Are you drawing power from the kinetic generator? The production should only drop to 0 if there is nowhere for the power to go if there is possible bandwidth. There is no internal buffer too, so it is very much either working and producing power or doing nothing and not.
Posts by Chocohead
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There's an updated one here, it'll get included whenever the next new build is uploaded to Jenkins
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In fixing cables I might have broken luminators again, it was definitely fixed at one point though inbetween though.
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You can use construction foam and an obscurator to hide cables with whatever block texture you want (or just build walls using it), covers introduce a lot of unnecessary complexity without any gain.
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Having gone back over what I said you are indeed right, I did miss a step for dual and quad rods. They double and quadruple the calculation result from doing it twice/four times in game, hence where the names come from
So what you worked out for the 3 dual rods is right if you double all the numbers (ie 176 in total instead of 88), as is the max heat 4x smaller than what it should be (448). The numbers certainly sound more logical when done right.
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Uranium doesn't scale linearly by its neighbours, each time it is pulsed the effect increases by 4. Thus the first pulse will be 4, the first neighbour will be 8, the next neighbour 12 and so on. It should be noted dual and quad rods are the equivalent to having 1 and 2 neighbours to start with respectively, thus the maximum a heat a rod could output is 112 (3 pulses being a quad rod, then 4 from all neighbours).
A pulse itself is more of an internal concept to the way reactors tick, practically speaking it is just the number of rods effectively touching the one in question + 1.
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Quite the opposite, the HU production is entirely dependent on vents. Compared to an EU reactor where the power comes from the EU rods being ticked, fluid reactors determine the fluid heating from how much heat the vents cool by.
For an EU reactor the vents are just there to cool it down, you can cope quite happily without them if you using something like a 10k cooling cell to absorb the heat instead. A fluid reactor however does nothing if a coolant cell absorbs all the heat, the vents are key to the design for it to actually produce anything.
The descriptions of reactor components is complicated somewhat from the difference in behaviour, as well as the difference between the reactor's heat and HU output that is often not clear. Many of them are from long before fluid reactors were even conceived too, although normally they are just potentially confusing rather than necessarily wrong.
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It is totally normal for the vents to take damage whilst running, the only concerns are ever if they take damage faster than they can cool down again (which applies to anything in a reactor). For uranium reactors all the vents can be suitable, MOX ones tend to avoid overclocked ones however as they draw more heat than they can cool which is no good when the hull heat is high.
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That is the kind of idea, having two timers is expected if the cooling time is different to the active time. If they're the same then a single timer pulsing a toggle latch on and off will be enough. The same principle can be used for two, just the active side also has to stop the timer associated with the other, which can make the wiring more complicated compared to two connected state cells.
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3 rods in a line would produce 48 heat:
- Left pulses itself and the middle => (1 + 2) * 4 = 12 Heat
- Middle pulses itself, left then right => (1 + 2 + 3) * 4 = 24 Heat
- Right pulses itself and the middle =>(1 + 2) * 4 = 12 Heat
12 + 24 + 12 = 48 Heat total
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A short lived type of reactor design relied on heating up coolant cells (or vents for tighter timings) in an EU reactor then cooling them down in a fluid reactor to effectively double the energy production. In stopping that, damaged reactor components will now claim to not be usable in a fluid reactor once damaged. Providing they're not taken out they will actually work fine (if you do you will have to put them in an EU reactor to cool back down).
Really they should mark the reactor they were heated up in, thus only ones heated within an EU reactor would have the tooltip, but alas the check is more basic than that.
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Hi, you've got the same crash as experienced here. You'll need to update Forge to at least 14.23.3.2659
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The config was added in 2.8.30, so you'll want to update to at least that. The current latest version is 2.8.75 though, so it's probably best to get that to ensure you have all the other features and fixes that have been added since 2.8.16.
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It definitely helps to know what to look for, otherwise it can be a lot of running around in circles
Glad you got it working
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Thanks for answering ! I posted the crash log below.
Chocohead My version of forge server is 1.12.2-14.23.3.2657-universal. IC2 is 2.8.75-ex112
I'd hope it's just forge...however it works with other mods, and it works in solo played with IC2 perfectly.Display Spoiler
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 12/04/18 11:28 AM
Description: Exception in server tick loop
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from IndustrialCraft 2 (ic2)
Caused by: ic2.core.util.Config$ParseException: generic parse error at line 99 (Fluid:water = minecraft:snow).
