Posts by Chocohead
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It's changed, it now goes at the side and the face with the two rectangles faces the tower of iron fences.
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It's not really, the kinetic water generator is a lot better in pretty much every way.
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You can't, automation has been disabled to stop the old Redpower watermill automation farms. Although the watermill itself has been disabled in favour of the kinetic water generator so it doesn't really matter anyway.
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Got this while was trying to dye quantum armor.
http://pastebin.com/NDv9d1YhHmmmm. That's probably on IC2's side as I don't directly modify any of the NBT data. Q-suit armour dying never seemed to actually change the colour of the armour anyway, guess I should just disable that feature until it's actually working in IC2. Or have a go at overriding it so it does work. One of those.
EDIT: Found the bug in IC2, I'll see what I can do it work around it.
EDIT EDIT: 0.4 seems to fix it, as well as adding a bunch of other things I forgot I put in.
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You could start on solar panels if you've only got a few machines or want a totally maintenance free form of power generation, but they could get quite expensive depending on how much power you are using (a metal former would take 10 to run non-stop on it's own for example, although if you've got something like a CESU storing the EU while you're not using it then that might not matter). The best options would be the kinetic wind/water generators, as they'll output a fair amount of power (at Y160 and a carbon rotor a few hundred EU is almost guaranteed with a kinetic wind generator) and are really only out-produced by nuclear reactors or steam setups.
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Didn't know there are other tiers of Geothermal Generators, will have to check that.
There's not multiple tiers, just the geothermal generator is a tier 1 generator, like the normal one is and solar panels are. Kinetic Water/Wind Mills, for example, are tier 3 generators so can output up to 512 EU/t.
Now, on your point of "purely because they're not meant to generate that much in the first place" well, no, but the config was there, I thought it would be ok to tweak it to taste
The configs were originally designed for the Nuclear Reactor because people saw them as under powered, and because they can go all the way up to something silly like 8192 EU/t, it never really mattered how high you set it. But with things like the geo-gen, even 1.6x tips it over the 32 EU/t limit it has. It's just something you've got to be careful of changing the outputs.
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Can someone help me with shaped recipe for molecular transformer core?
Fixing Advanced Solars and/or Gravisuite's Recipes
The issue with yours is that it's AdvancedSolarPanel:asp_crafting_items@12, while you have put AdvancedSolarPanel:aspcraftingitems@12.
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If you've got a tier 1 generator but make it generate more than 32 EU/t, it will fill. There's no way to increase the tier/actual maximum output of the generators purely because they're not meant to generate that much in the first place.
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I have a vague memory that someone else asked about this before, but I can't find it now: why won't the IC2 electric kinetic generator (which does EU -> kU) connect to GregTech cables to draw power from them? I was originally planning to use a machine controller and a shutter module to make sure it couldn't draw power when I wasn't processing anything in the turning table, but even with no covers on the cable at all, the electric kinetic generator clearly isn't connected to the cable (4x annealed copper, in case it matters)
The Electric Kinetic Generator doesn't actually implement IEnergySink, and instead does some other magic to add itself to the E-net, so I guess the GT cables suffer from this the same way Immersive Engineering cables do from this and don't register it as an EU thing.
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Another thing I saw is that Tiny Silicon Dioxide Dust, Tiny Iron Oxide Dust, Tiny Manganese Oxide Dust, Tiny Gypsum Dust and the Mercury Thermometer are all missing localisation. Cracking Gas, Calcium Chloride Dissolved in Water and Lithium Chloride Dissolved in Water are also missing localisation but that's just from looking in NEI.
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Don't worry about it, it's only a test world after all.
Also, how do junction boxes decide which cable (out of the ones connected to it) gets power? It seems it chooses one and fills whatever storage that cable has before moving onto the next one rather than splitting the power evenly between all the connected cables.
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Could you post a crash log?Nothing points to any mod code, but here you go anyway:
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Display More---- Minecraft Crash Report ---- // I blame Dinnerbone. Time: 27/12/15 16:22 Description: Unexpected error java.lang.IllegalStateException: Already tesselating! at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:374) at net.minecraft.client.renderer.Tessellator.func_78382_b(Tessellator.java:364) at net.minecraft.client.renderer.WorldRenderer.func_147890_b(WorldRenderer.java:386) at net.minecraft.client.renderer.WorldRenderer.func_147892_a(WorldRenderer.java:287) at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:2232) at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1514) at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1301) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898) at net.minecraft.client.main.Main.main(SourceFile:148) 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.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Stacktrace: at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:374) at net.minecraft.client.renderer.Tessellator.func_78382_b(Tessellator.java:364) at net.minecraft.client.renderer.WorldRenderer.func_147890_b(WorldRenderer.java:386) at net.minecraft.client.renderer.WorldRenderer.func_147892_a(WorldRenderer.java:287) at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:2232) at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1514) -- Affected level -- Details: Level name: MpServer All players: 1 total; [EntityClientPlayerMP['Chocohead'/416, l='MpServer', x=271.10, y=66.54, z=174.47]] Chunk stats: MultiplayerChunkCache: 505, 514 Level seed: 0 Level generator: ID 00 - default, ver 1. Features enabled: false Level generator options: Level spawn location: World: (227,64,168), Chunk: (at 3,4,8 in 14,10; contains blocks 224,0,160 to 239,255,175), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511) Level time: 100731 game time, 123397 day time Level dimension: 0 Level storage version: 0x00000 - Unknown? Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false) Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false Forced entities: 149 total; <Snip list that makes post too long> Retry entities: 0 total; [] Server brand: fml,forge Server type: Integrated singleplayer server Stacktrace: at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373) at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:927) at net.minecraft.client.main.Main.main(SourceFile:148) 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.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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Everything works now, loving the new flexible cable options too
EDIT: Although, in my old test world, since all the old flexible cables have vanished as their names changed, I've been getting already tesselating crashes sporadically. It could be as I crash into the old wire entities that it's caused, as just flying around high up doesn't seem to trigger it.
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Awesome thanks.
Although I think with the new cables you've added, you've also broken it adding an ambiguous recipe:
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Display More---- Minecraft Crash Report ---- // Don't do that. Time: 27/12/15 12:48 Description: Initializing game java.lang.RuntimeException: Ambiguous recipe. at ihl.recipes.UniversalRecipeManager.addRecipe(UniversalRecipeManager.java:62) at ihl.processing.metallurgy.ExtruderTileEntity.addRecipe(ExtruderTileEntity.java:157) at ihl.IHLMod.loadIC2Recipes(IHLMod.java:1549) at ihl.IHLMod.postInit(IHLMod.java:398) 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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) 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.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:742) at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878) at net.minecraft.client.main.Main.main(SourceFile:148) 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.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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They're probably not designed to just get stuck at 1 durability and should fully break instead, but I guess that's broken.
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After doing some testing with Speiger, we found (at least what looks to be) the reason for Uncomplication breaking the Junction Boxes is that they try and send less than 1 EU to the cable, which the classic e-net rounds down and rejects while the experimental one rounds up and accepts. And because the box still technically has power in, but it can't ever eject it out, it's trapped in a case where it won't request more power but also won't empty out. The most logical fix Speiger came up with was the allow them to accept EU if they have less than 1 EU in, rather than if they've got none at all. Could you do this?
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I'd say no, as they've got no repair material set and don't have a machine for fixing them. Wooden rotors are cheap enough to just replace anyway.