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Hagop posted:but you get a rate limit exceeded warning at 9x9x3. Which I assume means the numbers get fictional at the point, or maybe that you just need to bump a config file. Actually I think that's just limiting the traffic to the web server that does the simulation (HTTP code 429, from looking at the source). If you wait a few seconds and click simulate again it should work.
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# ? May 27, 2015 16:46 |
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# ? May 21, 2024 18:07 |
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Weembles posted:Using passive coolant in an actively cooled reactor should give you a huge boost to steam production, if the Big Reactor Simulator website is correct. Well, I stand corrected. I guess my intuition had it backwards. I would assume passive cooling would sink heat that could be used for steam. Truga posted:e: Also, I implemented a simple PID controller for turbines with OpenComputers. It regulates turbine speed via control rod insertion, rather than limiting steam intake. I tried to do it with energy stored (so as to not waste power), but the 1 million RF buffer turbine has is too low and response time for the turbine is like 30 seconds, so it just keeps alternating between 0 and 100%. Rocko Bonaparte fucked around with this message at 17:06 on May 27, 2015 |
# ? May 27, 2015 17:04 |
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Hagop posted:Gregtech fucks with ore gen now. So that stuff generates in huge 3x3 chunk 50 z-level veins. So with any decent automated mining setup(which GT does not have) getting the raw material for things is not even all that hard. Now producing that power and and machinery to process that raw material in a reasonable time frame, that's hard. That's GT5. GT5 doesn't even HAVE the fusion reactor or anything you need mass amounts of ore for. GT5 is pointless and dumb. Basically in GT4 when you wanted to make a fusion reactor you would just set up huge quarries. That's it. No need to hunt endermen, since you can just get the emeralds required by quarry. Quarry the world, use mass amounts of resources to get fusion power, use fusion for ???
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# ? May 27, 2015 19:21 |
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McFrugal posted:That's GT5. GT5 doesn't even HAVE the fusion reactor or anything you need mass amounts of ore for. GT5 is pointless and dumb. There is an unofficial GT5 with: quote:- Updated compatibility to Forge 1355+ It was made using decompiled code because Greg doesn't use any version control at all and literally doesn't have the code for GT5 anymore since he overwrote it for GT6.
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# ? May 27, 2015 20:06 |
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bigperm posted:There is an unofficial GT5 with: Oh well hey that's pretty cool!
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# ? May 27, 2015 20:26 |
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bigperm posted:Greg doesn't use any version control at all and literally doesn't have the code for GT5 anymore since he overwrote it for GT6. Hahahahaha this is both unbelievably hilarious and totally unsurprising. git is not that hard to use
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# ? May 27, 2015 20:31 |
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The thing about Gregtech and IC2, is that it was never meant for single player. I mean in it's first iterations when it was fun, yeah it had a SSP focus, because mods weren't used for multiplayer back then, but then people were running SMP servers, and when they all worked together they'd burn through all the "content" in a few days. The bullshit came with that, the idea was that there would be a single reactor for a "town" or a group of players, not just one. Add on top of that Servers with "donation" shops, where people would donate and then get a reward, greg and IC2 were pushed into being more grindy, that way server owners could drain their people dry. (With mining /warp access, materials for sale, extra taxes, in game funny money, that sort of thing.)
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# ? May 27, 2015 20:33 |
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bigperm posted:It was made using decompiled code because Greg doesn't use any version control at all and literally doesn't have the code for GT5 anymore since he overwrote it for GT6. What the gently caress? I'm not big on programming but one of the things taught in programming class is HAVING BACKUPS OF OLD VERSIONS. If this guy has been doing that crap for the entire time, he's just waiting for a power outage while saving and the whole thing becoming corrupted and un-recoverable. Turtlicious posted:The thing about Gregtech and IC2, is that it was never meant for single player. I mean in it's first iterations when it was fun, yeah it had a SSP focus, because mods weren't used for multiplayer back then, but then people were running SMP servers, and when they all worked together they'd burn through all the "content" in a few days. If the content is "building machines" and not "using machines to build cool poo poo" then I think there is something wrong with that mod. Of course everyone not a zealot or a wanna be cult leader modder knows this.
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# ? May 27, 2015 20:55 |
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SugarAddict posted:What the gently caress? I'm not big on programming but one of the things taught in programming class is HAVING BACKUPS OF OLD VERSIONS. If this guy has been doing that crap for the entire time, he's just waiting for a power outage while saving and the whole thing becoming corrupted and un-recoverable. I just want to take this opportunity to remind everyone that gregtech at one point had a crash bug caused by Greg exceeding the maximum instruction limit of a single method.
