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jakalth

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Everything posted by jakalth

  1. Emeralds, underground really, are more common in vanilla extreme hills, and I think it was Jade Cliffs that had decent results as well. Shield biome has so many different ores going on that it is hard to find what your looking for in that one. Not that "so many different ores" is a bad thing or anything.
  2. I'm still learning how the different frames work, and how too apply them. The orange frames make the most sense too me at the moment, cause they are the closest to how the old redpower frames worked. And this design is based on an old redpower plunge bore design I had.
  3. can't have all plains under it. if I do that I have no way too hook the plains too the rest of the me network. I'de have to remove one of the carriage frames to place the me cable. and at that point, the transition plain under the me cable will not move with the rest of the bore. and if I use the vertical support frames, the machine freaks out when it gets partly covered in water.
  4. O_o and all I've made so far is a vertical bore that brings the storage and ore processing with it. Quite a simplistic build really. The cutter head: Here A side view of the plunge bore: Here A look inside at the ore processing center and ME storage: Here A look at the hole it dug: Here Of the chalanges... 1: Check 2: Has issues with water and lava combining near it, it gets partly stuck and has to back out a bit before it can keep going. So... half... 3: Storage, processing, and the machine it's self move as a single unit. It can move in any direction. so check. 4: Uses ME for storage and for the cutter head(transition plains), but TE is used internally for processing and power. So... half again. 5: Manually operated... FAIL 6: Once again, manually operated from inside... FAIL... poor kittens... total points: Tee shirt save.
  5. You might as well post a pic or two there Kotja. I'd be interested to see what you come up with for that idea.
  6. With the ship crash issue, are you using the correct helm for your ship? There are 2 different helms, one is for a water ship, the other is for an air ship. Using the water ship helm on an airship can cause issues, and might increase your chances of the mod crashing.
  7. Define plunge bore: A mining machine designed to dig or "plunge" strait down into the ground. This is a challenge just for fun, for those playing around with the newest version of tekkit. The points don't really matter so feel free to give yourself a bonus of X points just for trying. Requirements: 1:The machine should be able to mine up a roughly 9x9 too 11x11 hole all the way down too bedrock. If the hole is not square, that is just fine as well. 2: It needs to be unaffected by both lava and water. 3: It needs to be able to move it's self around as a single construct, as in being able to move too a completely new work site under it's own power. Everything needed to operate it needs to be contained inside the machine with one exception. Power can be produced remotely to save space and cost. 4: bonus points for making the machine using only vanilla, Redstone in motion, and Applied energistics. Thermal Expansion can be used for power generation/transmission if required. 5: SUPER bonus points if you can make it mine down to bedrock automatically. 6: These kittens over here will be saved if the machine can return too the surface on its own after hitting bedrock. Have fun with this challenge and remember, no picture = it did not happen.
  8. confirmed what RenX99 stated. Right click on forcefield projector = crash too desktop. Also can confirm the crash is tied to the calclavia library files(calclavia core), but might be the mffs core calling a defunked code. I'll check mffs and find out where the source of the issue really is. Edit: Updating MFFS core to version 3.6.2.51 fixes the problem. Note: 3.6.2.55 crashes strait to desktop without even letting the game load... Do Not Use.
  9. yes and no. Yes for the fun of making a reactor, and for the massive potential output of up to 80,000RF/tick. No, cause the changes have made the mod balance broken and it's even less predictable then it used to be. It still works, I guess... but it no longer is as much fun to work with due to no longer being able to make complex reactor setups...
  10. True there badkruka. Both fusion and fission reactors produce steam the same. But with the fusion reactor setup, watch the plasma generation once. Something is not quite fluid about how the plasma is generated/moves... Unlike the fission reactor, fusion doesn't run consistantly, but still seems to produce a large amount of power. Turbine output used to be around 22 and 1/2 RF/tick before the complainers convinced calclavia to modify the mod. Now they output about 3995 RF/tick each. also large turbines are far less efficient then their component small turbines now. The atomic science mod used to be about building large complex reactors to squeeze every little drop of power you could out of the steam produced. Now, you can't really go large, it no longer works on the large scale it used too... Oh, and to see how completely broken the mod is now, upgrade your fission reactor from a 3x3 too a 5x5 of turbines and water. you'll get more then double to power output from the single fission reactor core.
