Unfortunately, this is using an ice block, which means that it has automated cooling supplying /that/ component rapidly as long as the reactor is running. This does not fit this thread's topic.
Posts by MJEvans
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The extra chambers also give you thermal buffering, but that's not vastly important in light of either being safe to begin with or having automated cooling that will keep up.
Far easier might be to make different /class/ of reactor core blocks (adding chambers to them on a crafting table results in a single block, but with an expanded 'internal' framework) and then also having neighboring reactors interlink to share thermal and electrical conduction; like packing batteries together end to end.
I can see a column. Redstone kill signal in from one far end, power out the other. Each 6 chamber core connected to 2 input and 2 output systems.
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You're also ignoring the cost of producing material to recycle. The cheapest to come to mind would be buildcraft quarry fodder; but if you're mixing mods you've already intentionally chosen to step outside of IC2's balance. Within IC2 you can use a basic miner + cobble producer, but that still costs a few eU/block and you have to set it up to begin with. The effort for that seems vaguely fair; esp if you aren't using buildcraft (nor RP2) and therefore lack automated pipes.
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Hi.
The way people usually get this to work (assuming you are on Linux) is to put all mod-of-mods into the .jar of Minecraft itself. If you were running a Linux Minecraft server with IC2 and Advanced Machines, you'd put the contents of the advanced_machine_server.zip into the minecraft_server.jar. while leaving IC2 in the /mods directory. Minecraft loads everything that is in the .jar last, and since you have all of the mods requiring dependencies on other mods in your .jar they are guaranteed to load after their required mod, assuming their required mod is in the /mods directory still.This problem is caused directly my ModLoader and the way it reads load order. It loads files based on how the OS it's running on does it, so on Windows machines it's alphabetical. Linux is (I believe) creation date of the files.
Worse, Linux is like DOS in that it lists them off in the order they happen to be found by the filesystem. If you want things to be a /sorted/ collection you're supposed to do that your self by whatever metrics matter to you. (This of course makes sense from a design perspective; it isn't the operating system's job to do un-necessary work; if you wanted it sorted the standard library has the same routines it would have used had that been the design; you're free to call them your self if it's desired.)
So yeah, that'd directly be modloader being broken instead of sorting the results it's self (or at the VERY least allowing a static list of 'must load these first/in order' in it's config file).
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Just to try /everything/ all over again....
Oddly it seems to ignore the outward timestamps, the ctime on the files, the filenames of the files; yet is still repeatable.
Filenames ls -lrt mods/
ls -lrt mods/
total 1004
-rw-r--r-- 1 root root 71368 Oct 30 22:27 010-buildcraft-server-A-core-2.2.4.zip
-rw-r--r-- 1 root root 68199 Oct 30 22:27 011-buildcraft-server-B-builders-2.2.4.zip
-rw-r--r-- 1 root root 60615 Oct 30 22:27 012-buildcraft-server-B-energy-2.2.4.zip
-rw-r--r-- 1 root root 72911 Oct 30 22:27 013-buildcraft-server-B-factory-2.2.4.zip
-rw-r--r-- 1 root root 102294 Oct 30 22:27 014-buildcraft-server-B-transport-2.2.4.zip
-rw-r--r-- 1 root root 109994 Oct 30 22:27 020-RedPowerCore-Server-2.0pr3b.zip
-rw-r--r-- 1 root root 32896 Oct 30 22:27 021-RedPowerLogic-Server-2.0pr3b.zip
-rw-r--r-- 1 root root 19079 Oct 30 22:27 022-RedPowerWiring-Server-2.0pr3b.zip
-rw-r--r-- 1 root root 4191 Oct 30 22:27 023-RedPowerLighting-Server-2.0pr3b.zip
-rw-r--r-- 1 root root 7007 Oct 30 22:27 024-RedPowerArray-Server-2.0pr3b.zip
-rw-r--r-- 1 root root 36862 Oct 30 22:27 025-RedPowerWorld-Server-2.0pr3b.zip
-rw-r--r-- 1 root root 43254 Oct 30 22:27 026-RedPowerMachine-Server-2.0pr3b.zip
-rw-r--r-- 1 root root 314204 Oct 30 22:27 030-industrialcraft-2-server_1.23.jar
-rw-r--r-- 1 root root 4940 Oct 30 22:27 101_mod_IC2MobilePump_server.zip
-rw-r--r-- 1 root root 4383 Oct 30 22:27 102_mod_IC2Thermometer_1.15_server.zip
-rw-r--r-- 1 root root 8547 Oct 30 22:27 115-EnergyCoupler-0.19-Server.zipI removed everything in mods/ then copied the files back over one at a time, in order (via for x in * ; do cp "$x" "destination/$x" ; done)
ModLoader.txt log
Oct 30, 2011 10:28:03 PM ModLoader init
FINE: ModLoader Server Beta 1.8.1 Initializing...
