Very nice, there used to be a few resource packs for 1.7 that did this but you're definitely the first to make it past 1.7 to do a complete one. Are all the textures for new things your own or based on the old ones if possible?
Posts by Chocohead
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As on the bug tracker, this is probably something Mekanism is doing wrong, but the warnings can be suppressed by setting logGridUpdateIssues to false in the debug section of the config.
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I'd suggest updating Forge, the version you're using is very old at this point (from mid-September last year) so it would be good to rule that out.
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It's an Astral Sorcery thing where in 1.9.0 they started doing something questionable which a whole load of mods are not very happy with. The crash is coming from Custom NPCs, so you'll have to wait for a fix here. In the mean time, backdating Astral Sorcery will stop it crashing.
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You can already bulk produce distilled water from pumping steam directly into a condenser, which given you can produce 400mb/t steam a tick from a single boiler easily should mean you could produce more distilled water than you'd know what to do with quite easily. Seems unlikely people would want to use a solar heat generator to power the water distiller if they could use EU or lava for example to process it much quicker. Maybe this is just me though, open to other opinions.
The chunk loader could probably do with a proper config, although you can disable the recipe in the config just like all of IC2's recipes.
The GUI chaining the Industrial Workbench uses is complicated to apply to other blocks because it works from the client requesting getting the GUI rather than opening it directly. Perhaps this could be generalised to at least try and work with other blocks in the future.
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Can you upload the crash report from the crash-reports folder? That will contain more information to be able to help you fix this.
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Which version of IC2 are you using? The mining laser does post normal block break events now, but there is the potential the plugin isn't doing a good job at catching them correctly.
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Eh ye of little faith. I think it's just the wording that is confusing the situation more than anything else.
If you've replaced everything and the logs don't show anything it is likely just a one off thing, nothing else can really get done at this point. It's the kind of strange thing Sponge can sometimes cause.
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Blocks will turn invalid if the tile entity data fails to load for them, which isn't meant to happen. The pattern looks like certain chunks have failed to be sent, hence the cables for example break mid-run. There were network batching issues that could cause this in older IC2 versions, but typically that would only be a client side thing that would go away when reloaded. If you walk away far enough to unload everything and then walk back is it still the same areas that are invalid? If it is a Bukkit server there could be other things at play breaking it as well, I've not seen any reports of updating Forge alone causing that.
Did you update IC2 the same time as you did Forge, or one after the other? And could we get a log file too, it might shed a little more light on what's happening?
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Since you're using 1.12, sort of. Right now the Mass Fabricator will only work when given scrap, but it will take 1M EU to produce UU (ie the scrap has no bonus multiplier) and produces solid UU. It also has no recipe, nor does the UU Assembly Bench which is designed to turn the solid UU into useful things. So if you wanted you could add your own recipe for it, a recipe to convert solid UU into liquid and then just drop the energy requirement in the config for UU down to 1/6. The Matter Fabricator doesn't have any option for scrap only operation.
If this is more of an in world only run it whilst it has it question rather than a balance one, the Matter Fabricator will output a comparator signal whilst it has scrap. So you could connect one of those, invert it (using a simple redstone torch NOT gate) then loop it back. You'll most likely need a redstone repeater as the signal will be weak if there's not much scrap left (although you might want this), but it will stop when given a redstone signal.
Ah, sniped by Aroma
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If you're doing it old school though, the jar you need depends on how much of IC2 you're going to use. For a start the 1.12 ones are here, the old link goes to the 1.6.4 and 1.7 builds.
If you're just depending on the IC2 API and have no need for any of the internal classes within IC2 (ie any that start with ic2.core) then you will want the -api jar. You download that and link it to your buildpath. To actually run the game from Eclipse when you're testing, you will need the -dev jar to be in the mods folder of where you run the game from (this is the run directory mentioned above).
If you're depending on all of IC2 (or lazy and only want to download one jar), you want just the -dev jar. You link that one to your buildpath, and it will automatically be loaded as the game is tested without having to put it in the mods folder too.
Doing it from the build script is less work than doing all this of course, but that's the process in case you need it.
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Using a reactor planner is the best way to plan designs, doing it in game is certainly a very slow method in comparison. The actual design process can be assisted from understanding what the components are doing, but fundamentally it's just playing about with putting components in different places and seeing what can come from it. Quad rods are the equivalent of having 4 normal rods all touching, so in comparison make the process harder from effectively having multiple heat emitting components in a single space. Designing reactors that use them isn't especially difficult once you've played about a bit, the trick is trying to get the maximum efficiency you can from them.
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Normal reactors can output up to 8192 EU/t, so given that uranium rods last for 20,000 seconds, gives a maximum possible production of 163 840 000 EU. Work out how much UU you can produce with that and by extension how many uranium rods you can create. That'll at least tell you how much you're playing with, but I doubt there are any designs that high output that you could create. Fluid ones totally remove the cap at the expense of even more complicated designs (as you've got super heated steam and piping to worry about), so they're more likely to have positive designs.
Of course this is presuming the maximum amount of uranium per cycle is desired, under the logic that very high output designs have decent efficiencies from quad rods all touching each other. I wouldn't rule out much lower output designs with very high efficiencies, but in order to scale the total output high enough for replication might need more rods than low output, high efficiency designs can do. Positive cycling isn't strictly encouraged after all
All this is presuming default power scaling too, if you doubled the output via the config obviously you would get away with fewer uranium rods to produce the same amount of power.
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If you're producing super heated steam it is going to take 200 HU/t per 1 mb/t of water, hence with only 2 heat exchangers (each producing 100 HU/t) you're not able to go above 1 mb/t of water. You'd end up with a much more complicated set up if you want to attach two more heat exchangers though. Doubling it up however to have a second steam generator going into the kinetic steam generators would work well.
The 5x5 reactors and steam setups are quite confusing and temperamental, you shouldn't feel bad asking
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The liquid heat exchange's orange sides should definitely be facing the Steam Generator, they're probably only like that for the sake of telling them apart on the picture. It should be quite clear if the hot coolant is cycling properly if the final fluid regulator going back to the reactor is getting normal coolant back or not. If it is, providing you're processing it fast enough, you'll be fine. Otherwise you'll have to see how far it's getting before becoming stuck.
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IC2 adds a lot of content so the additional memory pressure is probably enough to push it over the edge if it is close enough already. It does mean you won't need to add much more for it to work, but there are always limits for how much you can get away with until needing to have to give it more.
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If you're building that setup then 221 bars is going to be best. As for the redstone port, make sure it's not on a corner/edge of the 5x5 frame.
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Whilst this would have been better served in it's own thread, the problem itself is clear enough. Your game has run out of memory, and thus Java needs more allocating to it. You'll have to run with -Xmx4G or however much RAM you want to give it and try running again.