Quotethe first vent will pull in 36 of the 40 heat and cool only 20. The other vent would like to pull in 36 heat
Ah!
Ok, so how do I know which vent pulls heat first, so I can figure out direction of flow?
Quotethe first vent will pull in 36 of the 40 heat and cool only 20. The other vent would like to pull in 36 heat
Ah!
Ok, so how do I know which vent pulls heat first, so I can figure out direction of flow?
If the answer is that there's enough overall cooling, why doesn't it work to just have 5 overclocked vents?
I think i somehow pasted the wrong link, what you just said doesn't describe the setup I had.
http://www.talonfiremage.pwp.b…izld46mhfu85fgzks3q4emu4g
(this should be a single chamber reactor, 4 overclocks, 1 component heat vent, and 3 component heat switches)
http://www.talonfiremage.pwp.b…a7dyn97k6ms0wbsvmflto8su8
I had planned to stick a core heat exchanger in there to dump the excess heat back into the core, but suddenly its stable?
This is about giving Luminators some attractive quality, so people actually decide to use them. Once you have other mods installed there is absolutely nothing that justifies their existence.
It's worse than that, they only have a tiny utility over torches (can be placed on ceilings), at the cost of a fairly complicated and expensive setup.
I do appreciate the aesthetics enough to use them sometimes, but balancing them with unmodded minecraft would require ditching the EU requirement or giving them more utility given the expensive resource cost compared to a torch.
Actual problem: scaffolds don't anchor to glass, I assume this is intended.
Does IC2 make any changes to altitude limits? I'm finsing myself unable to build above 195.
this is probably my server host, but I want to cover my bases before I bitch at them.
Your stuff is way too low to the ground for the project (which is why I'm checking, as apparently I can in fact blow out windmills even without more height than I already have)
Building some very high structures and wanted to use windmills to power it. I need clarification on the docs before I dump all my resources into this though.
The wiki says that windmills can be built safely at an effective height of 149 or lower. Is that 149 above sea level (IE, I can build safeley at Y 192 without adding obstructions) or does it mean an effective y of 149?
And can I build them safely all the way up to y256 if I have enough obstructions to keep the power down?
Apparently it can also be hard drive failure.
There's forgebukkit, though I've never used it.
Though I understand that project has been abandoned, so future updates wouldn't be an option.
If you need a specific reason for it, what about nuke reactors?
1 second reactor pulses vs 20 second regular ticks. It's not exactly simple to sync the three, and I hemmorage uranium if I leave the thing turned on with full MFSUs while the cobbeminer runs (about 2 or 20 EU/t 24/7, depending on how I have it configured), even though they're set up to turn the reactor off when full.
Ok, this *was* a network issue on my side.
There are no serverside errors. It just says I disconnected for a generic reason.
None of your options make much sense given that my SSP world (which is an earlier save of the SMP world) still works 100%.
The better suggestion would be to emit RS signal with strenght, proportional to stored charge. In 1.5 of course.
I quite like this particular suggestion. It'll completely remove the need for 'easy' solutions like setting it to output at 50%, and still allow for fine grained control of power management.
Yes.
Made a backup (total copy of .minecraft), updated to minecraft 1.4.7 and loaded up forestry and universal electricity, messed around for a day. Restored the backup so everything *should* be the same as it was before I started messing around.
Edit: Since then I've also replaced the 1.4.5 version of minecraft, unisntalled NEI, and moved .minecraft/config to backup, none of which have changes anything.
I removed it altogether, and its still down, so its not the cause.
Ok yeah, the TMI uninstaller is chickencode, that message goes away after I remove it (but still no server access).