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# ? May 27, 2015 21:41 |
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SugarAddict posted:If the content is "building machines" and not "using machines to build cool poo poo" then I think there is something wrong with that mod. Of course everyone not a zealot or a wanna be cult leader modder knows this. To be clear, it made him a ton of cash from server kickbacks, and is not in fact a good thing. e: the technic dudes could comment more on this then me, I just hung out in IRC those days, while kakermix was getting DMCA's
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# ? May 27, 2015 21:57 |
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Rocko Bonaparte posted:Well, I stand corrected. I guess my intuition had it backwards. I would assume passive cooling would sink heat that could be used for steam. Rocko Bonaparte posted:I suspect your proportional gain is too large if your PID is oscillating. Nah, the issue is, the turbine energy buffer goes full or empty in 5-10 seconds while RPM takes like a minute to ramp back up/spool down. It works, technically, but it's ugly. I don't think PID can do anything about this, because the buffer is too small for the long response time, I'd have to set manual restrictions on it depending on load, but then I lose the point of using a PID (me not having to maintain the reactor). I did a better thing now though. I have the turbine at optimal RPM, and I'm not wasting any yellorium/RF. Here's how it works: PID controls the RPM and keeps it as close to 1800 as possible by using control rods. Turbine runs a duty cycle that keeps it as close to 50% energy as possible. If I add a load to the reactor, the turbine RPM starts dropping due to increased duty cycle, causing the control rods to retract, increasing steam flow. If I remove load, the turbine speeds up, causing the control rods to extend, reducing steam flow. This is so much my poo poo. e: Truga fucked around with this message at 22:54 on May 27, 2015 |
# ? May 27, 2015 22:46 |
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McFrugal posted:That's GT5. GT5 doesn't even HAVE the fusion reactor or anything you need mass amounts of ore for. GT5 is pointless and dumb. The version of GT5 I played had working fusion, with the help of an ender quarry and editing the configs so that every GT process took only one tick to do anything I was even able to make one. Which lead me to find out that if you take the grind out of gerg tech it becomes a shot cut to doing most anything. If the Greg was not insane then his mod would provide cool alternate ways to move down other mods tech trees. Truga posted:This is so much my poo poo. That's really cool, would your program scale well for a reactor that was outputting steam to multiple turbines? Hagop fucked around with this message at 23:01 on May 27, 2015 |
# ? May 27, 2015 22:55 |
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Truga posted:This is so much my poo poo. I wish I had something I was really interested in and is as good as what you are interested in. Knowing some programming is a good thing, and I know this especially because I have read the "a ticket came in" and "my boss tells me I don't scream enough" threads.
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# ? May 27, 2015 23:16 |
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Hagop posted:That's really cool, would your program scale well for a reactor that was outputting steam to multiple turbines? I'll know sometime during the weekend when I should have enough cyanite (and other crap) for my 2nd turbine. I think it should just work as is, but it depends on how the reactor will distribute steam to multiple turbines. If it puts even (or close to) amounts into all turbines. If it puts all steam into one until full, then the second, I'll have to do some steam routing via limiting flow into separate turbines. Either way, it should be fairly easy. to implement well enough Once I get it going with multiple turbines I'll clean up the code a bit and post it.
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# ? May 28, 2015 00:05 |
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Truga posted:I'll know sometime during the weekend when I should have enough cyanite (and other crap) for my 2nd turbine. I think it should just work as is, but it depends on how the reactor will distribute steam to multiple turbines. If it puts even (or close to) amounts into all turbines. If it puts all steam into one until full, then the second, I'll have to do some steam routing via limiting flow into separate turbines. Either way, it should be fairly easy. to implement well enough Tesseract the steam from the reactor to the turbines, it'll evenly distribute between them. Then do the same for the water back to the reactor for a closed coolant loop. Edit: literally put the tesseracts on the coolant ports, they have an unlimited transfer rate unlike pipes or tubes.
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# ? May 28, 2015 00:24 |
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Compact machines seems like the coolest thing in the entire world to me. Cannot wait to play around with it.
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# ? May 28, 2015 00:38 |
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So when I start up ATLauncher, it loads up to a certain point, then it just stops. Here's the log from the console thingy.
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# ? May 28, 2015 02:12 |
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Rocko Bonaparte posted:Well, I stand corrected. I guess my intuition had it backwards. I would assume passive cooling would sink heat that could be used for steam. Lolmer's EZ-Nuke for those interested, though it currently only works with ComputerCraft (1.58, 1.63+, or 1.73+). I welcome pull requests to add compatibility with OpenComputers which does not remove ComputerCraft support (such as determining if CC or OC is used and then calling an appropriate wrapper API). It's on my TODO list, but I haven't had the time.