Oct 30, 2011 10:28:03 PM ModLoader readFromModFolder
FINER: Adding mods from /home/minecraft/industrialcraft/mods/012-buildcraft-server-B-energy-2.2.4.zip
Oct 30, 2011 10:28:03 PM ModLoader readFromModFolder
FINER: Zip found.
Oct 30, 2011 10:28:03 PM ModLoader addMod
FINE: Mod Loaded: "mod_BuildCraftEnergy 2.2.4" from mod_BuildCraftEnergy.class
Oct 30, 2011 10:28:03 PM ModLoader readFromModFolder
FINER: Adding mods from /home/minecraft/industrialcraft/mods/024-RedPowerArray-Server-2.0pr3b.zip
Oct 30, 2011 10:28:03 PM ModLoader readFromModFolder
FINER: Zip found.
Oct 30, 2011 10:28:03 PM ModLoader addMod
FINE: Mod Loaded: "mod_RedPowerArray 2.0pr3b" from mod_RedPowerArray.class
Oct 30, 2011 10:28:03 PM ModLoader readFromModFolder
FINER: Adding mods from /home/minecraft/industrialcraft/mods/025-RedPowerWorld-Server-2.0pr3b.zip
Oct 30, 2011 10:28:03 PM ModLoader readFromModFolder
FINER: Zip found.
Oct 30, 2011 10:28:03 PM ModLoader addMod
FINE: Mod Loaded: "mod_RedPowerWorld 2.0pr3b" from mod_RedPowerWorld.class
Oct 30, 2011 10:28:03 PM ModLoader readFromModFolder
FINER: Adding mods from /home/minecraft/industrialcraft/mods/010-buildcraft-server-A-core-2.2.4.zip
Oct 30, 2011 10:28:03 PM ModLoader readFromModFolder
FINER: Zip found.
Oct 30, 2011 10:28:03 PM ModLoader addMod
FINE: Mod Loaded: "mod_BuildCraftCore 2.2.4" from mod_BuildCraftCore.class
Oct 30, 2011 10:28:03 PM ModLoader readFromModFolder
FINER: Adding mods from /home/minecraft/industrialcraft/mods/101_mod_IC2MobilePump_server.zip
Oct 30, 2011 10:28:03 PM ModLoader readFromModFolder
FINER: Zip found.
Oct 30, 2011 10:28:03 PM ModLoader addMod
FINE: Failed to load mod from "mod_IC2MobilePump.class"
Oct 30, 2011 10:28:03 PM ModLoader addMod
FINER: THROW
java.lang.NoClassDefFoundError: ic2/common/ElectricItemBlah blah blah; it doesn't matter what else, the error is ic2 hasn't been loaded yet.
I -believe- the error is in the ModLoader.class (part of the modloadermp server package, but from Ritsugami's modloader?)
public static void Init(net.minecraft.server.MinecraftServer);
Code:
0: aload_0
1: putstatic #178 // Field instance:Lnet/minecraft/server/MinecraftServer;
4: ldc_w #41 // class ModLoader
7: invokevirtual #246 // Method java/lang/Class.getProtectionDomain:()Ljava/security/ProtectionDomain;
10: invokevirtual #247 // Method java/security/ProtectionDomain.getCodeSource:()Ljava/security/CodeSource;
13: invokevirtual #248 // Method java/security/CodeSource.getLocation:()Ljava/net/URL;
16: invokevirtual #249 // Method java/net/URL.toURI:()Ljava/net/URI;
19: invokevirtual #391 // Method java/net/URI.getPath:()Ljava/lang/String;
22: astore_1
23: aload_1
24: iconst_0
25: aload_1
26: bipush 47
28: invokevirtual #392 // Method java/lang/String.lastIndexOf:(I)I
31: invokevirtual #393 // Method java/lang/String.substring:(II)Ljava/lang/String;
34: astore_1
35: new #65 // class java/io/File
38: dup
39: aload_1
40: ldc_w #394 // String /config/
43: invokespecial #395 // Method java/io/File."<init>":(Ljava/lang/String;Ljava/lang/String;)V
46: putstatic #66 // Field cfgdir:Ljava/io/File;
49: new #65 // class java/io/File
52: dup
53: aload_1
54: ldc_w #396 // String /config/ModLoader.cfg
57: invokespecial #395 // Method java/io/File."<init>":(Ljava/lang/String;Ljava/lang/String;)V
60: putstatic #310 // Field cfgfile:Ljava/io/File;
63: new #65 // class java/io/File
66: dup
67: aload_1
68: ldc_w #397 // String ModLoader.txt
71: invokespecial #395 // Method java/io/File."<init>":(Ljava/lang/String;Ljava/lang/String;)V74: putstatic #236 // Field logfile:Ljava/io/File;
77: new #65 // class java/io/File
80: dup
81: aload_1This seems to be the general source of the error: The behavior looks like it's iterating over the /mods/ directory without any sorting or filtering; however this disassembly is too ugly for me to tell.