2013-01-16 20:33:56 [INFO] [ForgeModLoader] Forge Mod Loader version 4.5.21.486 for Minecraft 1.4.5 loading
2013-01-16 20:34:00 [INFO] [STDOUT] 27 achievements
2013-01-16 20:34:00 [INFO] [STDOUT] 208 recipes
2013-01-16 20:34:00 [INFO] [STDOUT] Setting user: Requia, 5297065215000222056
2013-01-16 20:34:01 [INFO] [STDOUT] LWJGL Version: 2.4.2
2013-01-16 20:34:03 [INFO] [ForgeModLoader] Attempting early MinecraftForge initialization
2013-01-16 20:34:03 [INFO] [STDOUT] MinecraftForge v6.4.1.436 Initialized
2013-01-16 20:34:03 [INFO] [ForgeModLoader] MinecraftForge v6.4.1.436 Initialized
2013-01-16 20:34:03 [INFO] [STDOUT] Replaced 84 ore recipies
2013-01-16 20:34:03 [INFO] [ForgeModLoader] Completed early MinecraftForge initialization
2013-01-16 20:34:03 [INFO] [ForgeModLoader] Searching /home/kc/.minecraft/mods for mods
2013-01-16 20:34:04 [INFO] [ForgeModLoader] Forge Mod Loader has identified 4 mods to load
2013-01-16 20:34:05 [INFO] [ForgeModLoader] Configured a dormant chunk cache size of 0
2013-01-16 20:34:05 [INFO] [IC2] Config loaded from /home/kc/.minecraft/config/IC2.cfg
2013-01-16 20:34:05 [INFO] [IC2] Using 32 audio sources.
2013-01-16 20:34:08 [INFO] [STDOUT] Starting up SoundSystem...
2013-01-16 20:34:08 [INFO] [STDOUT] Initializing LWJGL OpenAL
2013-01-16 20:34:08 [INFO] [STDOUT] (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
2013-01-16 20:34:08 [INFO] [STDOUT] OpenAL initialized.
2013-01-16 20:34:08 [INFO] [IC2] Loading IC2 submodule: bcIntegration32x
2013-01-16 20:34:08 [INFO] [IC2] Submodule bcIntegration32x not loaded
2013-01-16 20:34:09 [INFO] [IC2] Loaded minor compatibility modules: none
2013-01-16 20:34:09 [INFO] [ForgeModLoader] Forge Mod Loader has successfully loaded 4 mods
2013-01-16 20:34:19 [INFO] [STDOUT] Connecting to [redacted], 25565
2013-01-16 20:34:53 [INFO] [STDERR] java.net.SocketException: Socket closed
2013-01-16 20:34:53 [INFO] [STDERR] at java.net.SocketOutputStream.socketWrite(SocketOutputStream.java:116)
2013-01-16 20:34:53 [INFO] [STDERR] at java.net.SocketOutputStream.write(SocketOutputStream.java:153)
2013-01-16 20:34:53 [INFO] [STDERR] at aow.write(Unknown Source)
2013-01-16 20:34:53 [INFO] [STDERR] at java.io.BufferedOutputStream.flushBuffer(BufferedOutputStream.java:82)
2013-01-16 20:34:53 [INFO] [STDERR] at java.io.BufferedOutputStream.flush(BufferedOutputStream.java:140)
2013-01-16 20:34:53 [INFO] [STDERR] at java.io.DataOutputStream.flush(DataOutputStream.java:123)
2013-01-16 20:34:53 [INFO] [STDERR] at ci.run(SourceFile:120)
2013-01-16 20:35:05 [INFO] [STDOUT] Stopping!
2013-01-16 20:35:05 [INFO] [STDOUT] SoundSystem shutting down...
2013-01-16 20:35:05 [INFO] [STDOUT] Author: Paul Lamb, www.paulscode.com
I've never used TMI, I had assumed something else was running that on its own.
Tried a fresh minecraft.jar, no change.
Is it possible this is a network issue on my end, and its not manifesting with regular web use? Behavior is similiar to a loss of net disconnect.
Efit: Or oit could be ebcause the server isn't running NEI? was working fine before...
Display MoreHow to set up dedicated server
1. Place the minecraft_server.jar in your Server Folder
2. Place Forge in the Server Folder. (DO NOT DRAG IT INTO YOUR SERVER JAR)
3. Run Forge. This will be how you run your server.
4. Close your server
4. Drag IC²'s jar file to the mods folder.
5. ???
6. Profit
Some server hosting software doesn't play nice with this feature, and you still have to combine them (and for whatever reason, some archive software likes to miss files when merging the two, even when it works fine for merging the single player ones).