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Everything posted by jakalth
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Also might be an issue with the oil well(not the pump and engines, but the cavity containing the oil) it's self is extending beyond the chunk you have loaded. This might be playing tricks on your pump causing it to see flowing oil, but not the oil source blocks that are causing them, when your not close enough to load those chunks outside the dimensional anchor. it's only speculation.
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Oh, there isn't enough room for the quarry? the framework looks like it is partly inside the bedrock. Give it one more layer of height(dig down one more layer) and it might be able to kick in and run again. Not completely sure if this will actually work or not, but worth a try.
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Simple reasons for TE3 having its own power system and not MJ. The conduits, as stated, don't work the same as kenesis pipes. And BC MJ system has been changed and is now much harder to use in other mods. And by much harder, I mean pull your own hair out kinda hard. I've chatted with a few mod makers about it already. 2 mods, that I know for sure, have MJ --> RF conversion support. Power Converters mod, and Engineer's Toolbox mod. Engineer's Toolbox only has 1 block that does MJ --> RF conversion, the rest is pure RF. Power Converters mod just does power conversion and management, nothing else is really needed. But, one of those might be nice for storing power from BC engines. Though kinda not needed with TE3 engines being able to completely replace the BC equivelant, except for redstone engines. The comment I posted about uranium ore generation is not a question, but a statement of how things look after doing some testing in creative. COFH custom ore generator has a hard time with uranium. Simple as that. Enabling it in the atomic science config works, so does adjusting the block id in the cofh world gen config.
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Uranium generation is not quite working right yet. A look through the config files shows that the cofh core world gen config has the wrong block id for the uranium ore. Atomic science uranium might not have a forge ore dictionary entry so this would cause no uranium to be generated. Either the uranium block id should match in both the cofh world gen config and the atomic science config or just enable the ore in the atomic science config and use that for generating uranium. This has been a problem in the last 6 releases of tekkit(space) so it makes me believe that atomic science does not use the forge ore dictionary, thus the cofh custom ore generator can not find the correct ore consistantly...
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could be an issue with chunk loading. Atomic science has always been a little finicky. And there were quite a few changes to how it works between 1.5.4 and 1.6.2, so who knows if the parts of the reactor are all working the same on your setup...
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Problems with Fusion Reaction on single play mode
jakalth replied to Silmenume's topic in Tekkit Discussion
good site to find programs is found on the computercraft wiki. lots of programs that I don't understand in the least. Copied this from a post I made in the atomic science tips and tricks topic: Place down a computercraft computer 1 block away from the artarchic gate and connect the computer to the gate using a piece of redstone dust. In the computer, type in "edit startup". Now type in the following program(this is a simple redstone pulse program) You will have to use just the keyboard for everything, the mouse does not work inside a computercraft computer: s = 0 repeat redstone.SetOutput("back",true) sleep (1) redstone.SetOutput("back",false) sleep (360) until s == 1 Then click the left (Ctrl) key and select the save option. Click the left (Ctrl) key again and select exit to leave the program. Your program should now be running. To edit your program, open the computer and hold down (Ctrl) and (T) for longer then a second. Change the (360) to whatever delay you want, it is in seconds, so for example 360 = 6 minutes. This will give a 1 second long pulse, every 6 minutes to the autarchic gate. The autarchic gate will output 2 deuterium cells during the 1 second pulse so the distribution pipe will direct 1 of those cells to the reactor and 1 back to storage. If you want to put in more then 1 cell at a time, then you can change little things to make this work. For 1 cell, use the setup I said. For 2 cells, replace the distribution pipe with a regular pipe. For 3 cells, change the first sleep in the program from (1) too (2) and set the distribution to send 3 to the reactor and 1 back to storage. For 4 cells, change the first sleep in the program from (1) too (2) and replace the distribution pipe with a regular pipe. etc... Haven't figured out how to link this with a second redstone signal to act as an interupter signal... Not that good with coding... -
glitch with converting versions of tekkit? You might have to try removing and replacing the fusion core its self to see if that helps. Might help, might not. Worth a try though. Easier then rebuild the whole reactor.
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I'm not sure what effect changing that config option has on stacked funnels... Have not tested them yet, but my guess is stacking them will still not work like I used to. I could be wrong, in fact, I'm hoping I am wrong.