82: ldc_w #398 // String /mods/
85: invokespecial #395 // Method java/io/File."<init>":(Ljava/lang/String;Ljava/lang/String;)V
88: putstatic #251 // Field modDir:Ljava/io/File;
91: goto 114
94: astore_1
95: invokestatic #400 // Method getLogger:()Ljava/util/logging/Logger;
98: ldc #18 // String ModLoader
100: ldc_w #401 // String Init
103: aload_1
104: invokevirtual #20 // Method java/util/logging/Logger.throwing:(Ljava/lang/String;Ljava/lang/String;Ljava/lang/Throwable;)V
107: ldc #18 // String ModLoader
109: aload_1
110: invokestatic #184 // Method ThrowException:(Ljava/lang/String;Ljava/lang/Throwable;)V
113: return
114: ldc_w #402 // class ek117: ldc_w #403 // String au
120: aconst_null
121: checkcast #404 // class "[Ljava/lang/Class;"
124: invokevirtual #217 // Method java/lang/Class.getDeclaredMethod:(Ljava/lang/String;[Ljava/lang/Class;)Ljava/lang/reflect/Method;
127: putstatic #405 // Field method_getNextWindowId:Ljava/lang/reflect/Method;
130: goto 150
133: astore_1
134: ldc_w #402 // class ek
137: ldc_w #406 // String getNextWidowId
140: aconst_null
141: checkcast #404 // class "[Ljava/lang/Class;"
144: invokevirtual #217 // Method java/lang/Class.getDeclaredMethod:(Ljava/lang/String;[Ljava/lang/Class;)Ljava/lang/reflect/Method;
147: putstatic #405 // Field method_getNextWindowId:Ljava/lang/reflect/Method;
150: getstatic #405 // Field method_getNextWindowId:Ljava/lang/reflect/Method;
153: iconst_1
154: invokevirtual #221 // Method java/lang/reflect/Method.setAccessible:(Z)V
157: ldc_w #402 // class ek
160: ldc_w #407 // String ch
163: invokevirtual #185 // Method java/lang/Class.getDeclaredField:(Ljava/lang/String;)Ljava/lang/reflect/Field;
166: putstatic #408 // Field field_currentWindowId:Ljava/lang/reflect/Field;
169: goto 185
172: astore_1
173: ldc_w #402 // class ek
176: ldc_w #409 // String currentWindowId
179: invokevirtual #185 // Method java/lang/Class.getDeclaredField:(Ljava/lang/String;)Ljava/lang/reflect/Field;
182: putstatic #408 // Field field_currentWindowId:Ljava/lang/reflect/Field;
185: getstatic #408 // Field field_currentWindowId:Ljava/lang/reflect/Field;
188: iconst_1
189: invokevirtual #180 // Method java/lang/reflect/Field.setAccessible:(Z)V
192: goto 235
195: astore_1
196: invokestatic #400 // Method getLogger:()Ljava/util/logging/Logger;199: ldc #18 // String ModLoader
201: ldc_w #401 // String Init
204: aload_1
205: invokevirtual #20 // Method java/util/logging/Logger.throwing:(Ljava/lang/String;Ljava/lang/String;Ljava/lang/Throwable;)V
208: ldc #18 // String ModLoader
210: aload_1
211: invokestatic #184 // Method ThrowException:(Ljava/lang/String;Ljava/lang/Throwable;)V
214: return
215: astore_1
216: invokestatic #400 // Method getLogger:()Ljava/util/logging/Logger;
219: ldc #18 // String ModLoader
221: ldc_w #401 // String Init
224: aload_1
225: invokevirtual #20 // Method java/util/logging/Logger.throwing:(Ljava/lang/String;Ljava/lang/String;Ljava/lang/Throwable;)V
228: ldc #18 // String ModLoader
230: aload_1
231: invokestatic #184 // Method ThrowException:(Ljava/lang/String;Ljava/lang/Throwable;)V
234: return
235: invokestatic #312 // Method init:()V
238: return
Exception table:
from to target type
4 91 94 Class java/net/URISyntaxException
114 130 133 Class java/lang/NoSuchMethodException
157 169 172 Class java/lang/NoSuchFieldException
114 192 195 Class java/lang/NoSuchFieldException
114 192 215 Class java/lang/NoSuchMethodException -
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Nameyour mainfile it something with mod_Z[name]
Or at least a letter with something past I.I already told you I /was/ doing that. I tried letters AND numbers. Does this need to happen /inside/ the .zip file? I have to repack other people's mods instead of renaming their containers?
