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Everything posted by Loader
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You'll need to install a server monitoring tool like Opis so you can see what's in the area that's taking up processing power - that only works for telling you serverside info though (if it's a lot of particles or something causing fps drops on the clientside that's something different). Common things are minion shafts and smelteries (make sure smelteries are inside a single chunk if possible).
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It's probably crashing, post a crash-log up on the tracker. (there's links on where to find a crashlog, where to find the tracker and info on how to post up onto the tracker in my signature)
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That's a bug some people have been experiencing in Morph, Solomino - last I heard (a while ago) iChun was working on finding it and fixing it, but hadn't had a lot of luck. What happens is a few players on the server just don't get the options properly - there doesn't seem to be any rhyme nor reason to who is affected and it's not consistent across servers - check that it happens in singleplayer as well as multiplayer and ask on the multiplayer server if other people are having issues (it's possible it's actually turned off on the multiplayer server).
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It works fine on proper LAN servers, just not the singleplayer 'open to LAN' option from within minecraft. There's a lot of weird assumptions that version will make with both vanilla minecraft and mods (it's usually as simple as things defaulting to the 'server' player).
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It's a bug that got introduced when they fixed another bug, it'll probably be fixed soon. Edit: Just spotted that GC is actually opensourced, I'm out of the country for a week but I might take a look at it myself when I get back - no promises though. Edit2: Just had a quick look, the section that does the advanced part of the connection checking has just been commented out, I assume temporarily (this kind of thing usually is). It was stopping connections from happening at all, so it simply lets all connections happen now (which allows the duplicate and multiple connection bug that we're seeing in this thread). In case someone wants to look at it, it's probably caused by one of the commented out sections in worldUtil.getAdjacentPowerConnections, the linking to it from BlockTransmitter (which the wires are children of) looks simple enough that I doubt it's there. Here's the bit I'm talking about, git link is here. I probably won't post any more detail on this in this thread as it's not really the place (please PM if you want to talk about this), but if you want to know why the bug's happening - that's why it's happening.
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No problem It's not a B-Team thing, this is a minecraft oddity (almost every other game and program out there it's better to have more RAM set up).
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More RAM makes it wait longer before cleaning up, and it runs CPU processing on everything in RAM, not just the stuff it needs to (so if you leave an area and it stays in RAM it'll keep doing passes on the clientside, when you go back it'll check against the server and redownload anyway if it has to so there's very little advantage even without that issue). Crashing going through portals is a thing some people have had trouble with while being morphed - try to only use portals while in your own form, though resetting the server should fix it ('clone' versions of yourself can remain on the server-side). Edit: If you continue to crash with portals, post up logs on the tracker and I'm sure someone will help (there's links in my sig).
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Those are vanilla minecraft IDs, it's likely you've got a vanilla version of the server running somehow and are trying to connect with a B-Team modded client (those IDs are overridden by chisel, TE or galacticraft), though it could be just a mismatch in the version (wrong B-Team server version).
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The most likely culprit is not having enough RAM assigned, the second most likely is having too much RAM assigned. It's in here; Set the value to somewhere from 1.5GB to 3GB (depends on the machine, less RAM is faster but less stable as a general rule with minecraft weirdly), you might need another 1GB if you use a high res texture pack.
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They can, but they'd need to be pretty convinced it's a good idea and they'd need to go to the B-Team guys anyway. Going straight to the B-Team guys is a reasonable suggestion.
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LOL A bit of an extreme reaction, just be super careful and check everything before you leave it alone - it'll get fixed at some point anyway (it's a new bug with this version of galacticraft, the old one was that power didn't transmit at all) so it's not really a replacement for steam turbines unless you like replacing power systems every couple versions.
