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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from ArchNihil»
    Could you make them like hidden configs ? Configs that exist but are not in the default config ? So nobody without the knowledge would mess with it, risking of unbalancing or breaking things ?

    Ambivalent means uncertain, right ? =/

    It means simultaneous love and hate. Basically mixed emotions.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Benitsubasa»

    Really big veins~ (Apparently MC forums doesnt like the idea of saving the settings i put for image size, so oh well)

    [snip]

    Thanks for the clarification. Fancy stuff, though may trivialize the progression :P
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Benitsubasa»

    I think you missed the point of different oregen xD
    I'd like that too though.. sure i can just tell it to replace all magnetite with stone but that kinda means wasting cpu on generation

    I must've, because I don't see how you can maintain progression on reactorcraft by replacing the ores when the ores reactorcraft use are pretty locked down.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from ArchNihil»
    Hey there.

    First all, thanks for the mods. They're amazing. Really feel like I've done something when those gigantic turbines start spinning. You're doing a great job.

    However, I'd have a request to make. I'm using a different ore gen than vanilla and I disabled everything spawning from all mods because what I have suffices me. I disabled all of Electricraft ores because I can find all of that with other mods... But when it comes to Reactorcraft... Why can't you disable the ores ? I get everything spawning in rare, huge veins but Calcite, Magnetite and Fluorite. I wouldn't even need the calcite and magnetite and would like some other mod to spawn that fluorite for you. (Come on, wouldn't huge veins of rainbow fluorite getting mined by a Boring Machine at full speed be amazing ? ;P)

    Anyway, long rant is over. My wishlist for V3 so far :

    API updates. (Or removal of them as you stated ? That'd be amazing.)

    The ability to disable all oregen.

    I know you'll do the first, but as I know the second one would be easy to implement, you'd be amazing if you could do that...



    Thanks for your time,

    Arch.

    I wouldn't expect him to allow disabling oregen of Calcite and Magnetite. Seeing as magnetite is the only way to make magnets for reactor craft, and Calcite is used for quicklime to make ammonia for reactors. Also pitchblende + fluorite is the only way to get uranium in reactorcraft (not compatible with other mods). So you would've have completely broken progression in Reactorcraft. Which then defeats the purpose of having reactorcraft.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    This method seems to assume I am trying to find the shortest path, and seems to require some nodes only have one input and one output. Neither are true here.

    Sortof, it's the shortest path to a resource from a given node. You could be broadcasting to all possible receivers, you'd just need to send out a packet to all recipients. It's how the internet does routing of packets (part of it, at least). Just trying to extract a notion of wires and routers, of course if this is nonexistent, it complicates the situation greatly. With that many nodes, you're going to see high recursive stacks no matter the implementation so a non-recursive solution would end up being much more efficient. In that case you could simply do a geometric distance heuristic on A*, but thats not the best solution, just something off the cuff which gives a similar efficiency of O(lgn) best-case, but can hit O(n) in bad cases.

    The alternative is that all nodes with more than 2 connections act as switches and follow switching protocol and use switching tables, which may work with a slightly higher overhead, but still maintain roughly follow the efficiency of my routing method.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»
    I have a technical problem with ChromatiCraft that I would like to see if anyone has a solution to:

    For those unfamiliar with the transmission mechanics of ChromatiCraft:

    [snip]

    Everyone seems to have an opinion. Here is mine: take a page out of the book of computer routing algorithms and do something like OSPF (http://en.wikipedia.org/wiki/Open_Shortest_Path_First) or RIP (http://en.wikipedia.org/wiki/Routing_Information_Protocol). The problem you will run into is maintaining links, but these routing algorithms themselves are quite adequate and efficient (by employing forwarding tables) if you can manage maintaining link state. However, the problem is since the network is highly subdivided, this does create heavy recursive stacks when in use. However, if you distinguish pylons that merely repeat a transmission (like a wire) versus pylons which can receive multiple inputs/outputs (like a router/junction), the problem becomes much easier to solve. Since wires are choiceless, you simply broadcast over a wire, and when you hit a router, apply the routing algorithm to route along the network in an amortized constant time operation (a price of O(n) is paid whenever accessing a resource never accessed before or that was just added where n is the number of routers). This roughly gives you an amortized O(lg(n)) access time with a worst case O(nlg(n)) in isolated cases afaik.

    If you can accept the premises that you can distinguish between pylons that act like wires and pylons that act like routers and that maintaining stateless(I think) connections between pylons isn't too difficult, I think this is one of the easier and more efficient solutions out there. (Trust me, I'm a software engineering professional :P)

    Of course there is the issue of configuring said routers, but I'm not that nuanced on what the specific needs are in this case so I can't say.
    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Do you know if this mod is compatible with Resonant Induction? I've noticed issues when both of them try to run at the same time, they will block startup until one of them is removed. I'm presuming it's an API problem?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from InfinitePi»

    What side are you trying to pull out of? I got it to work with the import bus on the bottom.

    Ah that worked. I was using the side because it was harder to reach the bottom. Thanks so much.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Is it intentional that you cannot use a AE2 Import bus to pull shaft cores from a Magnetizing Unit (export bus works fine)? I know that I can properly import/export shaft cores from a AC Electric Engine, but not a Magnetizing Unit. Is this a bug or a balancing feature?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from AnvilPuncher»
    Hello,

    A crash happened when introducing DragonAPI 1.7.10 V2.jar.zip as a mod for forge-1.7.10-10.13.2.1232-universal.jar.
    Below is the crash report. I wish to apologize in advance if this has already been addressed.