  11. The nether ores used to give off little black puffs just before they explode. And by "just before", I mean about a half second longer then it takes you to mine it with an iron pick. So if you see it right away, you can still mine the ore block before it goes boom. At least they used too...
  12. Quick fixes for atomic science. Update the mod too the latest version: 1.1.0.56. turbines behave a little better, plasma generation is a little more consistent once you replace your reactor core. and the mod is a bit more stable. Update Calclavia core to a newer version, like 1.1.1.287. the crash bug has been fixed along with a few other tweeks that seem to make the game run a tiny bit smoother. Update Universal electric core. optional, but why not.
  13. I've heard of it being done with an obsidian dispenser and pistons. but it's not very reliable due to the wither being able to destroy obsidian.
  14. @Stone Rhino And now the community hopefully sees what happens when they force a change that is not in the best interests of the mod. It pretty much ruins a mod that was/is a pretty well designed mod. The change from MJ to only outputting Joules, by default, was something I did not know about. But considering the issues other mods have been having with MJ, I can understand why. About making it more powerful, well, it was already far more powerful then most people understood. It just required a bit of trial and error to find builds that could fully use what atomic science was capable of doing. Even a simple fission reactor setup could potentially output enough power to run several mass fabricators from IC2, 1-2 MFR laser drills, or even an mffs energy field so large it required chunk loaders just to allow it to generate the entire field... but, you can't please everyone... that's why sometimes you have to just put your foot down and just do what you want reguardless.
  15. The multiple planets you may have seen in that video was an alpha version sneak peak. From what I have heard, the version that had all those other worlds was extremely buggy, yet, and crashed often. Kinda like a few of the other mods we know when they first converted over too 1.6.4 minecraft. You might be able to use some tricks too simulate other worlds, by playing around with Mystcraft portals on the moon and/or on your space station, but for now, that's the most you can do, too add more worlds, without knowing how to program in Java.
  16. Ok, Atomic Science "Reactor Turbines" cause a crash due too ticking entity. In Tekkit 1.2.8 Place the turbine in the world: Nothing happens. Place the turbine on top of a fluiduct: Nothing happens. Place the turbine on top of water: Nothing happens. Try pipeing steam into the turbine, or start heating the water using a reactor: Instant crash too desktop due to listed bug: at cpw.mods.fml.common.network.PacketDispatcher.sendPacketToAllPlayers(PacketDispatcher.java:80) at calclavia.lib.network.PacketAnnotation.sync(PacketAnnotation.java:126) at calclavia.lib.prefab.turbine.TileTurbine.sendPowerUpdate(TileTurbine.java:176) at calclavia.lib.prefab.turbine.TileTurbine.func_70316_g(TileTurbine.java:122) at atomicscience.process.turbine.TileElectricTurbine.func_70316_g(TileElectricTurbine.java:24) Updating the calclavia core does not change this problem. Redownloading the atomic science mod does not change the problem. Did not try the earlier version of atomic science(v1.1.0.53) due to the known bug in that version. But might try it anyways. :Update: changing the atomic science core has no effect. But, I did find that downgrading the calclavia core fixes the problem right up. I had to go all the way back too version 1.1.1.200 before I could get it to work without crashing... I skipped over a few newer versions, but the crash problem seems to start at version 1.1.1.211 and onward.
  17. oh, sweet! can't wait too see how the big reactors work with steam dynamos or steam turbines from mfr. should make for some interesting looking builds. ------------------------------------------------------------------------------------------------------------------- This is a work in progress list of files too change in order to remove crash problems in Tekkit 1.2.8. I'll update it when new problems are found/fixed. 1: Atomic Science = current version or 1.1.0.56 (slight improvement in performance with newer version) 2: Calclavia core --> 1.1.1.287 (removes a crash to desktop issue with turbines sending power) 3: MFFS --> 3.6.2.51 (removes a crash to desktop problem with right-click on force field generator)
  18. Tesseract right over a steam funnel. you know what? I'll have to try that out. the turbines over water act differently then turbines being piped in steam. I don't think they actually request the same amount of steam that way and/or they just look at what percentage of steam output the water has. this is just a guess though. :edit: ok, tesseract over a steam funnel does not work. seems the funnel has to have the steam pumped out of it, or have a turbine over it. Ok, I goofed on the tesseract test. it does transfer steam, but the turbine on the other end barely does more then idle. so it's unable to send enough to run a turbine. also, when piping steam into a turbine, I could only max the small turbine out at 3672RF/tick compaired to placing the turbine directly over water and getting 3995RF/tick. so yeah, there are different physics going on when the turbine is directly over water.