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Unlikely. However to be safe please do the following.
1) Remove all fuel from your reactor.
2) deconstruct the entire electric grid between your reactor and the first storage unit.
2.b) Also deconstruct said storage unit.3) Carefully placing the items back together so that you are sure the faces work out:
a. Count the cable sections in each segment.
b. Make sure that the high voltage (3 dot) face of your transformers is facing correctly.
c. Make sure that your initial off-reactor storage can sink (in a tick) the full reactor's output for that tick. The transformers won't buffer, and even if they did, the reactors tick 20 times for each of their pulses and then stop.Return to us when you can describe what A, B, and C, are.
It may also help to mock up your reactor using the tools in the Nuclear Engineering part of the forums.
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I tried to get it up to 2.5 without loosing the -0 (infinite) production. It's doesn't seem mathematically possible. 54 cells - 4 in production, the math states that 39 are needed for cooling and only 11 are spare; but the configuration places enough space limits that maintaining the optimal 4:1 water to heat distributors likely can't work out.
Models that will go at least one full cycle, and produce more energy on average do exist.
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BTW, the 'stack' of wood thing only reduces to planks (256 recycled items) before it looses recycling value. Sticks have no recycling value (always 0% chance of scrap).
That still doesn't get you 256 scrap though; I think the actual chance is something like 8%; I recall scrapping whole stacks of stone before and getting less than 8 scrap.
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In my case the problem currently occurs before IC2 is even loaded; an addon module wants IC2 to load first, but everything I've tried (naming the files starting 0-9 then in alphabetical sections, and then re-uploading them in the order I want them loaded; etc) has failed to remove the problem that modules are not loaded in either the order I specify (to satisfy dependencies) or to automatically catch errors and retry the remaining modules in a subsequent pass.
Posting logs of the problem is somewhat meaningless; the required solution is already known to me; I just don't know if there's a properly documented method that is known to always work (instead of behavior that /had/ worked in the past but now does not), or a proper place to report / obtain the loader's offending source and offer a patch (to sort the list of incoming filenames and operate on that).
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Is there anything at all that could be sending a redstone (on) charge to /any/ part of the reactor? That will stop Uranium ticks (but not any other heating elements)
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Well For the devs they firs want to confirm if its a sound or another issue. Since sound seems to be 80% of the problems when it does happen yes turn the sound from whatever level right to 0 and see if the lag goes away right away.
I will try to remember to perform this test the next time it occurs (which won't be for a day or two since I'm learning how to do the buildcraft and redpower2 mods I added since last tuesday before pushing those to my server as well).
If I see this lag spike, I will turn sound to 0. If the sound persists or if the lag persists I will note it.
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It appears that this "4.78 efficientcy" design has brought up something that my planner doesn't look for.
Fun fact: All radioactive cells except Uranium Cell emit 1 heat into the reactor hull even if the reactor is supplied with redstone current. A design like this is causing the reactor to gain heat even when shutdown.
I've altered the planner to spot this event.. I hope ;P
Oh, wow. That would be /very bad/. So if the number of non-'fresh'-uranium cells is greater than the inherent cooling of the reactor, redstone cooling periods will not help. Additionally a previously hot reactor that completes with the same situation will continue to heat up...
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If you're using the automated pump addon, just hold down right click (in a spot that water will reform in like an infinite well corner).
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Please turn sound off in game and report back while this happens.
Is this setting sound to 0 level in the options menu, or is there another configuration? Also it is not 100% repeatable (though it does happen often enough that if I actually played for a while while mining I could state it was likely fixed/still possible).
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It should also be possible to cool it and inject additional fuel to have it 'continue' to the next operation if conditions are met. Likely it would catch anything near the core parts on fire though; including buildcraft pipes; only at specific points would it be possible to add/remove things.
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With a 1/50 chance that's not much worse than the massfab approach.
Also, the figures that are being cited are from here: http://wiki.industrial-craft.net/index.php?title=Scrap_Box which states a 100% chance of making /something/ from a scrapbox.
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My point was, all of the resources put in to using the electrolizer could be spent making other things.
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The very best (fuel) efficiency design seems to be a 6 chamber setup horizontally:
4.78, intolerably slow/low power
http://www.talonfiremage.pwp.b…b9=1k10101001501521s1r01r5.0 for an assisted configuration; except that this calculator doesn't seem to work for pulsed reactors. Given the lack of actual reactor components (just water) that is consumed I'd also not classify it as SUC (since the buckets are reusable) and also run it closer to the theoretical limits of multi-chamber reactor temperatures (ok, that is single use heating without the heater mod).
http://www.talonfiremage.pwp.b…xr=1k10101011201521s1r01r