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Ak Gara posted:Max reactivity mode: How did you manage that? Or... is 100% reactivity the baseline? Then 900% would be 8 rods feeding each rod.
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# ? Jul 10, 2014 15:29 |
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# ? Jun 3, 2024 17:17 |
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If I had some computer craft control software I could manage the heat better and probably get it higher. [edit] I hope I can get back in soon, I can't remember if I turned the reactor off or not and it's sucking down 13 thousand yellorium ingots an hour. Ak Gara fucked around with this message at 16:16 on Jul 10, 2014 |
# ? Jul 10, 2014 15:38 |
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Ak Gara posted:If I had some computer craft control software I could manage the heat better and probably get it higher. How big is this drat thing?
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# ? Jul 10, 2014 16:29 |
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32x32x48, with 30x30x46 fuel rods, no cooling at all.
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# ? Jul 10, 2014 17:21 |
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So that's like 165K yellorium to get off the ground. Yowser.
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# ? Jul 10, 2014 20:28 |
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Ak Gara posted:32x32x48, with 30x30x46 fuel rods, no cooling at all. Now this is modded Minecraft. I can only hope you're using all that power for planters and harvesters to farm up uranium for an even larger reactor.
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# ? Jul 11, 2014 02:05 |
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It was powering 850 mining lasers. Strangely the server couldn't handle 41400 fuel rod blocks being filled with 165 million mb of yellorium and anyone that went near my base crashed out. Luckily the server owner managed to select most of the reactor from map edit and replace the fuel rods with smoothstone. Good bye 6.5 billion rf reactor. You was too hot for this world.
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# ? Jul 11, 2014 09:06 |
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The only instance of a Big Reactor melting down catastrophically.
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# ? Jul 11, 2014 12:17 |
Sage Grimm posted:The only instance of a Big Reactor melting down catastrophically. Only instance of a Big Reactor melting down the computer it's being run on catastrophically.
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# ? Jul 11, 2014 13:18 |
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NST Diet was a lot of fun but since a lot have moved over to NST Maxx, I'll probably end up there too. Only, Diet had a x7 power gen config. And Maxx does not. Sooo I'm gonna need 16+ reactors and 420+ turbines. [edit] That's about 8 turbines by 8 turbines for 64 turbines per layer, and about 7 layers. Ak Gara fucked around with this message at 13:38 on Jul 11, 2014 |
# ? Jul 11, 2014 13:32 |
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Ak Gara posted:Sooo I'm gonna need 16+ reactors and 420+ turbines. 420 steam water every day. I think yogscast complete is using the default too, and I can't help but feel like it's a little too low for all the effort of building one. The 7x multiplier in diet is hilarious and all but definitely excessive. I don't think 2x would be a problem though. Maybe I should sit down and calculate all the iron I vomited to build a 7x7x7 frame and compare that to the output of a series of steam dynamos before I stand by that number though. I guess that's 4 sides of 7x6 and 2 sides of 5x5; don't double-count the blocks that touch. So I guess that's 218 case pieces. Four ingots go into four casings, so that's an ingot per case. So that's 218 ingots. Meanwhile a steam dynamo needs something like 11 copper ingots--amongst other things. Generally at the point I'm starting to play with power I normally need iron more than copper though. Gees I don't know where the hell I'm going with all this. If the base 7x7x7 produces more RF than, what, 15-19 steam dynamos then I should just shut up. I can't fire up the game quick and see what my reactor is doing. I just realized yogscast has the Railcraft steam boiler that I have never tried, so I guess that complicates things too. Anyways this talk of building big things makes me want to look at the builder script I had before. I was writing it to build undersea domes, but never really tried it out for that; I would still have the problem of getting rid of all the water. I did use it to help build some of the framing that was going around that crazy tower I had on the diet server. I realized I could make the algorithm more efficient if I treated the traversal like a maze solving problem, so I'm kind of pumped to work on it some more. I'm wondering if there have been any improvements or tricks towards wireless communication and item transfers with turtles. My situation is that I want to leave a turtle chunk loaded with the builder program and have it able to complete structures that use more volume and diversity of materials than its inventory can handle. I pondered something like giving it a tesseract and making it wireless. It would communicate with another computer with access to the same tesseract channel, and send inventory to it as requested. The problem is ComputerCraft's Wifi is pretty obnoxious by default. I think the Wifi range crumbles down to something like 8 blocks when it's raining. I don't think it's happy underwater either. Has anything come out to address this other than config file changes? The only thing I can think of is to actually set up an ME network next to the site, note it on the build plan, and it can travel over to it to take care of business.
