, depending on the complexity of the additional infrastructure required by the former. And just making ethanol is already very complex, then add blaze powder. Which is why I tend to use ethanol- and jet fuel-consuming engines only for facilities that don't run permanently. Grinders actually qualify, but not early in the game. Early in the game, they run permanently.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    There is a config for this.



    The only such options I have found are in the RotaryCraft config and the ChromatiCraft config. If the RotaryCraft option also applies to ElectriCraft and ReactorCraft, that fact is not obvious since the text says "Spawn with RC handbook".

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from NemoOceansoul»

    question for anyone who can help me: is there a configuration option for both electricraft and reactor craft to disable spawning in with the books on world load? if so what do i have to enter? thanks =) (yes im aware that some may disable it and then report bugs because they didnt do the research, i dont intend to let that happen.)


    There is no such option in either ElectriCraft or ReactorCraft as far as I'm aware of - btw., don't you think they'd already be in the config if they existed? - but there may be mods that let you control exactly what you get on spawn. A quick search finds "Custom Starter Gear", but unfortunately, it's only 1.10 and up.
    also secondary question: one mod i use allows me to edit the possible loot found inside chests. what would happen if i made it so a piece of nuclear waste spawned in a chest i intend to make it as a troll item with super low chances of showing up,


    I suspect the usual: pick it up and it gives you radiation sickness, which will kill you. At least, I haven't had any such item in my hands that didn't eventually kill me, but I tried it intentionally only once and accidentally picked one up only one more time.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Kataiser9»

    ...Okay, I'm pretty curious about what's in your pack now. I run Revolution 3, a very beefy pack by most standards, on 4 GB (SMP) or 5-6 GB (SSP) and have no apparent memory-related troubles. (Unless, of course, you're running client and server on the same machine.)


    I have the same problem with my pack as Reika has. It is a personal pack intended to capture what Revolution 1 had been to some extent. I reserved 8 GB for Minecraft, but I often ran into RAM problems whenever I had a few other standard applications (no games or heavy-duty stuff) on my 16MB machine. Memory checks revealed my pack grabs 11 GB at times if it can.


    BTW, I would actually like to go public with this pack but it has one very annoying crash bug left I can't seem to get rid of. It only appears when I move around enough for some chunkloading and -unloading to happen while ChromatiCraft's crystal network is active (crash frequency increases with network activity), and it's always some Biome check in ClimateControl which is failing, but the block which is checked doesn't necessarily have anything to do with ChromatiCraft. I posted this on the previous page, but the "solution" wasn't one. Gods, I hate the idea of having to build a crystal network in a new test world just to track this thing.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from dylanmeiners»

    Hi!


    My friend and I are making a fusion reactor from ReactorCraft and I would like to know how I can read values from blocks such as the toroid magnets with opencomputers.


    Any suggestions?



    I don't know if it is possible to read values from toroid magnets specifically, but many ReactorCraft components can be read that way. You do this by using the OpenComputers component interface. ReactorCraft automatically registers many of its blocks as OpenComputers components so that you can read their API from them. The API will tell you, as a rule, what you can do with OpenComputers to manipulate them and read their status. Any other registered component connected to a registered component can also be read by OpenComputers. Since a typical Reactor has many components, it will often be required that you increase the maximum number of components controllable from an tier 3 OpenComputers computer. This is a config option. I increased the value from 32 to 1024 for my last fusion reactor, for instance.


    The following code is an example that finds out how many plasma injectors there are in the system and displays which kinds of fluid they contain and their amount. A precondition, if I recall correctly, is that an OpenComputers computer is connected to the fusion plasma piping system:

    local p = {}
    local co = require("component")
    local n = 0
    for k,v in co.list() do
       if string.find(v,"Injector") ~= nil then
          n = n + 1
          p[n] = k
       end
    end
    print(tostring(n).." ".."Injectors found:")
    for i = 1, n do
       print("Injector #"..tostring(i)..": "..p[[i]])
       ph = co.proxy(p[[[i]])
       x,y,z = ph.getCoords()
       print("Location: x="..x..", y="..y..", z="..z)
       c = "Contains "
       for j = 0, 2 do
          fluid, capacity, contents = ph.readTank(j)
          if j ~= 0 then c = c..", " end
          if fluid == nil then 
             c = c.."Nothing"
          else
             c = c..contents.."mB "..fluid
          end
          c = c.." in tank #"..j 
       end 
       print(c)
    end



    In the above code, replace the double square brackets with single square brackets. I don't know how to do this without messing with post formatting. This example is from 2016. Things may have changed - I recall something about OpenComputers in a changelog not all that far back.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Phant0m5»

    I've noticed that some of the machine gates are based on power output, like the micro-turbine being needed for some of the higher tier things. The problem I have with this - not a game problem, just a personal one - is that it's a fuel based power source... and particularly a non-renewable one at that! Or, at least I'm fairly sure it was non-renewable. Whenever possible, I try to make my power sources be either perpetual, or at least renewable - something I can grow in a farm and refine from there.

    You can do that, although I don't think it's possible to avoid temporary use of non-renewable power - and of course the pulse jet furnace needs jet fuel. It's not needed as a power source but it does mean you'll never be 100% renewable with all of RotaryCraft unless you use ChromatiCraft as well (see below). Here are a few things I have done in the past:

    (1) Tier 1 - up to 4kW (4 DC engines): DC Engines are, for all practical purposes, perpetual motion machines.