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You're probably best off looking at the current pack and asking somewhere on the ATLauncher forums for this kind of question. It's not a pack that's available here as far as I'm aware, but that kind of thing is basically what Duncan's job was originally so it's possible he's still doing it and they haven't shared, I really don't know. Maybe someone here does know something, but try there too. Good luck
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It's been explained a few times before, it's definitely bugged though (the lava fabricator doesn't make as much power as a magma dynamo can generate with it so you lose overall - use conduits instead of wire and you'll see for sure). What happens is the wire passes to nearby neighbours even if they don't appear to be connected (like my example), the end result is because they do this at the start of a tick they pass to every output for every connection which is why you're getting 12x more power than you'd expect initially, then an exponential ramp up as the generators begin to store power and pass it back out as fast as they can. The chunk corruption comes when the value of power stored in the wires gets too high to be saved by the space it has in the chunk's file, info is written outside of where it's supposed to be (there's no check because those numbers should be impossible), it saves fine but when you go to load the chunk there's garbage in an unexpected place that can cause a variety of issues. The worse cases me and Kalbintion have linked to this have done damage to the entire world, though those were extreme and we're not sure exactly how they happened this bug is still the most likely culprit - careful with it. The golden rule is that GC wires shouldn't touch anything more than once unless it's a GC machine and they shouldn't run alongside anything that can take or output RF (because they may connect without looking like they're connected). Here's an example using the exact bug you have going on there built as efficiently as I could think of (you can probably make it 2x2 rather than 2x3 though); Try that - the issue comes from the wire in the middle that doesn't appear to connect to the dynamo.
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This uses a bug that can destroy chunks (an infinite energy loop bug caused by having GC wires near TE outputs). I'd strongly advise not putting it near your base or in any chunk you want to keep (if it causes problems and there isn't a proper backup there's nothing anyone can do to help you, just a heads up in advance that people aren't being mean when they say they can't help you). Here's a super simple example that'll demonstrate the bug for you if you want to see that it is in fact a bug; That's an energy cell on top of a steam dynamo on top of an aqueous accumulator, with a wire on the side of the dynamo.
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It works, but in this updated version of openblocks there's a new requirement on the client side which wasn't there before. I can't remember what exactly it was, look up the openblocks update info.
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Resetting the pack should fix this, for future thread visitors (if the above stuff doesn't work).
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It's possible to hide those side tabs, press P when in the hat menu and it should take you to that screen. Once it's up, press the 'reset side' button and it'll put those tabs back on the side. Usually when people do this by accident there's a bunch of random side bits missing, you're missing only the personalise and help buttons which are exactly the buttons you need. Weird.
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Cool, glad you got it sorted
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Press M and look up the top then, there's a bunch of menus there you can click on which have most of the options from that mod in them.
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Looks like cave mode to me - press the ; key. I don't know why it would change for everyone, that doesn't make a lot of sense. Can you get the server op to chat here if that's the case, see if there's anything they did?
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I've had a lot of 'fun' with those energy storage modules, try placing it down after all the wiring is in place and try feeding it some power to store - once it's working receiving and sending power only then add the battery. It seems to be really twitchy but once they're set up they're fine. I've had best luck with GC thin wires.
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This link should tell you that;
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Problem with Joining multiplayer attack of the b-team servers
Loader replied to Mana_Cyborg's topic in Attack of the B-Team
A mac, huh? Well then in your case then the bad login is related to your login session with minecraft itself that expired, run the launcher, log out (bottom right) and re-log in. If you continue to have issues, post on the tracker. -
That's fine, just be careful wherever those links are near TE stuff. The GC stuff doesn't have a problem. The issue occurs when you have wires near any thermalexpansion block - it doesn't have to appear to be connected, it can draw and supply power just the same as long as it's next to the block which is why you have to be careful. Here's the simplest example I can make; That's an energy cell on top of a steam engine, on top of an aqueous accumulator, with the little GC wires on the side. The process goes like this; The steam engine generates power - power is passed through the top in the normal way, but the wire on the side also draws power (it does this simultaneously which is the start of the chain reaction). The wire on the side draws all of the power from the TE machine, then passes it in again (starting the exponential). The engine passes as much as it can into the energy cell (it generates at 80RF/t, but can transfer power much faster). The wire increases power exponentially until it hits its maximum allowed transfer cap. Everything runs at maximum limits until they fill up all the outputs (energy cells, engines etc). The wire continues to generate power exponentially as it takes the power from the TE machine before putting it back in. It'll eventually hit an impossible to record number so long as the generator is running (sometimes it can be self-sustaining but I haven't worked out why that is). When the information is too large to be stored that doesn't stop it from trying to store it and that's what causes the corruption (it writes data in places it shouldn't be in the chunk file). The output on the side of the energy cell and the top bit of wire was just me messing around to confirm some things, you can actually do this with just the one tiny bit of wire on the lower level and an input on the bottom of the cell. Hopefully that shows you where the problem is? Don't mix GC and TE outputs - TE stuff should have only one power output - that's how you can be safe (one wire on top would've been fine).