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# ? Jul 11, 2014 20:57 |
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I've just started on modular powersuits and I installed night vision but now I have that stupid eye next to my crosshair all the time. Any way to remove that without ditching the night vision?
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# ? Jul 12, 2014 07:19 |
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Mr Scumbag posted:I've just started on modular powersuits and I installed night vision but now I have that stupid eye next to my crosshair all the time. Any way to remove that without ditching the night vision? That sounds like the Ars Magica 2 UI. You can customize it. I believe it's /am2ui or something like that.
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# ? Jul 12, 2014 07:56 |
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Serifina posted:That sounds like the Ars Magica 2 UI. You can customize it. I believe it's /am2ui or something like that. Thanks. Another question I have: I'm playing the Yogs complete pack and for some reason as soon as it hits midnight the game suddenly skips to 6am and daylight. I hate this since I want as much night as possible to hunt. How can I stop it from skipping time?
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# ? Jul 12, 2014 08:33 |
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Mr Scumbag posted:Thanks. You're welcome, but I have no idea what the hell that one would be.
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# ? Jul 12, 2014 08:59 |
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Mr Scumbag posted:Thanks. Night is disabled in nei. Open your inventory and right click (iirc) on the midnight time button in the top left. You might need to switch nei to cheat mode though. egg tats fucked around with this message at 17:53 on Jul 12, 2014 |
# ? Jul 12, 2014 12:03 |
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Does anybody know what's going on with the DartCraft magic meter? I can't figure out how I trip it sometimes. All I know is I'm suddenly running around here that stupid chiming sound every few seconds when I'm trying to concentrate on something.
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# ? Jul 12, 2014 17:49 |
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There seems to be a bug with Mekanism mechanical pipes and Big Reactors (this is all 1.6.4). Mechanical pipes are awesome because they seem to be able to carry an enormous amount of fluids - definitely at least the 2000mB/t needed to max out a Big Reactors turbine. The problem is that when restarting the server, the little connection nubs between the pipes and any Big Reactors blocks disappear and need to be re-connected. This doesn't happen with the connections between pipes and Aqueous Accumulators nearby, as they stay connected when the server is restarted. edit: seems to be the case for universal cables connected to the turbine power port Schmerm fucked around with this message at 02:50 on Jul 13, 2014 |
# ? Jul 13, 2014 01:16 |
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Anyone else playing through the yogscast complete pack? Only three of the HQM quest sections are unlocked and we completed all of them. Are the rest just like WIP or is it bugged somehow?
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# ? Jul 13, 2014 03:13 |
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Schmerm posted:There seems to be a bug with Mekanism mechanical pipes and Big Reactors (this is all 1.6.4). Mechanical pipes are awesome because they seem to be able to carry an enormous amount of fluids - definitely at least the 2000mB/t needed to max out a Big Reactors turbine. The problem is that when restarting the server, the little connection nubs between the pipes and any Big Reactors blocks disappear and need to be re-connected. This doesn't happen with the connections between pipes and Aqueous Accumulators nearby, as they stay connected when the server is restarted. Tesseracts are the solution to your troubles. Hell, once you get enough water in the loop you don't even need to feed anymore, reactor to turbine to reactor in a closed loop. They work for the power output too.
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# ? Jul 13, 2014 03:40 |
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I have ender IO power conduits that disconnect from the power tap visually but stay connected functionally, similar to what Schmerm is talking about. Not a big deal but yeah, something that happens sometimes.