  19. are you running the server on the same computer your trying to play on? if so, you might be getting the issue where its trying too connect to 192.0.0.1, which is the computer's internal port, but it's not available, or you might need to try that and see if it lets you get on the server.
  20. The balance point for my reactor seems to be 6 small turbines, each with their own tesseract, and 5 steam dynamos. they all seem to be able to run on the same channel so the tesseracts can transfer an insane amount of steam through a single connection. O_o This is all a bit of an estimation since I can't accurately measure steam usage other then watching how much steam is in the fluiducts at any given time and compair them. But it seems to be pretty close. most accurate guess: Large turbine = ~11,200mb/tick of steam needed, each Small turbine = ~1870mb/tick of steam needed, each a tesseract can send steam strait into a turbine so it is possible to pipe steam to remote turbines. But, if you balance the output of the turbines to how much steam they use, then each small turbine needs to produce about 3,740RF/tick. Meaning you could potentially produce more power by just placing the turbines directly over the water in your reactor. But, since they will be running inconsistantly if placed over the water instead of pipeing, your power output will be unpredictable and change often...
  21. Some more trial and error, figured out the issue with the turbines. The total amount of steam they require to spin is nearly unattainable. Found out it is possible to get a turbine running at full speed using a tesseract, but the input tesseract needs to have 6 input connections just to get a single small turbine running full speed. The output tesseract needs to have the turbine sitting directly on top of it. Unrealistic method to power turbines, but gives some interesting numbers. small turbine uses 1800+ mb/tick just to spin at full speed. using just 5 inputs @ 360mb/tick each, that's 1800mb/tick. the turbine was running at 93% output. so my guess is about 1900mb/tick needed per small turbine. fluiducts can only transfer 360mb/tick per connection and can only make 1 connection too a small turbine. Large turbine requires 6 input tesseracts with a total of 35 fluiduct connections. That's potentially 12,600mb/tick!!! less steam used for it's size, but still a completely unrealistic method is required to pipe steam to it... Doing some calculations I found the number to be closer to 11,200mb/tick. but still... also, the output of a large turbine is about 5.34 times that of a small turbine, but it uses 5.86 time the steam... so they are actually less efficient... did some further testing, the reactor setup I had was capable of powering 285 steam dynamos, outputting 22,800RF/tick and using 11,400mb/tick of steam. so basicly, the whole reactor is required just to power one large turbine, plus 5 steam dynamos. meaning the large turbine would need to output a total of 22,400RF/tick just to be ballanced... still completely broken imo...
  22. We're just talking atomic science turbines here HeatHunter. But it's good to hear that the MFR ones are working well at least. Too bad pipeing steam out of a reactor doesn't work right or we could use those and/or the steam dynamos for power.
  23. Right now. The mod, Atomic Science, is mostly broken. I have done some testing of the mod, including trying to update the mod and generating fresh config files. But as it stands, nothing can be done to fix what is truely broken about the mod. 1: Turbines produce close to 30x the amount of power they are supposed to produce. This can be fixed, partially, in the config file by lowering the turbine output coefficient to 0.03, from the 4.5 it is currently at. 2: Turbines use far too much steam to generate power. Even adjusting the steam ratio has no effect on this... 3: The electromagnets do not heat up when exposed to plasma the same way they used to. This means the water around them is not converted to steam properly so the turbines will not recieve the steam needed to operate. 4: Plasma generation is a bit random and no longer acts like a fluid. This means flood type reactors are currently not viable... Even the 4 torus design I have does not function any more. Due to these problems, fusion reactors are currently unusable in the modpack, unless the turbines are left in their current overpowered state. I do not know yet what effect the turbine issues have on fission reactors, but I can only guess they are also effected badly...
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