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

    Has anyone gone through and created a set of config entries to get the various Metallurgy ores to work in the Extractor? Figured I'd check before setting out to do it myself; no sense in needlessly duplicating work.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I've been having a lot of fun playing around with the new ChromatiCraft features in v4 (the combination of ChromatiCraft tile accelerators and Forestry bees will be drastically simplifying my jet fuel distillation setup). I've run into a question:



    I was experimenting with the new relays, and was happy to find that they can be run up the sides of things and not just stuck on horizontal surfaces (I think you & I might even have had an exchange on this point previously). Is it possible to similarly have full pylon repeaters have alternate alignments as well? I've tried simply rotating the recipe's orientation, which didn't work, but I wasn't sure if I was doing it wrong or if the concept was not implemented. If this is not already present, would it be possible to add for v5 (I don't have a sense of how difficult it would be).
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    1) I can see the reasoning for delaying the ethanol engine. With the proliferation of "starter" guides focusing on rushing the ethanol engine, I see a serious risk that many folks would get there without having cleared the intended comprehension hurdles. Which can be expected to result in frustration spikes as they attempt to move on to more advanced stages of the mod.



    I would expect the new “quick-start” option to default so a steam engine -> AC progression. However, that seems a positive change, due to the way that those engines encourage folks to get more familiar with gearboxes, splitters, etc.



    2) I am not sure I see the reasoning for increasing the power for the Bedrock Breaker. I am not sure how typical my experience was, but for me having cleared the hurdle of making jet fuel, there was not a substantial comprehension barrier separating access to the microturbine versus access to the full turbine.



    Instead, the principal implications of this change would appear to be increased **grinding** time. Either in manually making a lot of jet fuel, or in putting up automation infrastructure that would be replaced later once the various bedrock options become available.



    Oh, there are other implications as well--it makes hydro and solar even less viable for advanced industry, but I think we might be at the point of beating a dead horse there. Getting 4 MW solar is already very cumbersome and expensive, as is hydro. Plus, if that's the concern, why not just increase the lubricant burn rate in hydro and further decrease solar’s output?



    Finally, from a balance perspective, in my mind "minimum speed bedrock breaker" equaling "four-stage extractor" seems about right. Of course, I am open to being convinced otherwise.





    TLDR; I think the added challenges caused by this change are more “unfun and grindy” than “source of interesting comprehension/critical thinking challenges”.





    3) Grinders are painfully slow. At low power levels, the expected response would be players setting up banks of minimum-power grinders with hopper systems to split and distribute inputs and then collect and re-combine outputs. I do not think this is a desired outcome.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Break the lumen tree.

    I was able to break the glass portions of the Lumen Tree. The Luminescent Battery will not break. Several blocks immediately below it similarly would not break. When I re-built the lumen tree around the stubborn blocks, the error occurred again.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Following the changes to solar and hydrokinetic power in RotaryCraft v4, myself and my server-mates are looking to rebuild our power systems.

    @Reika--do you have a sense yet of whether v5 will contain further changes to solar/hydro power, or to lubricant production?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I am getting a crash when attempting to charge from a lumen tree:

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I run a server which uses a limited set of tech mods--ElectriCraft, Forestry, Project Red (Base, Integration and Lighting only) RotaryCraft, and ReactorCraft. Unfortunately, this means our only current source of fluid pipes is RotaryCraft. As a result, when the Centrifuge lubricant bug popped up, we put on hold our plans to update to Reika v4.



    As an alternative to waiting for v5, are there any additional mods people recommend that would add fluid pipes capable of transporting lubricant?



    In selecting a mod to add, I want to maintain the present situation where Rotarycraft is the ONLY source of tools for the general purpose tech mod "stuff"--e.g., auto-miners, ore multipliers, automatic crafters, power generation, etc. Unfortunately, I have not played with any tech mods other than RotaryCraft, so I am not myself familiar with the alternatives.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    EDIT: Correcting counting error in lead-in

    I have two (BY WHICH I MEAN 3 I CAN COUNT) bug reports regarding Lumen Trees:

    1) I received the following crash when attempting to charge my Elemental Manipulator from my Lumen Tree:



    In addition, when charging my Elemental Manipulator from my Lumen Tree, I am occasionally booted from my server with a server connection lost error message. I do not get a crash.

    Contemporaneously with me getting booted, the server threw the error "Caused by: java.lang.ArrayIndexOutOfBoundsException"

    2) I have my Lumen Tree chunkloaded. Since I set up the chunk loader, the server has suffered from persistent substantial tick lag.

