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

    That was probably the DragonRealm (a private pack for my dev server) minetweaker script, which cheapens some of the AE cabling.

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

    Quick question about something I remember seeing before. Reika, I remember you posting a pastebin with what I *think* was Applied Energistics 2 recipe changes. Does DragonAPI add support for changing AE2's recipes, and if so, how do you do it?


    No....who gave you that idea?


    Quote from Sniper16i»

    Go ahead. :)


    What is the name of the pack?


    Quote from Ianaver»

    Reika,
    love the mods but you should add a dynamic system for the ore processor
    in RoC that way mods like nether ores don't spawn in useless ores (ores
    that have no use except to be processed) that way the un-needed extras
    are not enabled (amber flakes when no mod implements it or atleast uses
    it) and the extra ores don't spawn as nether ores looks for uses for
    various items before it adds the ores. I think it would be a nice touch
    for the upcoming v7 release :)


    I wasn't sure where to put this
    suggestion as I saw your reply to someone elses suggestion on github
    and you said that github is not an ideal source for posting suggestions
    to your mods


    NetherOres uses the Ore Dictionary
    to see what ores it thinks are used. Because I also use the Ore
    Dictionary, this creates a dependency loop.


    You can use the NetherOres config to forcibly enable or disable any ore.

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

    I did the experiment. The spawner controller is on a cycle of 480ticks or 24 seconds. I backed off to 30m and waited 10 minutes. Then I returned and checked on the blaze rods. ZERO. In the couple of minutes I've spent standing next to it while writing this, 5. So Spawner still seems to be bound to player proximity and spawn controller doesn't seem to help any with that.


    This has already been reported and is fixed in v7.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from tlf007»

    Do ROC and REC ready for Forge #1428?

    I‘ve got a crash

    Caused by: java.lang.ExceptionInInitializerError
    at Reika.RotaryCraft.RotaryCraft.load(RotaryCraft.java:311)

    ...

    Just for confirmation.

    I've found that ROC V6f are causing lag on forge #1291 server,so I updated it to #1403(my friends said it works well),but soon I found another mod called Tofucraft which only support #1354 below or #1428 above.Now this thing is awkward...


    No, I do not build against the new Forge versions because little works with them.

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

    I've been reading all the mods of the webpage and I don't udnerstand what do you refer with "civilization".


    That was FurryKingdoms, a mod that has mostly been cancelled.

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

    It looks like the forum software is getting rewritten again...yay for less usability...



    The bright boxes are already impeding readability.

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

    Hey Reika,


    I have encountered a possible bug with rotarycraft 1.7.10 V6f.

    The industrial coil does not seem to be outputting any redstone signal strength to the comparator. I have tried multiple set ups such as this one from the wikia ("http://rotarycraft.wikia.com/wiki/File:Screen_Shot_2014-02-18_at_3.57.09_PM.png"). But in no way have I been able to detect a redstone signal strength coming from the industrial coil.
    I have tried multiple charge levels and signal strengths. But even a near full industrial coil and a comparator receiving a low signal strength such as 5 does not make the comparator output a redstone signal.


    Hope you can look into it,


    NLDevilDog


    I needs block updates, probably.


    Quote from Zsashas»

    Is
    there any way to disable the Thaumcraft integration for RotaryCraft? I
    can't find an option in the config, and I don't think I'll need Bedrock
    Goggles of Revealing any time soon, and need the tab slot for other
    addons.

    Also, setting the config option for ChromatiCraft to
    false (requiring Thaumcraft progression), does this also remove the tab
    from the Thaumonomicon?

    Ideally, I would merge these two tabs
    with AOBD and Railcraft, as they all have a low number of researches,
    but I have no idea how to do that yet.


    There is no way to do this, though I have heard that ModTweaker can move research around.


    Quote from ChromoTrigger»

    Did
    it ever? What you are probably talking about is that they instantly
    despawn if the player is 128m or more away. One solution is to have it
    in another dimension without any player.


    ...I really should fix that...

    Posted in: Minecraft Mods
  • 0

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

    Ah, I'm sorry.


