Long time no see. How are the servers going? Still down? Otherwise active? Invultri, Nono, Linus, BadAlchemy all gone? Are the whitelists inherited and mostly unpurged from the older servers?
Posts by Physicist
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Previous versions of Fastcraft (1.17, I believe) did not disable the animations. Removing Fastcraft 1.19 restores the animations. I'll try vanilla + Fastcraft and see what happens.
Edit: Newly created instance in MultiMC 0.4.5 with MC 1.7.10, Forge 1263, Fastcraft 1.19 on OpenJDK Runtime build 1.8.0_40-b20. Water texture is static.
For reference, MultiMC launching a slightly old version of FTB Infinity with Fastcraft 1.17 shows properly moving water texture.
Further edit: MultiMC 0.4.5 with MC 1.7.10, Forge 1291, Fastcraft 1.19 on OpenJDK Runtime build 1.8.0_40-b20 still doesn't solve it.
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Anyone else using Fastcraft 1.19 on Linux? Animated textures like water, lava, and fire don't move for me with Fastcraft installed.
My wife and I are running the same self-assembled pack of mods, except I'm on Linux with OpenJDK 8u40 and she's on Windows with Oracle's JRE 8u40. Textures move properly for her.
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I believe it's something on the order of 1 crash per X chunks generated, with that X sitting probably in the low triple digits. I need more samples to get a better estimation.
Mods with worldgen include Rotarycraft, Chromaticraft, AE2, Railcraft, Electricraft, Reactorcraft, Thermal Foundation, Underground Biomes, Special Mobs, Deadly World, Botania, Biomes O' Plenty, and Ars Magica 2.
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I ran into a crash that looks like an issue between Biomes O Plenty and Fastcraft. It seems to occur rarely during worldgen. If I restart the game it comes up fine. I can expect to eventually get another such crash if I'm generating new terrain.
I'm running a normal world type (BOP just for Mystcraft pages) for a pretty standard looking overworld with the extra BOP stuff like leaves, miner's delight, etc.
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1m² of solar panel surface producing enough energy to run an industrial machine (or your whole base). The maximum power per square meter is 1120W at the surface of the earth, but 120+W is still called Direct Sunlight by the WMO, presumably the power level after dawn and before dusk.
The highest solar panel efficiency ever achieved is 44%, and this is it:
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Is there? That would still be off-topic for the thread however. (Although it suggests even more fractured design sadly. I'm a professional software architect, maybe it just bugs me personally)
My understanding is that this output-steam-config-option is deprecated in favor of the new mechanics that replace its intent. -
It's absolutely true that IC2 steam does not equal Railcraft steam in balance (water:steam fuel:steam steam:energy are all different).
I am curious to know: why the departure from compatibility, rather than trying to design it compatible in the first place?
Can they be made compatible in the eventual future? (Even if it's with a conversion block... let's call it... steam pressure balancer or something.)
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My page 1 reactor is out of date in some ways. Numbers in guis and possibly heat > EU values have changed. Also, there was no pressure system (at least not apparently) in the steam gen.
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Mementh: Your problem is that you're using Reactor blocks for all 7 blocks.
Use Reactor Casing for the 6 exposed blocks, and only the reactor block for the middle.
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When I first wrote up the OP, things were still quite in flux, and it's now out of date. Have we reached a stable point in this nuclear adventure that a re-write will stay good for a while?
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^ Yes, the heat-neutral builds like those of MOX reactors should (all?) work fine for that approach, if not in function anymore (due to changes), at least in principle.
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gnomegemini: I'm hearing that it's now not cost effective to do that. Keeping the buffer full of water is better than using 1mb.
1mb was great before the bugfix, but now you don't always even get it back.
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Yeah, I hadn't considered that MOX probably should give more heat when it's hot. [homersimpsonvoice] doh [/homersimpsonvoice]
There are two ways in my mind that could work:
- Bonus heat goes into the core and you've got to have components to deal with it. This would be very difficult.
- Bonus heat is converted directly to output hU/t. This would be far easier to manage, but still means you've got to accommodate for additional coolant flow and conversion to power.
There are efforts to port nuclear control, so we'll probably have such a thermometer when it's done and is given some interface to work with the 5x5 shell.
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MOX should be totally doable for the same reason that it worked in any system where the vents pull out the heat. You just need a heat neutral system.
I reckon the coolant gives you an additional way to keep it heat neutral, too, since you could keep a slightly over-cooled reactor hot by restricting the flow-rate of the coolant very precisely.
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RC is 160:1.
IC² is 1000:1 last I measured.
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Looking forward to it, TD. Thanks for the numbers, too.
Will steam be made to generate at a water:steam ratio like Railcraft (for limited water worlds), and will it be the same fluid in pipes?
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Gah, configs, yeah, I didn't delete.
Also, I did not know you could chain turbines. I vote for tooltips or something.