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# ? Jul 13, 2014 04:30 |
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In my case, the disconnection is physical too. No steam or water or power get in and out. I really want to try 1.7.10 to see if there's fixes for bugs, but I won't budge until TE is updated
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# ? Jul 13, 2014 04:38 |
Falcon2001 posted:Anyone else playing through the yogscast complete pack? Only three of the HQM quest sections are unlocked and we completed all of them. Are the rest just like WIP or is it bugged somehow?
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# ? Jul 13, 2014 07:42 |
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Falcon2001 posted:Anyone else playing through the yogscast complete pack? Only three of the HQM quest sections are unlocked and we completed all of them. Are the rest just like WIP or is it bugged somehow? Yeah it's still WIP. It took me far too long to find that out.
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# ? Jul 13, 2014 10:26 |
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Schmerm posted:In my case, the disconnection is physical too. No steam or water or power get in and out. I really want to try 1.7.10 to see if there's fixes for bugs, but I won't budge until TE is updated Working on it! Promise.
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# ? Jul 13, 2014 13:35 |
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Can someone explain to me how the non modded minecraft thread has 27 thousand replies? I can't imagine playing with out even some of the most basic stuff like Minefactory Reloaded, Thermal Expansion, Buildcraft or NEI for it's recipe guide or even some kinda map like Rei's or something. I just feel bad for those playing it on console. They're using stock textures, right?
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# ? Jul 13, 2014 21:47 |
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Ak Gara posted:Can someone explain to me how the non modded minecraft thread has 27 thousand replies? I can't imagine playing with out even some of the most basic stuff like Minefactory Reloaded, Thermal Expansion, Buildcraft or NEI for it's recipe guide or even some kinda map like Rei's or something. Different Strokes for Different Folks. Or the same folks. Playing vanilla and modded minecraft aren't mutually exclusive.
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# ? Jul 13, 2014 21:48 |
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Ak Gara posted:Can someone explain to me how the non modded minecraft thread has 27 thousand replies? I can't imagine playing with out even some of the most basic stuff like Minefactory Reloaded, Thermal Expansion, Buildcraft or NEI for it's recipe guide or even some kinda map like Rei's or something. All those machine mods and automatic farming things are really just self referential; you need machines and massive resources to build better machines. Without the goal of making bigger machines there is no point to automate resource production in vanilla Minecraft. People just like making Gokus out of coloured blocks and that works fine in vanilla.
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# ? Jul 13, 2014 23:11 |
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Ak Gara posted:Can someone explain to me how the non modded minecraft thread has 27 thousand replies? I can't imagine playing with out even some of the most basic stuff like Minefactory Reloaded, Thermal Expansion, Buildcraft or NEI for it's recipe guide or even some kinda map like Rei's or something. That thread is 3 times as old
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# ? Jul 13, 2014 23:22 |
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Modding is confusing and for nerds. Also, it is cheating.
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# ? Jul 13, 2014 23:27 |
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Sooo... RotaryCraft (and ElectriCraft, ReactorCraft). Pretty high on the sperg/realism scale, but I kinda dig the consistency of it all. It's also got something missing from other industrial-type mods: a powered lighting fixture that lights up a fuckload of space. At the same time, it's more than a little weird to have a light fixture run off rotational energy. Does any mod have a powerful light fixture that runs off electricity? I recognize that the engine is limited with respect to lighting, and a floodlight probably has to spawn and keep track of a bunch of hidden point light sources scattered throughout the lighting volume.
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# ? Jul 14, 2014 05:09 |
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Ender IO has powered lights, but they are not super powerful sadly. It is cool having lights that require power and can be turned on and off all hidden in the ceiling though.
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# ? Jul 14, 2014 05:17 |
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Schmerm posted:Sooo... RotaryCraft (and ElectriCraft, ReactorCraft). Pretty high on the sperg/realism scale, but I kinda dig the consistency of it all. It's also got something missing from other industrial-type mods: a powered lighting fixture that lights up a fuckload of space. At the same time, it's more than a little weird to have a light fixture run off rotational energy. Does any mod have a powerful light fixture that runs off electricity? There have been attempts to make large volume lighting in the past, but most of these attempts have a common problem -- they replace the air with invisible, light emitting blocks. This means things that rely on the air being air, such as tree growth, and some multiblock structures, can't work because there are blocks taking up what they think is air in the area. Thaumcraft's arcane lamps do a decent job of filling an area with light, but they are kinda laggy in large amounts.