    I agree to abide by the rules that state that the users of the currently unnamed pack shall not be allowed to reupload or redistribute the mod pack, that neither I not the users of the pack may extract the mods from the pack and rehost them, that the pack shall not be used to generate income based on purchases, ads or merchandise, that I may not try to claim credit for your mods nor state that I am working with on your mods, and that the pack must comply with the rules that concern third-party modifications such as disabling items, changing recipes, or changing the way items and materials are obtained.


    Sorry I've had to do this multiple times. I've never really had to ask permission before seeing as this is the first modpack I've ever decided to make.


    Go ahead. What is the name of the pack?

    Posted in: Minecraft Mods
  • 0

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

    I agree to abide by the following rules:

        1. Users of the pack may not have permission to reupload and redistribute the pack.
        2. Under no circumstances may you or the users of the pack extract my mods from the pack and rehost them.
        3. The pack must comply with the rules regarding third-party modification discussed below.
        4. My mods may not be used to generate income, either directly from purchases
        5. or donations, or indirectly with ad revenue or merchandise, except that
          which is necessary for maintenance (eg server fees). Ad revenue for
          YouTube videos of the pack is permitted. Access to my content may not be
          sold. This includes but is not limited to disabling/banning/locking
          machines or items so that users must donate to have access to them, and
          offering packages that include my items. These actions are also expressly forbidden by the MC terms of use.
        6. You may not try to claim credit for any of my mods under any circumstance.
        7. This includes but is not limited to stating ownership, claiming to have
          contributed content (beyond merely suggesting an idea), and claiming
          that you are on part of a modding team with me.

    And o/


    This is a copy-paste, and one that is missing the actual content of #3 at that. Please agree in your own words so that I can know you read and understood them, something a copy-paste of this nature provides no proof of.


    :P

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Montis24»

    It's possible use a button (like "g") for disable or reactivate the glide from armor chest and similar for night vision on helm?


    No, that would mean more keybinds.


    Quote from Dementeg»

    I
    found the problem when there is no Dragon api and Rotary craft stable
    sigil craft mobius stable/unstable ingot, but if there is - unstable
    ingot and some recipes do not work (extrautilities 1.2.5)


    Already known.


    Quote from Tjezee»

    Ok
    so this might be what you need, apologies if it isn't, I ran the
    profiler while the fps was being tanked and uploaded the resulting data:
    https://www.dropbox.com/s/l3s21oc8gd2xrqg/CPU-Profiling-Tjezee-HeatRay.rar?dl=0


    I hope this helps, thanks again for your time.


    Can I have the actual .nps file?

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

    *Bump*


    Hey Reika, was the Heap dump the file you wanted?


    No, I need timing data, the thread function-by-function profiler.

    Posted in: Minecraft Mods
  • 0

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

    Reika,


    I
    was wondering if I could get permission to use your mods in a modpack.
    It will be a modpack based around your mods, so rather than MineTweaker
    trying to change your recipes, I shall use MineTweaker to change other
    recipes so that the players get to use your mods in all the glory that
    they were meant to have.


    I really hope you let me use your
    mods, and if you wish to have some input on the recipes, I shall hold
    your suggestions in high regard.


    Thanks,

    CarbonHydra


    Please agree to the five rules in the first post of this thread.


    Also, hello from the same city. :P


    Quote from ChromoTrigger»

    Unless
    you have some magic source of absurd amounts of ore (like 2^15 MFR
    lasers), this makes no sense: a fully powered extractor extracts ~4-5
    ores per second.


    And more, as of v7. :P


    Quote from Erik3003»

    I plan on creating a RotaryCraft modpack (Possible name: Gears and Shafts) for the FTB Launcher.

    It tries to "force" (in a positive matter) the player to use every feature that your mods provide by providing no alternatives.

    The pack contains only a few selected mods (not final):

    -RotaryCraft

    -ReactorCraft

    -ElectriCraft

    -MeteorCraft

    -ExpandedRedstone

    -RedLogic

    -OpenComputers

    -Buildcraft 7 (Core, Silicon, Transportation) (Tweaked)

    -Railcraft (Heavily tweaked)

    I would like to request permissions for your following mods to be redistributed in a modpack on the FTB Launcher:

    DragonAPI, RotaryCraft, ReactorCraft, ElectriCraft, MeteorCraft, ExpandedRedstone


    I will follow all five rules:

    1. Users of this pack have no permission to redistribute any of your mods.

    2. Users of this pack have no permission to rehost any of your mods they extracted from this pack.

    3. I won't modify any of your mods using ways other than the configs you provided.

    4. I won't make money of your mods / this pack.

    5. I won't claim ownership of your mods or say something like that.


    For
    now the pack is in development and I will decide to release it only
    when I'm satisfied with the final product and when I got your
    permission.

