Working on a rush update to 1.4.6. Since I have to leave to visit family tomorrow I am not certain if I will finish it in time. If I do it will not be as thoroughly tested as normal since that takes many hours in and of itself.
could you add a config for the MJ - > EU ratio in the petrochemical generator? I wish to set it to 33EU/t per 21 MJ (to match the RC steam engine -> nuclear reactor steam output), but there does not seem to be a config option. atm it seems to take 16MJ/t to make 16EU/t
edit: or add a steam generator that works on the same ratio as the RC steam turbine, but a lower maximum output (say 4-8EU/t)
When running from MJ it uses the PetrochemicalGeneratorLowEURate config option. The conversion is the same as for oil. To do what you want it would need to be set at 25, with some error due to rounding.
do the heatsinks work on all bc engines?
on all but the redstone engine. However, they will not start cooling them until the reach the yellow stage. I may have forgot to mention that in the OP.
No obvious issues with 1.110. Let me know if you run into any problems with it.
Hmmm ... Redstone engines ? (as infinite MJ generation). Has it been changed since I've used BC ? I guess not.
Redstone engines only produce 0.05MJ/t or 1MJ/s. You cannot build a very large power plant with them, simply because the power loss in the conductive pipe will quickly exceed the amount of power you gain by increasing the size.
8 eu for 1 mj? Ouch... that would be like 80ish EU to run a quarry. Seems a little excessive, but I probably missed something. The path of least resistance in this case would be to pick up an engine from Forestry, I think it'll run 8-9 mj at 35ish eu. The balance being a little too overtuned imo. Still a good mod tho, if people like to convert energy between mods.
The conversion factor is, in fact, based on a comparison between the quarry and the IC2 miner. It takes 960 EU to dig one level with the miner, and 60 MJ to break a block with the quarry. The quarry being the quintessential BC machine makes it, imho, a good point of comparison. That actually works out to 16 EU per MJ. I halved it because it did seem high. Though the only reason it seems high is because there are other mods that use a cheaper factor. If you consider the fact that you can only gain MJ in BC itself from actually burning some form of fuel, with no energy storage, and in IC2 you can, for free (after the initial cost of building the generator) generate energy from sun, water, and wind; then store that for later use, one must come to the conclusion that it should take even more EU to product one MJ.
However, if you do not agree with me, it is quite easy to change the single number in the config file to whatever you wish.
Updated for 1.4.5. Now with heat sinks. Please post feedback about the heat sinks, and good bug reports if you come across any bugs.
updated pre1a, fixed a bug with engines and heat sinks not dropping the correct block.
Progress is being made on the update to 1.4.5, but it is slow going, no eta as of yet.
Is there an ETA on when this will be updated for Ic2 1.106 for 1.3.2? and will it be bukkit ported?
I will start on it as soon as BC for 1.3.2 is out, pre-releases do not count. As I will essentially have to rewrite the mod, I expect it to take 2-4 weeks.
Obviously the "cost" varies depending on how the developer behind each mod calculates it. In most cases they look at how much power you get from burning a piece of coal in each mod and balance it around that. 64 eu/t is way above the cost of running the quarry on BC fuel. I believe 25ish eu/t is as close you can come to MJ equal EU in terms of power. Hence "transformers 1.3" was/is so popular.
The problem is that the BC quarry is bugged. It uses all the energy you feed it, even if it doesn't need that amount to run. Some time ago the energy code was changes and the quarry was never adjusted to take that into account.
There will not be an update until 1.3.
Do you want me to do this on the server side, client side, or both?
there is no mistake. Spam comes back to the client.
Then break and replace any engines in mod or all ?
pick up and replace any electric engines you have placed in the world. If there is an error in the load order it corrupts the save data and you have reinitialize it by placing the block again.
I posted about this exact same error on the minecraftforums.net thread for this addon. I get the same problem, as does my friend and everybody else on my server, but only when this addon is installed.
It may not be a bug in this specific addon, but something this addon is doing is causing the problem with BC specifically.
ClassMapping.java, line 416, called inside function updateFromData.