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# ? Jul 14, 2014 05:31 |
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Glory of Arioch posted:Thaumcraft's arcane lamps do a decent job of filling an area with light, but they are kinda laggy in large amounts. From what I understand the sprites just do bad things to servers. Not a problem with single player servers, but if you have a server with more than a handful of friends on it can potentially be nasty. Which is a shame because I love the ability to light an area by hiding arcane lamps behind walls.
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# ? Jul 14, 2014 07:11 |
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Using microblocks you can just embed glowstone directly into the walls. A great way to have full room lighting without the eyesore of torches/raw glowstone/lamps/etc.
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# ? Jul 14, 2014 07:42 |
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Alkydere posted:From what I understand the sprites just do bad things to servers. Not a problem with single player servers, but if you have a server with more than a handful of friends on it can potentially be nasty. Which is a shame because I love the ability to light an area by hiding arcane lamps behind walls. But at least with arcane lamps you can find the problem light nodes (rather than them being visually identical to air blocks).
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# ? Jul 14, 2014 07:45 |
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Schmerm posted:There seems to be a bug with Mekanism mechanical pipes and Big Reactors (this is all 1.6.4). Mechanical pipes are awesome because they seem to be able to carry an enormous amount of fluids - definitely at least the 2000mB/t needed to max out a Big Reactors turbine. The problem is that when restarting the server, the little connection nubs between the pipes and any Big Reactors blocks disappear and need to be re-connected. This doesn't happen with the connections between pipes and Aqueous Accumulators nearby, as they stay connected when the server is restarted. Yeah, I investigated this and have an issue filed on my bug tracker, but it looks like the problem is on Mekanism's side. I notified Aidan recently, and haven't had a chance to check in with him since then. Hopefully one of us will figure out a fix soonish. But no promises.
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# ? Jul 14, 2014 13:22 |
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So I'm using AE v14 for 1.6.4, which I know has issues with the network randomly losing its connection to the controller. So far, though, the only solution I've found to remedy this is to physically remove the controller and put it back, forcing the network to reboot. If I isolate the ME controller from the rest of the network and put a dark cable between it and everything else, would toggling that have the same effect? It wouldn't be such a big deal aside from removing the controller and putting it back is kind of a pain in the rear end, but more importantly I've got a quantum link to another location AND a logistics pipe remote orderer connected to the network that I'd like to actually be able to use without having to get someone to hang out in my base and ME-sit. I figure if I have a way to reliably reboot the network, I can then branch out to maybe using EnderIO or Wireless Redstone to be able to toggle the switch wherever I am and get the network back online. This is apparently a pretty well known issue in v14, so I figured someone must have come up with a decent solution/workaround, if there is one.
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# ? Jul 14, 2014 15:15 |
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Fortis posted:So I'm using AE v14 for 1.6.4, which I know has issues with the network randomly losing its connection to the controller. So far, though, the only solution I've found to remedy this is to physically remove the controller and put it back, forcing the network to reboot. I have used a dark cable sticking out of anywhere in the network with a button/lever for a easy reset. I think that's what your getting at.
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# ? Jul 14, 2014 15:18 |
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# ? Jun 3, 2024 17:17 |
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TheDead1 posted:I have used a dark cable sticking out of anywhere in the network with a button/lever for a easy reset. I think that's what your getting at. Is that all it takes? I thought it rebooted the network solely because it briefly severed the connection. I actually tried a dark cable a while back but only on one face of the controller, which had like 3 or 4 other connections at the time (my network is messy) and that sort of reboot didn't seem to do anything to make the machines recognize the controller again. I figured that was because it wasn't the controller's ONLY network connection being toggled. If simply toggling any given dark cable is supposed to reboot the network, it might not help at all with this problem.
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# ? Jul 14, 2014 15:21 |