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Solution found. It is in the Atomic science config file. Look for this line near the bottom: B:"Allow Layered Turbines"=false Set this to true and fluiducts can pipe steam just fine again. The fluiducts do not even need to be set to pump mode anymore to work with steam funnels it seems.
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Thermal expansion fluiducts are unable to extract steam from atomic science steam funnels in 1.2.1. It worked in 1.2.0 for me, but after updating to 1.2.1, they no longer work, even with a clean map. The funnels work, and fluiducts work, but the 2 do not work with each other. After some testing, I reinstalled tekkit 1.2.0 and low and behold, the steam funnel---fluiduct interaction does not work here either. Something fishy is going on... EDIT: Solution found. If B:"Allow Layered Turbines"=false is set to false, fluiducts are unable to extract steam from steam funnels. If it is set to true, the fluiducts are able to extract steam from the steam funnels again.
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Problems with Fusion Reaction on single play mode
jakalth replied to Silmenume's topic in Tekkit Discussion
ah yes... autarchic gate in single pulse mode is a bit buggered... it only pulses once... ever... for some people it works fine, for others it does this. solution I know of, is to use the autarchic gate in pulser mode and only use a short redstone pulse when you want it to send out items. For every second of redstone signal, the gate will pull out 2 deuterium cells. you can use a distrubution pipe to split the cells so only one goes to the reactor while the rest goes back to storage. If your using me system, send it back to the me and use an export bus to keep the ender chest full(or only one row full with the rest filled with dirt/cobble as a filler). I had the same problem when trying to setup my own reactor. ended up using a redstone pulse program on a computercraft computer. had it output for 1 second, then delay for 10 minutes with my reactor going cold between each cell sent. worked for me due to low energy demand vs high output reactor. -
it probably is a bug dealing with atomic science. But which mod it is interacting with it and doing this I'm not sure, yet. I'll have to do some digging with the test map I have setup and see what I can find. Hopefully it's something simple. Edit: Yes, I can confirm that in Tekkit 1.2.1 Fluiducts can not recieve steam from steam funnels. Now to figure out why...
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steam funnels can only output into pipes or fluiducts. a single fluiduct between the turbines and funnels is the minimum needed. in the 1.6.4 release, you only need to connect the fluiduct to the funnel and it should work, otherwise it will need to be switched to pump mode. a redstone signal is no longer needed for the fluiduct to pump.
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Items from ME System to Deep Storage Unit??
jakalth replied to Minecrafter805's topic in Tekkit Discussion
start out with an export bus to get all of the one item, like cobblestone, out of your me system, and into your deep storage unit. Then replace the export bus with a storage bus to connect the deep storage unit back to your ME network, and set the storage bus to store the item, like cobblestone, in the deep storage unit. Now whenever that item is added to your me system, it gets stored in the deep storage unit, but is still accessible through the me network. -
One suggestion, try out applied energistics, "extra cells" addon. Adds support for liquids to the me storage network, plus larger storage cells and a few not as important items. Atomic science v:1.0.0.160 should have direct TE3/Redstoneflux support. I've played with this exact same version of it and the support was there. Might be a conflict with something else causing the atomic science ---> TE3 issue, I'll see if I can spot anything when I play around more. I see one thing, in the other pack I've tried, they have the same version of atomic science, plus basic components, but NOT Universal Electric core... odd. Oh! Note on fluiducts. When you connect a fuiduct to a steam funnel, the duct says it has steam, because it is showing you what it WILL be piping, not what is IS piping. Also, the fluiducts need no redstone signal to pump anymore. The redstone signal is to Turn Off the fluiduct instead. Big Reactors: interesting, not really "better" then atomic science fission. But the big reactor it's self gives you a lot more to play around with then just setting it up, adding a fission cell, and winning. So a bit more interesting to operate once completed. And possibly lower on the client/server resource demands. I'd also suggest looking into switching Balkon's Weapons Mod to Tinker's Construct instead. A lot more customization is involved with making weapons and tools using Tinkers, compaired to Balkon's. But... I do not know for certain how much server/client load it would add to the modpack... Might add too much "bulk" to the modpack, making it slower... Not sure, I've only tried it in a full pack, not by its self. I have nothing against Balkon's, just so you know. One last thing... Something fishy is going on between MFFS and Universal Electric Core. If UE core is removed(was testing the above AS ---> TE3 issue), MFFS crashes the game with 2 "missing block" conflicts. So yeah, something odd is going on between those two. 2014-01-09 20:19:52 [sEVERE] [ForgeModLoader] The following problems were captured during this phase 2014-01-09 20:19:52 [sEVERE] [ForgeModLoader] Caught exception from MFFS java.lang.NoSuchFieldError: rotationMask at mffs.block.BlockForceManipulator.<init>(BlockForceManipulator.java:18) at mffs.ModularForceFieldSystem.preInit(ModularForceFieldSystem.java:205)
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sadly, with the amount of instability that would also generate. you'de only have a minute, at most, before your quarry is destroyed, and your own life is at risk...