    3) My Lumen Tree will not accept charge from an adjacent Magenta repeater. The repeater is due south of the luminescent battery, and is only a couple blocks away. I have checked that it is receiving from the pylon.


    Any help would be greatly appreciated!
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    One of the players on my server is reporting an error where whenever they get near my RotaryCraft setup, they get constant chat spam of a "DEBUG" error to the effect that there is no player to assign a sprinkler achievement to.

    Is there a way to disable this debug message (or to provide the anticipated player)? As is the only option appears to be to turn off DragonAPI debugging entirely.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    3 bug reports and 2 questions:

    Bug report 1)

    I get a crash on launch when I attempt to launch MineCraft with just DragonAPI and ChromatiCraft. This is on a Windows XP machine.


    I also tried running on a second Mac computer (both were running OS X).

    To sum up, I have tried running ChromatiCraft 4b on 4 machines: 2 OS X (different versions of OS X; I can find up the precise ones if you think it matters), 1 Windows 7, 1 Windows XP. The Windows 7 one worked. On all the others, Minecraft crashes on launch with this error message.

    On the XP Machine, I tried on both Forge 1231 and Forge 1291. Same result each time.



    Bug report 2: When I got the Windows 7 machine working, I went into my existing world and noted that my progression appeared to have reset. The names and effects of Cave Crystals were jumbled, and when I went into the new Progression screen, it showed me as having obtained none of the progression milestones. In comparison, prior to the update, I had a full lexicon. Seed names were still scrambled, but otherwise I appeared to have full progression.


    Bug report 3: When I upgraded ChromatiCraft from 3d to 4b, I lost some of the rituals I had previously performed. Specifically, I had previously imbued the extended reach ritual, but no longer had it post-upgrade. I also appear to have lost the fireball launching ritual. In addition, at the time I updated I had active the ritual that prevents pylon damage. Post-update, I was not able to deactivate the ritual.



    Question 1: What is the likely result to my world if I simply delete all of the 4b mods and replace with 3d ones? Is this likely to cause world corruption? When I updated the server I run to use the latest version of your mods, I took a local backup before the upgrade, so I can restore that if needed. However, due to upload speeds, doing so would be a several hour chore that I would prefer to avoid repeating if possible.

    Question 2: I believe you previously indicated that repeater orientation could be shifted by shift-right-clicking. I've tried this, both pre- and post- update, and was not able to get it to work. To confirm, what I did, I built a repeater, and then shift-right-clicked on it while holding (i) something with no effect, (ii) the manipulator and (iii) a block. In addition, I attempted to build a repeater "upside-down", and then shift-right clicked on the repeater crystal portion. The repeater did not give the graphic indication normally given when a repeater assembles, and did not transmit Lumens. Am I doing this wrong? Did I misunderstand your prior post?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    How?




    It is a mod interaction. Try removing mods that add trees.

    I've removed all mods other than:
    Dragon API
    Chromaticraft

    I am still getting a crash:


    I note that this is on a Mac - could that be having an effect? I was able to get the mods to work on another (Windows 7) computer.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I am getting a crash when I launch MineCraft with ChromatiCraft 4b installed. The game launches without crashing when I remove ChromatiCraft.



    Do you know if there is anything I can do on my end to mitigate?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I have a couple questions regarding ChromatiCraft:

    1) I have a Lumen Tree which I cannot fully remove. Specifically, the leaves broke, and I was able to remove most of the trunk with a pickaxe. However, the Luminescent Battery and several of the blocks below it will not break. I am planning to remove the recalcitrant blocks with McEdit, however I wanted to confirm whether any additional corrective measures were needed to, e.g., make sure that the networker realizes that the Tree was not there anymore.

    2) Would it be possible for the repeaters multiblock to be tweaked so that you could orient them in any direction? IE, so that you could have them sticking perpendicularly out of walls or hanging from ceilings? The reason for this request is that with the repeaters' present set orientation it is difficult to quickly route lumen beams up and down y-levels (as you are effectively limited to a beam angle of 45 degree up/down).
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    1) This can't be said enough--your mods are amazing. Also, I'm incredibly impressed at how well you manage the stream of, um, let's go with impolite folks who keep popping up.

    2) A bug report for ChromatiCraft. When performing a ritual casting, other players in nearby chunks also lost control of their characters, floated up into the air, and spun in the same way manner that I did while casting.
    Posted in: Minecraft Mods
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