    If you have any suggestions about the pack, feel free to tell me!


    Go ahead, but please give me a finalized name. :P

    Posted in: Minecraft Mods
  • 0

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


    What is it hitting?




    Punch it. :P


    Its placed at level 56, Typical things stone dirt, ores etc...
    It has going into it Power:981,760kW, Torque:7.670kNm, Speed:128 rad/s, with a Efficiency V enchant on it as well. Currently were it has stopped its stuck on all stone and 2 pieces of marble from Chisel 2.

    Side note, I have experienced Induction Motors stopping as well, making a sizzle sound constantly (like item in lava) breaking the Wire next to them and replacing that fixes them. Its more of a rare occasion when those break tho.


    Also that is what I figured on the Mining Pipe, kind of lame to have to traverse the entire thing breaking them but I guess I don't really have to unless needed. :P


    Chunkload the area.


    Quote from Combichrist»

    I
    have a private(semi private?) pack and hoping to use both RotaryCraft
    and DragonAPI in it. The pack is hosted on Technic but hidden from view
    (must have the url to even pull up the info), not looking to make a
    public pack. Just a bunch of friends playing on a whitelisted private
    server.


    I agree and adhere to follow the following rules:

    1. Distribution: (Using technic launcher but it's a hidden pack so semi-private use?)

    2. Extraction: We are just a bunch of players so no one will pull the mod from the pack to rehost.

    3.
    Modding: There will be zero third-party modification of your mods ( We
    love the difficulty just as it is. No reason to alter anything)

    4.
    Monetization: No way anyone gets anything for donations or cash. I pay
    for it all and dont accept money/gifts for anything from anyone

    5. Credit: Your mod and since I can't code, no way I could even pretend to claim it as my own.

    I
    do have one question though. There's a few streamers (beam.pro site)
    that stream. If they use rotarycraft on their streams would this become
    an issue? Not sure your stance on non-monetized streamers playing a pack
    with your mod in it.


    Thanks


    Go ahead. :)


    And streaming is fine.



    Quote from 5hmu3l»

    Any plans on when V7 is coming out? I keep clicking on stuff in NEI out of habit and restarting the game everytime gets tedious.


    Soon.


    Quote from Tjezee»

    Reika, thanks for responding earlier. Looking forward to v7.

    I would like to ask one more thing though, to you and to the general public,

    we have a slight issue when it comes to heat rays. I'm building my very first fusion reactor but whenever I supply enough power to the heat ray

    to start working my FPS drops from a semi-solid 120 to <30.


    In
    creative it is the same thing, regardless of engine, I am aware on how
    you can influence the range so when i give it 131097 speed and 16 torque

    its
    range is 8m and melts 3 blocks away. But it doesn't seem to matter if I
    try it as low or high as possible. FPS drops like a bomb. this times 4
    to heat up the preheaters means we can't play the game anymore. I have
    tried with and without fastcraft/fpsplus and optifine and combinations
    of those. results seems to be the same. (for the most part, unplayable
    regardless). I suspect it is due to chunk updates it does as the range
    is 66m so is there a way to remove burn damage in general and just do
    its intended function of heating up ? Or am I going to have to scrap my
    fusion build.


    I run with 100+ mods capped manually at 120 just
    fine so it might not be my pc ( my buddy has the same issue yet i can't
    find a lot on the subject online ) Thank you for your time.


    Someone else has reported the same issue. Can you try running VisualVM?

    Posted in: Minecraft Mods
  • 0

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

    Sneak peek:

    http://i.imgur.com/kkBQvPV.png



    Hint

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Erik3003»

    I found a small bug: there are no Attractors and Repellents for horses.


    Because the code was written in 1.5.2. :P


    Now what items would be appropriate...?

    Posted in: Minecraft Mods
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