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# ? May 28, 2015 02:14 |
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is there a mod that keeps all the bee stuff from forestry but leaves everything else out i want bees
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# ? May 28, 2015 02:14 |
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Here is a Blightfall Trailer: https://www.youtube.com/watch?v=glKe2kSfN3U
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# ? May 28, 2015 02:18 |
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wylker posted:Here is a Blightfall Trailer: Good luck with the map not getting corrupted on you! I had to restart twice because of that. I wouldn't be suprised if the the osmotic enchanter is still broken .
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# ? May 28, 2015 03:29 |
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30.5 Days posted:I just want to take this opportunity to remind everyone that gregtech at one point had a crash bug caused by Greg exceeding the maximum instruction limit of a single method. It's been years since I've touched Java, so what's this mean? Too many arguments in a method call that accepts a variable number of arguments?
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# ? May 28, 2015 05:19 |
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So do you guys just kinda roll with terrible framerates on the megapacks, or is there something you can tweak? I'm getting like 20-30 fps on OMP for some reason, even out in the wilderness.
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# ? May 28, 2015 05:26 |
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GotLag posted:It's been years since I've touched Java, so what's this mean? Too many arguments in a method call that accepts a variable number of arguments? A single method was so long, it broke Java.
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# ? May 28, 2015 05:28 |
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Danger Mahoney posted:So do you guys just kinda roll with terrible framerates on the megapacks, or is there something you can tweak? I'm getting like 20-30 fps on OMP for some reason, even out in the wilderness. People hate optifine, but I swear by it and went from 30 -> 60 fps. Just get the right one for 1.7.10 and play with the settings until everything looks and works proper. (you sometimes have to turn off multi-core or Fast OpenGL because of chunk flickering.)
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# ? May 28, 2015 05:36 |
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30.5 Days posted:A single method was so long, it broke Java. Remember to use subroutines, kids.
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# ? May 28, 2015 05:40 |
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The computer program to run the reactor looks pretty nice, and very fine tuned, but I would take a different approach to it if the turbines supported vanilla redstone, or at least RedNet. My ideal setup would be as follows: A Big Reactor on active cooling, cranking out steam to be stored in an AE2 Extra Cells deal. This would control the reactor to make sure I had a big enough backlog of steam. How big is "big enough" is something I'd have to mess with. There would be a handful of turbines, each with an RS latch set up so that when base power gets low enough, the coils are engaged. When it gets high enough, the coils are disengaged. This could be done with either an actual RS latch or a handful of pistons and a block of redstone. There would also be a series of ME fluid export buses set to redstone control. If the turbine's speed drops below a certain number, start cranking in steam. If it gets above a certain number, stop cranking in steam. It's not as elegant as many (most) other solutions, but this has the advantage of "this can be built and troubleshot without needing to know how to program."
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# ? May 28, 2015 06:00 |
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Truga posted:I'll know sometime during the weekend when I should have enough cyanite (and other crap) for my 2nd turbine. I think it should just work as is, but it depends on how the reactor will distribute steam to multiple turbines. If it puts even (or close to) amounts into all turbines. If it puts all steam into one until full, then the second, I'll have to do some steam routing via limiting flow into separate turbines. Either way, it should be fairly easy. to implement well enough You know you can make cyanite, Yellorium + sand in a crafting table - instant stacks of Cyanite...
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# ? May 28, 2015 06:03 |
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Azanor's been talking up Thaumcraft 5 features and it looks quite interesting. - Vis will no longer reside in nodes, instead it will reside in chunks as aura. - Aura has a potential and current value, chunks gain bonuses or penalties based on the biome. Jungles will have high potential but have high terra and aqua, deserts will have low potential but have high ignis. - Vis will move from chunk to chunk based on the differential of its neighbors but only if the difference is large, it's possible to spend and use up all the vis in an entire world. - Aura nodes don't contain vis anymore and simply refill a chunk as a generator. - Flux is now both an aspect and a type of vi that drains into the aura. If there's too much flux in the aura it can start to generate taint, flux will also spread across other chunks. - There will be many systems to try and control flux and taint. - Wands are now charged passively from the aura instead of directly from a node. Demiurge4 fucked around with this message at 06:12 on May 28, 2015 |
# ? May 28, 2015 06:08 |
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we'll see, azanor... we'll see
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# ? May 28, 2015 06:17 |
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I'm actually interested to see what he'll do with void jars. Because it would sound like the best way to deal with extra vi in alchemy or whatever is to just pipe it straight into a void jar so it doesn't turn into flux and forget about it.
