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Blodskaal

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  1. Oh, I forgot to mention that indeed, ICBM turrets don't work. The GUI doesn't provide the correct interface (as seen on the wiki/youtube) either. EDIT: The server I'm playing on will switch to 3.1.1 today or tomorrow, and I will try to test things, but it could be a month before I have time to play Voltz again.
  2. Actually, I traced the apparent problems of Resonant Induction wires to a bug: Once there is a redstone signal on a wire, that entire wire (even the part that should stay live) will only "tick" and conduct power on the down-flank of any redstone signal to the wire. The nasty bit is that this makes switching power off a mayor hassle, since then you'll need to add a clock to the wire, or manually "pump" the wire with a lever to power your machines that are not powered off. The ability to switch the wires OFF in Resonant Induction is actually a GREAT THING. Otherwise Forestry and Railcraft machinery will drain you energy supply, even when not doing anything at all. So don't be sad, I actually hope for a speedy 3.1.1 release with updated mods, and Resonant Induction fixes for: - Flat wire multiblock issues - Wire + power switching issues. - Easy connections between flat and framed wire - Fix East-West render swap - Mechanical piston crushing most ores into copper instead of appropriate rubble. - Grinder disappearing rubble sometimes (though rarely, may not occur in other grinder configurations) - Many fluid system fixes (not that important, I switched to buildcraft, which is a good replacement. I just really like that Resonant Induction pipes can be easily hidden inside multiblocks, they are more elegant than buildcraft pipes.) With those fixes Resonant Induction would be a great addition to Voltz I think. I've been playing Voltz more lately, and I have found ways to avoid those bugs, by using other mods. It has given me a better perspective on what is wrong with Resonant Induction, and I now think that the mod is a good choice for Voltz, but the functionality breaking bugs made it seem like a bad fit. Another feature I would like to see in Resonant Induction is pressure build-up by height. That would suddenly make Gutter aqueducts coming from a spring up the hill a really interesting and logical feature.
  3. My setup: 1 Hobbyist's Steam Engine with plenty of water and steam. 1 Wooden Kinesis pipe 4 Stone Kinesis pipe Rolling Machine Carpenter Centrifuge Squeezer My problem: Even when only the Wooden Kinesis pipe is connected to the engine, every ~1 second a few 10s of MJs is subtracted from the total. Adding more machines seems to aggravate the problem. The Carpenter and Rolling machine get power, but so much energy is subtracted in those few pipes and machines that the squeezer and centrifuge never get ANY power whatsoever. Question: Is this normal behaviour, is it a bug, or is it stupidity on my part? I could not find documentation on this behaviour, the buildcraft wiki never mentions energy dissapearing periodically from the system. EDIT: I now have an Industrial Steam Engine running with 40mB of steam/t for 8MJ/t and it has the same problem, though now the centrifuge (last in the row) is able to function, but barely. EDIT2: When I manage to get a machine filled with MJ the effect diminishes for some reason. Are the machines outputting MJ in an attempt to share power, and is the power lost in rounding?