    (2) Tier 2 - up to 64kW (4 Steam engines): Steam Engines are, for all practical purposes, perpetual motion machines given the right setup.

    (3) Tier 3: up to 256kW (4 Gasoline Engines): Ethanol can be made completely renewable. Sugar and leaves from farming, and you can make dirt using, I think sand and compost, and you can make sand from gravel and gravel from cobblestone with the grinder, which can be run by four steam engines.

    (4) Tier 4: up to 1MW (4 Performance Engines): Gunpowder can made renewable by mob farming, and if you have AgriCraft and ThaumCraft, Blaze Powder can be made from Cinder Pearls which can be farmed.

    (5) Tier 5: up to 8MW (4 Microturbines, later switched to 16 Hydrokinetic Engines): Here you need temporary non-renewable power since you need jet fuel for the microturbines, and you won't be able to link 16 hydrokinetic engines until you have bedrock tech. Having said that, if you have ChromatiCraft, eventually you can make pretty much anything in item fabricators, and pylon energy is renewable. Once you have bedrock technology, you can switch from microturbines to a setup with 16 hydrokinetic engines (I use 4x4, since then I can link as required), though I'd still keep the microturbines around, since they're extremely efficient.

    (6) Tier 6: up tp 268MW (4 Gas Turbines): This is going to get difficult. I usually don't need that much power on a permanent basis, but of course the gas turbine needs jet fuel. I once got around this by building a sodium-based solar tower in an RFTools dimension with eternal day. This gets you renewable 268MW, but the interdimensional power transmission wasn't completely stable since some RotaryCraft function which traces the power to its sources caused problems now and then.

    ...

    (7) The fusion reactor can also be made 100% renewable. You will need an initial source of tritium, for which you need to run a regular fission reactor for some time, but before you start up the fusion reactor, place a few irradiation chambers between the solenoid and the neutron absorbers and pump deuterium into them while the reactor is running, and you'll get more than enough tritium for your needs. It won't even impact the power output significantly, I still got 120GW out of my reactor, and if you place the irradiation chambers at the right places, they might even mitigate the risk of melting neutron absorbers.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from crazyedd1e»
    I've even tried using the chromaprog command to get that one achievement, but while I've found the action word for most of the achievements, I haven't found the one for that achievement.

    Sent you a PM. Using chromaprog can seriously mess up your progression, though.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I'm putting a few things here because I don't know what else to do with them. Some may be issues:


    (1) Is there a reason why the Multitool can't be enchanted with anything useful? Neither Efficiency, nor Mending, nor Silk Touch works.


    (2) I have gotten some fragments for magical abilities after I completed the first dimension structure, but I can't select them in my (enhanced) ritual altar because they don't appear in the list. Is this a bug or a progression issue?


    (3) Not sure if this is intended behaviour, but when entering the chroma dimension repeatedly, if I leave from an area around the entry point, that area is not reset when I re-enter some time later. Rather, when I travel away and complete a structure puzzle, the area around the entry point is reset when I return. If that is intended behaviour, then it can happen that a structure is damaged if it generates too close to the entry point, since it partly attempts to generate in an area that already exists. I have had one instance of an incomplete structure that appeared to be caused by this.


    (4) Is there a reason why Night Vision does not work in the chroma dimension? There is a minimal effect, but most shadows remain in the landscape, which makes things hard to see. Also, some structure areas are so dark that you can't see anything. IMO at least the enhanced Nila pendant should be of some help.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Thanks for the update from me, too! Also for the in-game Christmas greeting and merry Christmas to you and everyone else here!


    @icedown74512:

    The log does not mention anything related to ChromatiCraft as far as I can see. Is there a crash report?

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Report this on the issue tracker.



    Done.

    No, these are issues in the ClimateControl worldgen system, of an unknown nature to me.



    Yes, I believe I found the problem. Just in case anyone else has it, the mod AntiIdConflict actually does not find all biome Id conflicts, so I had a conflict that went undetected because one of the pair was never used in any world I had so far explored, but when some function went to check a coordinate's biome, some other function returned an out-of-range ID (negative or above 255), which caused ClimateControl to throw an exception. If I had to make a wild guess, it probably returned an array that was interpreted as a scalar, with completely unpredictable results. I can't be 100% sure it's gone, but I haven't had it for some time.

    I am not sure, but I am not against adding that if not.



    How would I go about to find out?

    That is both too dangerous and too complex (requiring many hooks in several places across the codebase) to be something that could be allowed through configs.



    Hmm...what about scripts? I was thinking about scripts being able to define crafting recipes for some knowledge fragments - IIRC, you can use NBT tags in Minetweaker scripts - and then have ChromatiCraft code remove them from the list of fragments that can be generated when you take undefined fragments into your inventory, if a crafting recipe is present. CrC progression depends on having a full set of fragments for each research level, and this way you couldn't get it without using a tweaked crafting recipe.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I have two questions about ChromatiCraft:


    Is it possible to add items from other mods to the item fabricator?


    Is it possible to add cross-mod dependencies to ChromatiCraft? There is a file for pack changes, but since casting recipes can't be modified, the only possible change is to delay entry by changing the manipulator and casting table recipes. I don't want that, but I would rather make some later stages dependent on progression in other mods.

    Posted in: Minecraft Mods
  • To post a comment, please .