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# ? May 28, 2015 06:24 |
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Demiurge4 posted:I'm actually interested to see what he'll do with void jars. Because it would sound like the best way to deal with extra vi in alchemy or whatever is to just pipe it straight into a void jar so it doesn't turn into flux and forget about it. Warning if people didnt know, DO NOT ACCEPT TOME OF KNOWLEDGE TRANSFER, If you do it will warp you to hell and back. (I found out the hard way)
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# ? May 28, 2015 06:26 |
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Demiurge4 posted:Azanor's been talking up Thaumcraft 5 features and it looks quite interesting. So... TC2 again? I thought the chunk-based vis caused lag? I'm not sure if I'm going to miss hungry nodes, or be glad they're gone. Or maybe they'll still be around, haha!
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# ? May 28, 2015 07:07 |
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McFrugal posted:So... TC2 again? I thought the chunk-based vis caused lag? The only thing that needed fixing is the research minigame Why ruin a good mod
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# ? May 28, 2015 07:27 |
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30.5 Days posted:A single method was so long, it broke Java. Jesus. What awful kind of spaghetti bullshit was he writing?
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# ? May 28, 2015 07:50 |
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I just wanted to pop in and say thanks for creating Technic Launcher/Solder. Some of my friends were interested in playing a vanilla-ish mod pack, so I created my own with Thaumcraft 4, Natura and some smaller misc mods. Setting up Solder and publishing the pack was a breeze (although adding mods one by one took a while). On that note, couple questions since I haven't played modded Minecraft a lot. Which TC4 addons are good? We don't have any experience with TC4, so would it be better to just stick with it without addons for now? Also, would Tinker's Construct fit with the magic-y theme without overlapping with TC4 a lot? All I know about it is that it adds more steps to creating tools, but almost every pack seems to include it.
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# ? May 28, 2015 08:47 |
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Tinker's Construct has no thematic overlap with Thaumcraft, because it's about using a smeltery and other such things to make your own tools from parts, which are better than vanilla tools. It has support for using thaumium to make tool bits, but as far as I know, that's the extent of it.
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# ? May 28, 2015 09:57 |
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Demiurge4 posted:- Vis will no longer reside in nodes, instead it will reside in chunks as aura. Seriously, gently caress that. I absolutely hated the old method of Thaumcraft, where everything Aura/Vis related was insanely nebulous, and nodes all recharged from each other or not at all, and you could "run out" of vis, and everything was based on this impossible algorithm over the entire world. Sky Den suffered so much from this system that some people actually DID run out of Vis, and there's nothing you can do about it. The new node system in TC4 was such a huge improvement. Nodes were worth hunting down, they were fun to find and to mess with. Now we're tainting them with the old chunk/world bullshit systems? I thought we were past this!
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# ? May 28, 2015 10:11 |
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I'm not a big fan of make-work mods or complexity for its own sake but I think Tinker's Construct makes a good total replacement for vanilla tools and weapons. It's slightly more complicated to get started with but it gives you a lot of freedom and interesting effects to play with. Also its smelting aspect plays nicely with other mods, you can pipe liquids in and out with TE fluiducts, and pull out castings with item ducts.
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# ? May 28, 2015 10:13 |
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# ? May 21, 2024 18:07 |
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Pollyzoid posted:I just wanted to pop in and say thanks for creating Technic Launcher/Solder. Some of my friends were interested in playing a vanilla-ish mod pack, so I created my own with Thaumcraft 4, Natura and some smaller misc mods. There are some add-ons that bridge gaps between mods like thaumcraft and tinkers so you can use things like thaumium for your tools. Tinkers construct is usually used for ore doubling and making BETTER TOOLS AND WEAPONS. Example: You can make a cleaver that 1 shots everything weaker than an enderman, a logging axe that chops down entire trees, a scythe for reaping mobs or wheat en mass, a hammer that mines out 3x3 areas as fast as a diamond pickaxe and only requires cobblestone to fix. Simple things that it does better than vanilla minecraft: It lets you put fortune 3 and looting 3 on everything, you can smelt things as you harvest/mine (charcoal from trees), tools are not lost when broken and just have to be repaired, Smelt ores directly into ingots (and smelting stacks with fortune), Add new things to mine... and craft... Odd things that it does: it adds punji sticks (think spike pits), it adds floating slime islands, it adds baracades (think fences that take more damage), and some other odd things. Nice things it does: Tinkers tools ARE 100% IMMUNE TO FIRE AND LAVA, tinker tools also take SEVERAL INGAME DAYS TO DE-SPAWN. /wall-o-text
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# ? May 28, 2015 10:16 |