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Problems with Fusion Reaction on single play mode
jakalth replied to Silmenume's topic in Tekkit Discussion
Plasma generation is highly random in atomic science. The amount of steam generated is directly tied to how much plasma is generated since the steam only generates when plasma actually touches the electromagnets. If not a lot of plasma is spawned, it will not touch all the magnets in your reactor, so the steam production will be low. Buffering/storing steam has been found to be basicly useless due to the sheer volume of steam a reactor can produce on a good run. But worry not, the steam funnel its self can store that extra steam until it is needed. At least in the version of atomic science in tekkit it does. There is a fine line between keeping your reactor running and using all your steam, though. Each setup will be different. Also, adding two cells per cycling, in a flood type reactor, helps a lot to average out plasma generation. having a delay between the insertion of the two cells also seems to help for some reason. controlling your reactor using a large power buffer seems to be more reliable then monitoring steam, as well. Or just doing some single run tests, run till cold, to find out how long it can keep the turbines spinning. Then using a delay that is about 80-90% of this time, between feedings, to keep it running as efficient as possible without it shutting down. -
Usually found at or below block level 28. Lead by it's self can spawn higher then this.
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[Nether brick block] then [Tendril] is correct. it is possible to make a world entirely out of netherbrick, possibly, but it WILL implode shortly after you visit it. Most likely either black or white decay and some other form of highly destructive instability. glowstone and nether quartz ore go on the [crystal formations] feature. No instability for using either one. although you might get some instability if you try making both glowstone and netherquartz formations in the same age. also, ice + tendril are fun to look at for a frozen world age, same with ice + crystal formation.
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Not going away, it's actually still there, but part of a separate add on mod. I've already played around with the latest version with the extra addons. Works as expected. Plus adds a new power tool module that lets you feel like zeus, calling down lightning bolts(very expensive to use, but fun). Anyways... the solar panel items in Tekkit are spacific blocks/items. One is for the cart assembler for Steve's carts. One is a module to modify your power suit. And the last few are for powering the cart engine in steve's carts. None can actually be used to power other machines, save for using the trick WaffletimeCat mentioned.
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Atomic science: Reactors in 1.6.4 produce more steam the hotter they get is confirmed. Started a reactor, measured the output from each funnel. was 50mb/tick. kept checking... after 5 minutes, output started to go up. Little by little it keeps rising until it maxed out the fluiducts at 100mb/tick after another 3 minutes had passed. Also did some more testing with both a flood type and a ring type reactor. My old 4 torus design has around 130 places where steam can be generated. The flood type, even with it being smaller then it used to be, has over 180 places to generate steam. but with steam generation so high, it is hard to test total output between the two reactor types to know if the flood still produces more steam. Also, with heat being so much more important, the ring type may turn out to be the higher yield reactor now, but I doubt it. Finally, pulsing your reactor in 1.6.4 is now a bad idea, pulsing it on and off will only reduce the reactors efficiency, by at least half, in the long run. Funnels can no longer stack. So all reactor builds in 1.6.4 require a little more thought to setup. But testing shows that fluiducts no longer need to be set to pump to transfer steam out of the funnels. flow rate through the fluiduct is unchanged if set to pump or left as default. Aah yes, Mystcraft: Linkbooks and descriptive books are crafted the same as is currently done, requiring a link panel. Cost to craft a link panel is the same as well. Mystcraft now can use mod spacific fluids when creating an age. ANY fluid in the mods it's used with can now spawn in lakes/oceans and create loads of instability in some cases. It has a few more map features. And the random generation is a bit better behaved about what it chooses to add.