  4. EDIT: I was mistaken about part of the energy scale problem. Since Resonant Induction uses Joules and Buildcraft uses MJ I thought they were identical, but one Resonant Induction MJ is 1 Megajoule, while 1 Buildcraft MJ is one Minecraft Joule. The confusion arose from the fact that they are named identically. I have been testing Voltz 3.1.0 quite extensively lately, and I must say that Resonant Induction is working VERY poorly. At the moment it is the quintessential electricity mod in Voltz (replacing IC2?) and it simply does not function. Many features shown in Resonant Induction videos are not working: Only one piece of wire can be placed inside a multiblock region, thus flat-wire cannot make inward corners, making flat-wires almost useless. [KNOWN Resonant induction bug] Transformers needed to step-up voltage to required levels for other machinery only work with flat-wires. Coupled with the former bug it is nigh impossible to power ICBM devices. Many blocks are rendered wrong with parts swapped between east and west. Most obviously with gutters, most annoyingly wind turbines (didn't test water turbines). I spent quite a while why my wind turbine wasn't powering the connected gear. Then I remembered the gutters and the fact that it was placed on the wrong side of the block when I placed it, and I had to rotate it. Apparently the graphics are rendered on the west side of the block, but the actual turbine is placed on the east side according to the game. I worked around this by only placing turbines facing north or south. [KNOWN Resonant Induction issue] Wires do not work properly with non resonant-induction machines. For some reason they will often stop supplying energy at all, and the only remedy is to avenge everything. Resonant Induction's fluid system is completely broken. The machinery has bugs that turn some valuable ores into relatively worthles ones. Mainly the mechanical piston + grinder turn lead and silver into copper. Resonant induction uses relatively realistic powerlevels. Mods tailoured to Buildcraft use Buildcraft's ridiculous power levels. This makes Resonant Induction power sources near useless when used with Forestry, Railcraft and other Buildcraft compatible mods. To illustrate this point: I had built a large Resonant Induction wind turbine, and some solar panels, at considerable expense. It took approximately thirty minutes to generate 1 MJ of energy. The Buildcraft's cheap low-end "free energy" producing Redstone Engine takes exactly one second to generate an equal amount of power A high end Railcraft High-Pressure Steam Boiler produces enough steam to generate 2.56 GW, equivalent to aproximately 10% of the combined output of the spaaace Shuttle's main engines. For those who lack the necessary background to appreciate this comparison, this is enough to power several million homes (between 2 million and 7 million based on climate based power usage). My point? Resonant Induction has great potential as a mod, coupled with ICBM and other compatible mods, but most of it is only POTENTIAL at this point, and does not work otherwise. Resonant Induction works on a totally different power scale as Buildcraft and compatible mods such as Railcraft and Forestry. I would urge the Voltz packagers to reconsider their commitment to include Resonant Induction in Voltz, because of it's power scale and because it is so extremely unfinished that it makes Voltz very unpleasant to play. I actually like the more realistic and scientific power scale used by Resonant Induction. EDIT: If Resonant Induction fixes its horrible problems, it may very well be a valid candidate for inclusion in Voltz. However I would like to see a mini-mod added that solves the naming confusion problem.
  5. Oh dear, I totally missed that. I just created my own modpack that replaces 1.1.3
  6. As far as I know there's no option, I always have to upgrade LWJGL whether it is with the Technic Platform or vanilla Minecraft. I've just got a working recent copy stashed away on my system and I'll clobber the wrong LWJGL files with that after an update. I wish they would fix that on the Mojang side though. I have no idea why they send a bugged old version with Minecraft. With the old LWJGL I always have the bug that makes my keyboard keys 'stick' when I click a lot. Which is deadly when close to lava or long falls, or both.
  7. Is there a link available to a Voltz version that is 1.1.3 for the clients? An alpha release channel for Voltz as it were?
  8. Shouldn't it be fixed? It makes no sense that it can create more energy from nothing.
  9. Did you correctly port forward? In my experience it's always that people do something wrong there. Make sure that your modem/router forwards TCP traffic on port 25565 to <your.pc.ip.address>. Sometimes the problem is really weird. I have a double setup (router behind a modem, modem forwards to router, router forwards to my system) with a Thomson modem. The port forwarding only works correctly when UPnP is disabled.
  10. I don't understand your question exactly. The Technic launcher doesn't use the .minecraft folder, it uses the .technic folder (or whatever you select on the first run). What exactly do you want to ask? The original .minecraft folder isn't touched. I have my .minecraft folder containing Vanilla Minecraft 1.5 and my .technic folder containing all my TechnicLauncher files.
  11. Of course breaking the copyright is out of the question. The point is that I have the files, but I want the launcher to realise that. I wondered if there was a way to do this without reprogramming/modding the launcher.
  12. I tried to replace the 1.4.7 version file with the 1.5.0 one. Alas the launcher isn't tricked and still tries to download it. Does anyone know whether there's a way to make the launcher realise that it already has the correct minecraft files?
  13. I was wondering how to do this too. I did put all the vanilla minecraft 1.4.7 files in the bin folders, including libs, version and md5 information, but it still downloads the new one. (Why is there no option to not upgrade as in the vanilla launcher?) I did replace the minecraft.jar 1.5.0 file in the temp folder when downloading with the 1.4.7 jar, but that didn't work either. I'll try some more things.
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