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Everything posted by Kalbintion
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Not true, 32bit is being phased out, 64bit is what the current architecture is and is the primary one computer development companies are looking at. Here's my typical run-down message for people who post lag issues on the tracker, this is geared for in-game lag elements and will either eliminate it as an option or show in-game is the problem: Edit: Did some quote cleanup as the quoted post i had was for a very specific issue and wasnt entirely generalized.
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There's two different menus, one with ~ and another with []'s, []'s contains all morphs, ~ only contains favorites. If you're on a Mac, youll need to change the key bindings (chime in here Loader with that info since I cant find the thread from like a few days ago for some reason...)
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I'll quote the download page again then,
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Is this setup correct? (Energy Cell, Conduits)
Kalbintion replied to DanielUSA's topic in Attack of the B-Team
See Edit #8 of that post, Loader. It was a user error issue related to the default I/O of resonants when placed that wasnt corrected. -
Oh just a note since I happened to notice this on the page. Those two .recipe files go into the above location, so those don't go into the mods folder, but the other three files do. I'm also assuming /config/machinemuse/ is where you would have found the MPS config files from the other older build.
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Those builds are outdated. Head to http://build.technicpack.net/view/MachineMuse/job/ModularPowersuits/ and you'll see theres newer versions of MPS and Numina. Ensure you download all of those and put them all in the mods folder.
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Minons spawn a trillion skull heads and freeze game
Kalbintion replied to wins247's topic in Attack of the B-Team
By "take some time" I do mean take some time. Give it about 10-15 minutes of running, hopefully it should have processed the command by then. Again though, MCEdit is a faster option to removing entities. -
Issues belong on the tracker, link to the tracker guidelines and tracker itself is available in signature below.
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the config is in the config folder, not the mods folder. tho the config folder is in the same location as the mods folder.
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Minons spawn a trillion skull heads and freeze game
Kalbintion replied to wins247's topic in Attack of the B-Team
Killall works on entities. Dropped items are entities, therefore it works just need to know the entity name in order for cofh killall to work. There is one thing i didnt mention about that command though, it will also kill all Item Frames, so if you have any, theyll be lost too. -
Minons spawn a trillion skull heads and freeze game
Kalbintion replied to wins247's topic in Attack of the B-Team
Load the game, immediately press T and type in /cofh killall item - this will remove all dropped items, it may take some time for the game to catch up client side but as soon as you do it immediately, it will be resolved. However, MCEdit is quicker to do this. -
Check the configs for the mod, ensure nothing is disabled there by default for recipes, items, etc. Also, ensure there isnt any compatibility mods that come along with it for TE and the like as those would be necessary to some extent as well.
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Is this setup correct? (Energy Cell, Conduits)
Kalbintion replied to DanielUSA's topic in Attack of the B-Team
Do not quote this post if you are making a response! It is too large and will simply spam the page. After testing Loader's design using a multi-power-output system of the creative cell, it appears that conduits will take more than 10k RF/t if it can saturate the conduit fast enough, meaning if the conduits saturation is at 100%, as long as it has outputs to go to, it will output the max the machines can handle. Meaning if you have output spots for 60k RF/t, but are only inputting 10k RF/t, it will fail to saturate the network fast enough to handle the 60k RF/t, but if you have 60k RF/t input and 60k RF/t output, it'll keep up with saturating the network just fine. This said and done though, it does appear to be limited to 10k RF/t per connection, assuming the machine can handle 10k RF/t inputs or has the room to accept it. Edit: tested with dynamos too using leadstone conduits, since they should work under the same principal. They do seem to work as expected from the results of the above, however, as soon as i hit 4 connections using a leadstone conduit with 4 dynamos, and 4 connections on a resonant cell, it appears the network was able to be kept saturated with only three of the dynamos and the fourth was wasting power and storing it internally since it was unable to saturate the cable, even though the theoretical output to the one cell was 320 RF/t, just like the input from the dynamos was 320 RF/t...not sure what this means exactly, but it is interesting. Edit 2: Also another thing to note with the dynamo test, the resonant cell for the 3 dynamos and 4 dynamos are actually charging at the exact same rate and are at the same value once the dynamos are turned off, suggesting there's a saturation limitation that is being hit rather than a I/O limit being hit. This is further enforced by the TE Meter showing 100% saturation from both the 3 dynamo and 4 dynamo setup even. This also seems to imply that the