    ---- Minecraft Crash Report ----
    // Sorry :(

    Time: 10/28/14 3:15 PM
    Description: Exception in server tick loop

    cpw.mods.fml.common.LoaderException: java.lang.IllegalAccessError
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:515)
    at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:88)
    at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
    at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
    Caused by: java.lang.IllegalAccessError
    at Reika.DragonAPI.DragonAPIInit.increasePotionCount(DragonAPIInit.java:211)
    at Reika.DragonAPI.DragonAPIInit.preload(DragonAPIInit.java:154)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
    ... 5 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.8.0_20, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 2264954368 bytes (2160 MB) / 2336227328 bytes (2228 MB) up to 3821010944 bytes (3644 MB)
    JVM Flags: 6 total; -Xms2G -Xmx4G -XX:+UnlockExperimentalVMOptions -XX:+UseLargePages -XX:LargePageSizeInBytes=4M -XX:CICompilerCount=4
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.85.1232 Minecraft Forge 10.13.2.1232 4 mods loaded, 4 mods active
    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    FML{7.10.85.1232} [Forge Mod Loader] (forge-1.7.10-10.13.2.1232-universal.jar) Unloaded->Constructed->Pre-initialized
    Forge{10.13.2.1232} [Minecraft Forge] (forge-1.7.10-10.13.2.1232-universal.jar) Unloaded->Constructed->Pre-initialized
    DragonAPI{1.0} [DragonAPI] (DragonAPI 1.7.10 V2.jar.zip) Unloaded->Constructed->Errored
    Profiler Position: N/A (disabled)
    Is Modded: Definitely; Server brand changed to 'fml,forge'
    Type: Dedicated Server (map_server.txt)

    Thank you

    Read closer "DragonAPI 1.7.10 V2.jar.zip". This has been addressed many times, if you are using windows, please turn on the feature "Show Known Extensions" and delete the ".zip" extension.

    If that fails to work, you can try unzipping that file, but that is probably not the issue.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from TomeWyrm»

    No, OPTIFINE is very incompatible with Reikas mods... because Optifine is randomly incompatible with all sorts of mods. There's a reason that a large percentage of mod authors have a "I won't give any support if you have optifine installed with my mod" disclaimer. Optifine is habitually (randomly) incompatible with anything, everything, or nothing. And they're almost never the mod's fault. Optifine mucks with code all over the place, and authors making normal assumptions about how the game works will run into errors because Optifine changes the engine rules in unpredictable and overly heavy-handed ways.

    Yeah, it's right on my list of nice mods with a penchant for not playing nice (Railcraft tops this list as well). I'm curious as to why the issue only happens on SSP and not SMP. But hey, I guess it's fairly irrelevant at this point.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    :blink:


    So I figured out the issue, your mod is very incompatible with Optifine. Optifine Ultra causes a tessellation crash and Optifine Standard causes this explosion glitch in SSP. :shrug:
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Sorry to be a guy with an infinite reservoir of questions, but I've moved from my SMP server to SSP server due to network issues making my SMP server inaccessible (my router is dead and my modem doesn't play nicely with switches), but when I moved my server, all of my rotarycraft things are swarmed with explosions whenever I start the world, and they cause an unplayable amount of lag and do not stop.

    Any fixes for this? When I played on SMP and this happened, I could just restart the client, but since the client and server are tied to eachother, that is clearly not an option.


    Edit: Issue fixed, due to chunks not getting unloaded because of dimensional anchors, so issue could never resolve itself. Is there a fix for this glitch?
    Edit2: Nevermind, the issue reappears every time the server is started. The fix is tedious and not practical, especially since the issue is recurring.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Do toroidal magnets consume the Liquid nitrogen or is there some way to reclaim it and reuse it?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from TomeWyrm»

    You know, CJ just needs to get rid of those things... they cause errors with so many mods. He's got to be doing SOMETHING screwy, because you don't hear about thaumcraft arcane lamps, factorization wrath lamps, Greg'sLighting/Rotarycraft floodlights, or any other block that is normal air with an additional effect making multiblocks not form, or screwing with crops. And it's been doing it for well over a year now (probably around 2... but I don't fee like going and finding the first example of the Railcraft hidden block screwing up a build), the bug shifts around as he fixes the individual issues (there was a piston extension thing that he probably had to fix), or the modders get fed up with their stuff not working and fix it on their end (see any multiblock structure that isn't composed 100% of solid blocks, like some of the rituals from blood magic)

    Plus how many people do you know that actually USE the trackman's goggles?

    I'm half tempted to, if I ever write a mod, have it check for Railcraft, and provide a warning on boot (or possibly just stop working), if I can detect the hidden block at a good point in the initialization steps I'll base it off of that. Just to avoid any possible problems that may arise from that damn feature, and as a little PSA for my users about one of the more common unintuitive problems in modded Minecraft.

    In general Railcraft plays poorly with almost every mod in existence. It broke my thaumcraft, messes withe canola planting, only supports buildcraft power (poorly at that), and I'm sure other issues.
    Posted in: Minecraft Mods
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