Are chunkborders involved?

[GregTech-5][1.7.10-FORGE-1355+][Unofficial but approved Port][Stable] Even GT5 Experimental is slowly getting stable.
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- Official Post
Sure, this is because I am "too lazy" and not because I discontinued GT5 or because I have no Idea why that happens in the first place, since I was never able to replicate it.
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Are chunkborders involved?
Yes, it is chunk border. And this does not happen if there are no borderes. Even so, is it possibility to fix it? And is there any way to disable explosion of cables from overvoltage in the config?I thought the output of battery buffers is (1+n) A ; n is the number of batterys. That happenes so that the buffer can ouput the energy stored in itself when it has no batterys in it. Use thicker wires or less batteries in the buffers
No, it really does not happen, when all system is located in one chunk
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Update to GT 5.09.14
Chainsaw now has timber function.
Rebalanced oil/fuel burn values to fit new processing.
Fixed carbondioxide elements.
Fixed not existing block textures.
Screwdriver + shift now lowers output stack size.
Fixed quantum chest loosing items in certain actions.
Fixed automation of input filter.
Fixed batteries stacking in battery buffer by automation.
Add new multiblock guis.
Shorten hp turbine gui name(to fit gui).
Extended tooltip for large boiler.
Forestry 4.2.1 compat (does not break 4.1 support).
Fixed crash after ae2 removal.
Added recycling for reinforced blocks.
Added recipe to make Sifter craftable with LV tech.
Added graphene/ more alloy recipes.
Fixed chinsel marble processing.
Fixed memory overflow (hopefully. if anything fluid related is buggy, please tell me).
Pumped GT oil is now slowly decreasing (- 1L every 1000 cycles).
Moved Sulfide ore processing from IHL to GT(update IHL to v583+).Next is 5.08.33 (porting all the bugfixes)
Hopefully tomorrow, but likely 2-3 days. -
Hello everybody. Use mod Gravitation Suite.Dlya craft GraviChestPlate need SuperCoductor that require Glass Fibre Cable. In the game I can not crafted them as I do?
P / s / google translate. -
Added recipe to make Sifter craftable with LV tech.
Really? I don't find a way to do that. As far as I can tell, making the item filter still requires at least MV tech.Hello everybody. Use mod Gravitation Suite.Dlya craft GraviChestPlate need SuperCoductor that require Glass Fibre Cable. In the game I can not crafted them as I do?
P / s / google translate.
Either use Minetweaker to add a recipe that uses GT cables instead, or un-disable IC2 cables in GregTech.cfg. -
Yay chainsaws and graphene!
If you can't make graphene, delete your server-side configs file and re-generate it. Fixed it for me.
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Help, please. Is there any way to disable explosion of cables when their ampers limit is exceeded (i didn't find it in the config)
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Help, please. Is there any way to disable explosion of cables when their ampers limit is exceeded (i didn't find it in the config)
I will try is this issue is possible to fix by ignoring single overamp ticks. That shoud be relatively easy to implement.
Basic idea: Every cable gets a variable. One tick overamp rises it by 100, Every tick without lowers it by one. Rises the variable above 400 the cable melts. In case it is just 1-2 ticks on chunkload that melts the cables, this should help without breaking the general function. -
I will try is this issue is possible to fix by ignoring single overamp ticks. That shoud be relatively easy to implement.
Basic idea: Every cable gets a variable. One tick overamp rises it by 100, Every tick without lowers it by one. Rises the variable above 400 the cable melts. In case it is just 1-2 ticks on chunkload that melts the cables, this should help without breaking the general function.... or just disable getBaseMetaTileEntity().setToFire() until first onPostTick().
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there is a limitation in amperage for energy hatch? in fusion reactor.
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Yes, it is chunk border. And this does not happen if there are no borderes. Even so, is it possibility to fix it? And is there any way to disable explosion of cables from overvoltage in the config?No, it really does not happen, when all system is located in one chunk
Another question: does it happen on chunk unload/load? I had a similar issue when I played on a non-constantly chunk loaded GT5 server several months ago. I have not had the issue since starting my own constantly chunk loaded GT5U server. -
- Official Post
Now I know what happens. The other Chunks tick more than once before the new Chunk is fully loaded and starts ticking, what means that the Amperage check shouldn't be done in the first one or two ticks.
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This discussion led me to some experimentation in creative mode to get some tin cables to overload from amperage (so that I could work from there to figure out the minimum safe setup), and I couldn't figure out how to over-amp them deliberately - I had three 1x tin cables fed by 6 basic gas turbines and feeding a 4-slot battery buffer, which in turn fed another 4-slot battery buffer with a 1x tin cable, and none of them even caught on fire. Is that a bug, or am I missing something?
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I need to distribute items coming from a single source inventory evenly among several destination inventories.
I do not know how many items there will be in the source.
For example, if I have 64 copper ingots in one chest, each of the 4 macerators must process 16 of them.
If I have 20 raw meat in a chest and 5 furnaces, then each furnace must process 4 meat...
How would I do that? BC/IC2/GT is preferred, but any other mod will do. -
FPS dropped in newest 5.09 update,
I pulled around 60 FPS when not recording up till this last update, now I have 10 average. The strange thing is I had about 300 chunk updates before and now I'm down to 40 on average. only other change was IHL update.update: added optifine and it pulled back up to 40-ish FPS.
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This discussion led me to some experimentation in creative mode to get some tin cables to overload from amperage (so that I could work from there to figure out the minimum safe setup), and I couldn't figure out how to over-amp them deliberately - I had three 1x tin cables fed by 6 basic gas turbines and feeding a 4-slot battery buffer, which in turn fed another 4-slot battery buffer with a 1x tin cable, and none of them even caught on fire. Is that a bug, or am I missing something?
How many batteries were in the buffers? Buffers only input and output 1A per battery inside. -
What are the odds that GT5U/Exp could see that EU calculation delay on load fix?
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How many batteries were in the buffers? Buffers only input and output 1A per battery inside.
4 batteries in each buffer, and aside from that, shouldn't the 6 gas turbines on the same stretch of 1-amp cable have overloaded that one? -
Found a few bugs allready in the last release. Will make a fix asap(tomorrow).
While trying to fix the random wirefires, i left a change in and currently wires do not burn...
The idea about waiting a few ticks before allowing cables to burn should be easy to add, so i will likely also have it in.
Also two added recipes do not load. Should have tested them...About the fps issue, is it really fps, or the tps? All changes i can think of effect the tps, but not fps.
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