at ic2.core.init.Rezepte.loadMachineRecipe(Rezepte.java:561)
at ic2.core.init.Rezepte.loadMachineRecipes(Rezepte.java:473)
at ic2.core.init.Rezepte.loadRecipes(Rezepte.java:121)
at ic2.core.init.Rezepte.registerRecipes(Rezepte.java:740)
at ic2.core.IC2.init(IC2.java:314)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:600)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:278)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:256)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:148)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:751)
at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:107)
at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:337)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:219)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at net.minecraftforge.fluids.capability.wrappers.FluidBucketWrapper.getCapability(FluidBucketWrapper.java:192)
at net.minecraftforge.common.capabilities.CapabilityDispatcher.getCapability(CapabilityDispatcher.java:108)
at net.minecraft.item.ItemStack.getCapability(ItemStack.java:1169)
at net.minecraftforge.fluids.FluidUtil.getFluidHandler(FluidUtil.java:489)
at ic2.core.recipe.RecipeInputFluidContainer.getFluidContainer(RecipeInputFluidContainer.java:78)
at ic2.core.recipe.RecipeInputFluidContainer.getInputs(RecipeInputFluidContainer.java:54)
at ic2.core.recipe.BasicMachineRecipeManager.addRecipe(BasicMachineRecipeManager.java:60)
at ic2.core.recipe.BasicMachineRecipeManager.addRecipe(BasicMachineRecipeManager.java:22)
at ic2.core.init.Rezepte.loadMachineRecipe(Rezepte.java:553)
... 40 more
A detailed walkthrough of the error, its code path and all known details is as follows:
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-- System Details --
Details:
Minecraft Version: 1.12.2
Operating System: Windows 10 (x86) version 10.0
Java Version: 1.8.0_161, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 88224784 bytes (84 MB) / 259522560 bytes (247 MB) up to 259522560 bytes (247 MB)
JVM Flags: 0 total;
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.42 Powered by Forge 14.23.3.2657 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
| State | ID | Version | Source | Signature |
|:----- |:--------- |:------------ |:--------------------------------------- |:---------------------------------------- |
| UCHI | minecraft | 1.12.2 | minecraft.jar | None |
| UCHI | mcp | 9.42 | minecraft.jar | None |
| UCHI | FML | 8.0.99.99 | forge-1.12.2-14.23.3.2657-universal.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| UCHI | forge | 14.23.3.2657 | forge-1.12.2-14.23.3.2657-universal.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| UCHE | ic2 | 2.8.75-ex112 | industrialcraft-2-2.8.75-ex112.jar | de041f9f6187debbc77034a344134053277aa3b0 |
Loaded coremods (and transformers):
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
As I thought, you need the 14.23.3.2659 Forge version.
For reference, 2656 will fail to load most mods, 2567 will fail to load mods that depend on capabilities (which is pretty much any that use fluids or inventories, like IC2) and 2568 will produce dodgy timestamps on the mod cache. From what it seems 2659 doesn't have any flaws.
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Have you got the very latest version of Forge? The past few have had quite fatal bugs in after the modloading code was rewritten (such as not loading some mods at all and failing to load any capabilities).
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AdvancedSolarHelmet renders on 3rd person as a black shapeless cube, ultimate hybrid solar helmet renders almost fine, just one pixel line is glitched at the bottom of the helmet
The Advanced Solar Helmet sounds like I missed a texture, the UHS helmet sounds more like a small texture model issue. I'll double check them both.
Quantum Solar Panel can output on the sides only 2048EU/t, which is half the power being generated (i remember this happening also on 1.10.2) so the internal buffer will always fill no matter how much cables and mfsu's you use, but its internal inventory can charge lapotron crystals at 8192EU/t. It should be set to 8192EU/t
I'm still in two minds about whether this was ever designed to output full tier 5 power. It would make it a much more interesting block if you could extract half the generated power easily, but the other half would have to be drained into energy or lapotron crystals and then extracted that way. Conceptually setting something up like that wouldn't be too hard either, but it makes it a tad more reasonable in terms of effort to space used.
Also a small typo, Molecular Transofrmer tooltip shows power tier 14.
That's the actual power tier, its the highest tier IC2 can go without overflowing. The Molecular Transformer has no input limit anyway, so whatever number it has is irrelevant at the end of the day
There are 6 repeated stone slabs with the default cubic texture, but all of them transform into dirt block when placed.
Where abouts? That sounds very strange
Thanks for your assistance in finding (and reporting) these too, the last bugs can't get fixed if they're not found
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Bug in Tri-addon-1.3 leading to crash in newest Ic2
CodeaddShapedRecipe(AdvancedSolarPanels.machines.getItemStack(AddonTEs.hybrid_solar_panel), new Object[]{"CLC", "IAI", "CSC", Character.valueOf('C'), IC2Items.getItem("crafting", "carbon_plate"), Character.valueOf('L'), Blocks.LAPIS_BLOCK, Character.valueOf('I'), IC2Items.getItem("crafting", "iridium"), Character.valueOf('A'), AdvancedSolarPanels.machines.getItemStack(AddonTEs.advanced_solar_panel), Character.valueOf('C'), IC2Items.getItem("crafting", "advanced_circuit"), Character.valueOf('S'), ASP_Items.CRAFTING.getItemStack(ItemCraftingThings.CraftingTypes.ENRICHED_SUNNARIUM)});
Double declaration of "C" char
Must be like thisCodeaddShapedRecipe(AdvancedSolarPanels.machines.getItemStack(AddonTEs.hybrid_solar_panel), new Object[]{"PLP", "IAI", "CSC", Character.valueOf('P'), IC2Items.getItem("crafting", "carbon_plate"), Character.valueOf('L'), Blocks.LAPIS_BLOCK, Character.valueOf('I'), IC2Items.getItem("crafting", "iridium"), Character.valueOf('A'), AdvancedSolarPanels.machines.getItemStack(AddonTEs.advanced_solar_panel), Character.valueOf('C'), IC2Items.getItem("crafting", "advanced_circuit"), Character.valueOf('S'), ASP_Items.CRAFTING.getItemStack(ItemCraftingThings.CraftingTypes.ENRICHED_SUNNARIUM)}); }
It did indeed, already included for the newly independent 1.12 port.
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The independent 1.12 port is finally finished, you can get it on Curse or from the first post