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Problems with Fusion Reaction on single play mode
jakalth replied to Silmenume's topic in Tekkit Discussion
yeah, that's in the ball park. Might get it to push upwards of 12,000,000 but only with perfect plasma spawning, which doesn't happen very often. Running it in pulse mode, you might end up wanting to feed it two deuterium at a time. With large flood types, it seems to perform more predictably that way. I've also found that having a 2-4 second delay between the two cells being inserted helps as well. If your using BC pipes to feed it, this is easily done using a distribution pipe feeding the first cell strait in, then the second cell on a round about path before also going in. -
Bio-reactor changes also allow the reactor to fill all slots, with one item, when items are input from the top. This is both good and bad though. Good if you have huge amounts of a single item to dump into it to make fuel, but bad if you have huge amounts of many items and want to disperse them throughout several bioreactors. Setups are harder to automate now, slightly. But the fuel balance changes were needed, BADLY. It was very much unbalanced before. Now on the other hand, it is only slightly unbalanced. It does process through the buffer much quicker then before as well, which is a good thing, most of the time. Galacticraft solar panels work nice, even better when used on a space station. 200% output when in space anyone? It's wires and power system in general is solid. But it's power storage system "leaks"... Slowly loosing power over time. In some versions, this isn't so slow actually... TE3: 3 dynamos for power. Steam Dynamo, which is the steam engine we all know and love, 40RF/tick by burning solid fuel. Plus, it can now accept steam from other sources for power, like steam boilers from either railcraft or factorization. Nice addition imo. Magmatic dynamo, same lava power, same lava channel, da da da da da da da da.... Combustion dynamo, works basically the same as the BC equivalent, but with Thermal Expansions efficiency and power management. A win win. Also, fluiducts(were liquiducts) now auto pump by default when switched to pump mode. Supplying a redstone signal turns them off now instead of on. Nice change imo. And, on top of this, you can now setup a send/recieve fluiduct using only 1 fluiduct since each connection of the fluiduct can be set, separately, between pump, flow through, and now also "no connection" for when you need to have lines close to each other or other machines and do not want them to connect. Think of how the rednet cables work, sort of like that, only more reliably. Atomic science: On again off again... Has a few bugs yet to completely iron out. But changes MANY things. And it works nicely with TE3's Redflux. Large turbines now have a spin up time, where they produce more and more power as they speed up until they reach full speed and normal output. Takes about 2/3 of a minecraft day for them to reach full speed. They also take even longer to slow down once they use up steam and will keep generating power until they have completely stopped. It's far easier to tweak the settings for the turbines, as well now, using the config file. Fusion reactors can take deuterium directly from chemical extractors, in liquid form. So they are even cheaper to operate now then before. But, plasma generation has been altered. Plasma only travels out a maximum of 6 blocks from it's source now compared to 7 before. So a large reactor will be smaller in radius by 1 block. Efficiency is less of a worry now that tin and glass are basically a thing of the past. Going completely mental with your reactor is much more fun with the new liquid feed system. I think some changes have been made to uranium purification making enriched uranium more common, so fission is also easier to operate. Steam generation in both fusion and fission is completely heat based now. The hotter your reactor, the more steam you get. For fission, this does not change a whole lot, but for fusion, this means you want the plasma to contact the magnets as much as possible. How this changes setups, other then making them a little more compact, I'm not certain as of yet. more testing is still needed... one test had a single core reactor outputting 10,000+mb/tick. That's an insane amount of steam. O_o Balance might be a bit tough to get right with that much steam available. Buildcraft: Same old buildcraft, a little more stable. But doesn't play well with other power systems. : NEI: New format. New look. More options then ever for organizing. Lots of new menus to get lost in. Rei's Minimap: Not dead, just illusive. 1.6.4 versions work just fine, but can be hard to find for download. Can't think of which other mods I've tinkered with that are relevant to this topic...
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Problems with Fusion Reaction on single play mode
jakalth replied to Silmenume's topic in Tekkit Discussion
And I just rewrote info posted by quite a few different forum regulars, as well as my own findings. I'm terrible with names though... :\ Sadly, atomic science has a lot of quirks with it. I've seen many designs that should work just fine, end up falling short of what it should do. And then the same design, setup by someone else, end up running perfectly. It does seem to act differently for each person... Just don't get discouraged if it doesn't work right strait off the bat. A little tweaking and adjusting of shape/design should give you the results your looking for. -
Problems with Fusion Reaction on single play mode
jakalth replied to Silmenume's topic in Tekkit Discussion
You have no air gap between the electromagnetic glass and the above electromagnets. So there is no place, currently, for plasma to spawn. At least the second picture makes it look that way. the magnetic glass can distort how it looks.