redstone energy conduits have a higher saturation value than the leadstone, and I would assume the hardened have something between leadstone and redstone conduits saturation values. Edit 3: One more thing: The results with the dynamo with leadstone does seem to lead to indicate you could theoretically have more than 125 dynamos (10k RF/t) on one redstone energy conduit as long as you have multiple inputs to cells or other locations that will handle it. Suggesting a theoretical max of 60k RF/t (750 dynamos) per PAB (Power accepting block), assuming all six sides of a PAB were used to input power. Edit 4: ...I wonder if ill hit edit 10 by the time im done editing this post XD.... - I wonder what the limitation of this means then. Could you theoretically have multiple resonant energy cells loaded up on 5 of the 6 sides, with 125 dynamos each side (625 dynamos per cell)? And if so, is there a hard limitation to this? Assuming of course you could provide the necessary requirements to all of these dynamos simultaneously and without failure (which in of itself requires a mass amount of power to produce whats necessary to run the dynamos in the first place....a known trade-off with any non-glitch power system) Edit 5: I'm presently setting up a 625 dynamo power system to go to 5 sides of a resonant energy cell to see what happens. Also going to make smaller variants (500 dynamo, 375 dynamo, and 250 dynamo) to compare to, as well as the default 125 dynamo (baseline 10k RF/t) - my tests will use creative tanks to pump LXP and Water to Compression Dynamos, I'll break one of the creative tanks before introducing the second liquid so it won't continuously run and will report back what happened in the end....also if anyone wants a schematic of this to use with MCEdit, let me know lol. Edit 6: Still have some set-up to do but figured I'd post an image of the various sizes layouts as it stands atm...its 125 dynamos per row btw. Edit 7: Ended up hitting a limitation of the fluiducts not being able to transfer the liquids to the dynamos evenly and at once, horrendously invalidated the test. Also decided to record the testing process so it will be available once testing is done and uploaded to youtube. I need to re-work the fluid dispersal system however before I am able to ensure this system will work all together. Edit 8: The information from Edit 2 about the 3 and 4 dynamos charging at the same rate was a user error on my part, the bottom of the resonants by default are set to output (whos bright idea was it to default it this way...) so my 4-connection setup was actually outputting power on the bottom of the cell which caused the issue. Also, finished recording the video of the power setups per the image from edit 6, rendering and will be uploading to youtube. In the end: It appears that even that many dynamos running at once will have no issues with the system on a single conduit line and I came to a conclusion of conduits are very similar to capacitors - they accept power and will discharge it as soon as it has a location to go to, at a more-or-less equalizer type principal. Edit 9: Thinking about the practical uses of such larger setups of 40k RF/t and more, and there isn't many that come to mind. There's very few things that would actually be able to handle such power inputs or the need for them. Those two things being the Laser Drill and Chunk Loader (which by default in this modpack doesnt do much, would need to edit the forgechunkloading config to permit it to do more) - So unless you want to make a stupidly fast cell charging station at 50k RF/t (one face left open so you can see progress and crescent it), theres very limited practical applications of >30k RF/t setups. @ Exactly 30k RF/t, you can have three of the six sides of a cell set to receive the power, and the other three sides set to output the power, essentially creating a single cell that has a I/O of 30k RF/t even tho the resonant has a maximum of 10k RF/t...this is an interesting bypass of the limitation from having a single connection and would be useful for setups that have a very very large machine array for doing various things, could also be very useful for powering laser drills and chunk loaders with a cell buffer. And finally at <30k RF/t, you shouldn't have any issues with sides being a limitation on the I/O, while it would be lower than equilibrium amount or on the extreme end, I don't foresee many people needing this type of setup of >125 dynamos to produce this amount of power without very specific purpose in mind. Edit 10: Got 1.5ish hours left on rendering, maybe a bit less (doing other things so CPU/GPU isnt dedicated to rendering atm...) but itll take at least another hour to upload to youtube as well, so expect it to be available in 3 hours or so on this post. I'll make another edit (and probably the final one) to this post with the video once it is uploaded and available. Edit 11: I thought about what I learned from all of this a bit more, since the rate numbers are limits on the connection points and not the throughput of power, doesn't this mean that a redstone energy conduit connection point takes in 10k RF/t, meaning one connection of that could be used directly on the output of a Big Reactors system that produces 10k RF/t...and that one connection would be resposible for 10k RF/t? I believe it does, I believe it does. It also means if a dynamo was able to produce 10k RF/t on its own, that it wouldnt have any issues doing that with redstone energy conduits, however that same 10k RF/t dynamo would only be able to get out 80 RF/t on leadstone, since again those limits on the connection point itself. Edit 12: Here's the video. -
Can I Use Attack of The B-Team with my PC ?