The offending area is:
The specific line 416 that's where it's failing (edited to be a single line)
I'm not completely sure what is calling something from your code that would end up running through these functions, but something in your code is handing off data that is causing a null pointer here. If I had access to the entire source needed to compile the crossover mod, I might be able to track it down.
Try copying tileEngine.class from my zip in to buildcraftEnergy's zip overwritting the existing file. Then break and replace any engines.
in client SMP
- at sun.reflect.UnsafeFieldAccessorImpl.ensureObj(Unknown Source)
- at sun.reflect.UnsafeObjectFieldAccessorImpl.set(Unknown Source)
- at java.lang.reflect.Field.set(Unknown Source)
- at buildcraft.core.ClassMapping.updateFromData(ClassMapping.java:416)
- at buildcraft.core.ClassMapping.updateFromData(ClassMapping.java:462)
- at buildcraft.core.network.TilePacketWrapper.fromPayload(TilePacketWrapp
- at buildcraft.core.TileBuildCraft.handleUpdatePacket(TileBuildCraft.java
- at buildcraft.energy.TileEngine.handleUpdatePacket(TileEngine.java:311)
- at buildcraft.core.network.PacketHandler.onTileUpdate(PacketHandler.java
- at buildcraft.core.network.PacketHandler.onPacketData(PacketHandler.java
- at forge.MessageManager.dispatchIncomingMessage(MessageManager.java:432)
- at adl.a(NetClientHandler.java:1246)
- at ee.a(SourceFile:46)
- at lg.b(NetworkManager.java:343)
- at adl.b(NetClientHandler.java:68)
- at je.c(SourceFile:50)
- at net.minecraft.client.Minecraft.k(Minecraft.java:1867)
- at net.minecraft.client.Minecraft.x(Minecraft.java:819)
- at net.minecraft.client.Minecraft.run(Minecraft.java:747)
- at java.lang.Thread.run(Unknown Source)
Mods loaded: 53
mod_4096Fix v4 for 1.2.5
mod_ReiMinimap v3.0_06 [1.2.5]
mod_AutoSwitch AutoSwitch v1.9.0 for Minecraft 1.2.5
mod_AS_BattleTowers 1.1.0 @ MC 1.2.5
mod_LogisticsPipes 0.2.4 (built with Minecraft 1.2.5, Buildcraft 2.2.14, Forge v188.8.131.52)
mod_AdditionalPipes 2.1.3 (Minecraft 1.2.5, Buildcraft 2.2.14, Forge 184.108.40.206)
mod_CraftGuide 1.4.3 for Minecraft 1.2.3
mod_AnimalBikes AnimalBikes 1.2.5 v2
mod_BCIC2Crossover 1.28 for MC 1.2.5, BC 2.2.14, IC2 1.95b
mod_InvTweaks 1.41b (1.2.4)
mod_MAtmos_forModLoader r12 for 1.1.x
mod_Minions 1.2.2 @ MC 1.2.5
mod_RopesPlus 1.0.0 @ MC 1.2.5
mod_AdditionalBuildcraftObjects 0.9.1-97 (MC 1.2.5, BC 2.2.14)
Minecraft has crashed!
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 5df738b4 --------
Generated 06.05.12 3:08
Minecraft: Minecraft 1.2.5
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
OpenGL: ATI Radeon HD 5700 Series version 4.1.11251 Compatibility Profile Context, ATI Technologies Inc.
I do not believe that to be a problem with this mod. I do not, to my knowledge, use those classes, nor am I able to reproduce any such error.
For some reason, you need two of these to run a refinery at full speed. I'm assuming that's not right.
In actuality the refinery uses an amount of energy dependent upon what it is refining. If you are using the 3.x branch you can check the energy output with a MJ reader. If you are using the 2.x branch for SSP, it is advisable to switch to the 3.x branch as the 2.x branch has errors within its energy pipes.
halvors has updated the bukkit port as well.
I'm getting a crash report, and i think i've narrowed it down to the crossover mod, as industrialcraft and buildcraft run without the crossover mod installed.
Mods loaded: 11
mod_TooManyItems 1.2.5 2012-04-13
mod_BCIC2Crossover 1.28 for MC 1.2.5, BC 2.2.14, IC2 1.95b