Kalbintion replied to Pik-a-Tchoum's topic in Attack of the B-Team
Specs lack information about the video, which will be the important bit. If it doesn't support OpenGL 2.0 or higher, it won't be able to play the modpack as-is and necromancy would have to be removed. From what you did provide tho, it should be solid enough to run it without too much issues assuming the OpenGL requirement is met and the video card isnt too low end. -
Hall of Armours Concept because Kalbintion is being annoying
Kalbintion replied to Melfice's topic in Attack of the B-Team
Become more of a hardcore gamer Won't have issues with time then lol...oh and i did forget armor sets - chain, muddy, candy, heavy duty, desh, fire, scale, and wooden. -
Hall of Armours Concept because Kalbintion is being annoying
Kalbintion replied to Melfice's topic in Attack of the B-Team
That setup shouldnt be that intensive on resources to create. You shouldve had the resources to make all of this within a week (amethyst armor maybe excluded) -
Hall of Armours Concept because Kalbintion is being annoying
Kalbintion replied to Melfice's topic in Attack of the B-Team
Lol. Well played, Melfice, well played. Still...can't believe you forgot so many sets of armor...also i feel like im missing some from my original "you didnt add ___" posts... -
Is this setup correct? (Energy Cell, Conduits)
Kalbintion replied to DanielUSA's topic in Attack of the B-Team
Open source or not, I can always make it "open source"...This would be for personal use anyway, even if we went that route. And I'll give that design a try and see what I can see. Do you use the meter btw from TE to see the conduits throughput or just look at the RF increasing? -
Oh wow this thread...from May? Was it really thatl ong ago? It really doesn't feel like it...Loader how long have I been around here? lol... But yeah, @Booster26 - hard to answer your question without going into a myriad of information, all of which stems from "have all canisters available (nix green) then inject self with iron golem dna from adv genetics to exploit a bug"...oh and the hearts possible from exo-armor...
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A new mod suggestion for AOBT?
Kalbintion replied to awesomepingu2005's topic in Attack of the B-Team
I see no particular reason why this mod would conflict with Morph outside of them both dealing with the player, which they work with the player in different ways...- 21 replies
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Hall of Armours Concept because Kalbintion is being annoying
Kalbintion replied to Melfice's topic in Attack of the B-Team
The colours are not everything the design makes the flag too! Speaking of colors, you didn't add the leather armors and dyed variants either on top of having cardboard....some hall.... Edit: Stop posting before I post Loader! And stop stalking me -
I need help tidying up this redstone.
Kalbintion replied to DanielUSA's topic in Attack of the B-Team
No, Redstone Blocks always emit a signal of 15 and cannot be turned off. Edit: Pistons do not count to turning them off, since they still emit a signal of 15, just in a different location. Edit 2: Btw, a great way to get rid of wiring is to use Tinkers' Mechworks' wire system, it can help lessen the need to have the wires and can go through blocks without issue (limit of 16 blocks, i believe, in distance) -
Go for it. This entire thread for beginners is actually pretty standard stuff. If it went head-first into complicated PRC setups, then would I say it was out of the realm of being a beginners thing.
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Hall of Armours Concept because Kalbintion is being annoying
Kalbintion replied to Melfice's topic in Attack of the B-Team
And a few other countries -
To bypass the whole interface is the same method used to name villagers in SMP - someone needs to open the interface then another player can use the name tag on them, or in this case, the bucket. Just keep in mind that conveyor belts are not the most friendliest of things when it comes to lagging servers. They will cause issues when enough of them are around. (Person on the server i play on ended up having around 150 of them for a few grinders they setup that was causing additional 4ms to be added to the overall server tick time, which is significant when 20tps is only 50ms)