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Everything posted by Loader
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Well, that narrows it down to the first two (not the straw). Have you tried those yet?
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It depends on what kind of XP is in the tank.
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Depending on the type; Right click the tank with an empty hand Right click the tank with an empty bottle Right click the tank with a straw
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Hi there, welcome to the forums! For future reference, bug/issue reports should be posted on the issue tracker rather than in the discussion forum (there's a link in my sig). Unfortunately that error is exactly what it say on the tin - "java.lang.OutOfMemoryError" (You've run out of memory). Attack of the B-Team needs 1.5GB minimum to be assigned to avoid crashes, but it looks like you're running on 32-bit windows. If that's the case, there's nothing you can do, you'll have to put up with it until you upgrade the machine (or at least OS) to a 64-bit setup to be able to allocate more RAM to programs. If you think you've got a 64-bit version of windows already, please post up on the Tracker with some details on that and we can continue.
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Use VSync: ON will limit the framerate to whatever the monitor can draw, that should make things easier on your GPU unless you've got a 120Hz LCD or a 100Hz CRT or something. You'd probably know if you had one of those though (CRT for obvious reasons, 120Hz LCD because those cost a bit extra) so you should be fine.
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Good spotting. A quick look at the code indicates the majority of the GC power transmission code is gone and it's a lot simpler now - notably it's not trying to push power in and pull power out of every side of a wire (whether it looks connected or not). That should be the end of this bug. When I wrote that last message I hadn't seen it corrupt chunks, but I've seen everything from chunks to worlds corrupted by that method at this point so good riddance.
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It's server lag too, not just framerate lag. Tall tanks are less laggy than wide tanks (it's the fluid trying to level out across multiple layers which causes the lag - if you've got even a 9x9x9 tank then that's 81 tanks updating every time you add or remove fluid).
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OK, you finally persuaded me to test all permutations of this Here's the setup and results, mining for 5 minutes with all drills controlled by a single lever (which cuts off the power when switched): Just the results for people looking for a reference: 4 Prechargers 40k RF/t total input, 10k RF/t per precharger, 22 items (precharger output restricted to 5k causing bottleneck, only 20k RF/t making it to the drill) 20k RF/t total input, 5k RF/t per precharger, 22 items 10k RF/t total input, 2.5k RF/t per precharger, 11 items 5k RF/t total input, 1.25k RF/t per precharger, 5 items 2 Prechargers 20k RF/t total input, 10k RF/t per precharger, 11 items (precharger output restricted to 5k causing bottleneck, only 10k RF/t making it to the drill) 10k RF/t total input, 5k RF/t per precharger, 11 items 5k RF/t total input, 2.5k RF/t per precharger, 5 items 2.5k RF/t total input, 1.25k RF/t per precharger, 2 items So you need two 10k power generation setups to run one drill at max efficiency. Interestingly even at 20k the drill doesn't seem to be running at max capacity, but there's no way to feed it more power than that due to the precharger limits.
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Haha, yeah, well, not my fault I live in a timezone where you guys leave me alone talking to myself every evening! I tested in singleplayer creative, today I was using the creative cells - just plop one over a precharger with a conduit and see what it takes - it measures faster for me up to 2 prechargers (10k input total, 5k each seems to be the limit). I'd definitely be interested to hear what you find if it's different, I'll be setting up my system of these up one of the next times I play so I'd like to understand them as best as I can before then. EDIT: Now I've confused myself - it seems like it can take 20k input total (look at the pre-charger interfaces to see when they fill up with energy). I'm sure it wasn't speeding up when I was checking it before going from 10k to 20k, but 20k (4 prechargers) definitely seems faster now.
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That's usually a warning message if there's not enough CPU time to complete 20 ticks in a second. It's not really something to worry about if the server doesn't seem to be lagging at all.
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Time for a mining laser to use all that power so you can get more power, so you can use more power on the mining lasers so you can get more power...
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Guilty as charged Looking at it I'd say it stores around 2,600,000,000 RF and generates at a maximum of a bit over 10k RF/t (11,200?), that's pretty good for a generator that fits in a chunk and is only 3 blocks tall (or it could be, if the aesthetics weren't such a priority). Looks like I've got to add liquid XP to my list of 'things I need to use to power my base because it looks awesome'! How do you have the output from that set up?
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Yeah, stuff like the laser drills are a good example of where a 10k+ system becomes truly useful, but it's not hard to provide that for a short distance (conduits have a ridiculous max throughput, the limit is by connection). Don't the laser drills take 10kRF/t? EDIT: Just did some testing, looks like 10k total, 5k from two prechargers is the maximum (either there's massive diminishing returns beyond that or it simply wastes excess power). That would mean it's possible to max them out with the rednet energy cables or even the hardened conduits (the hardened conduits would need two power sources though). EDIT2: For some reason I thought hardened cables take 1k RF/t, they're not able to max out the laser with those at the 400 RF/t limit - you can get close with 4 prechargers (8k max). EDIT3: Rednet energy cables seem to handle throughput limits 'properly', rather than per connection, so they should max out at 8k too. EDIT4: Testing the maximums on Rednet energy cables shows they're taking 1k RF/t max, not 2k (this means that if you can split them 5 times from the source and keep them separate all the way, they can provide 5k max per precharger/source combo. Given that you'd almost need a redstone conduit to feed that source anyway means that'd probably be a better option all round).
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I think it's been in MFR for a couple months - I vaguely remember seeing it a while back but I only tried using it recently (and was pleasantly suprised by how much power it takes). The only thing I feel is missing from it is that you can't shut off the power - if you have an orange power output and apply a redstone signal on an orange input that travels, but the power flows freely regardless of those colour settings (so if the redstone signal has no effect on a machine then it doesn't do anything). I guess it lets the machine charge from any input colour and output colour, but it just seems like a missed opportunity for more control to me. Daniel, the rednet energy cable behaves exactly like a conduit in terms of power transport, it can simply also take a redstone/rednet signal (for which purpose it behaves exactly the same as the basic rednet cable). It can connect to basic rednet cable so if you have a 'control room' with signal inputs/outputs only then you don't have to bring the more expensive cable to it.
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RedNet Energy Cable carries power and a redstone signal (twice the power a hardened conduit carries). The basic RedNet cable only carries a redstone signal, so make sure you're using the right one (the power carrying one has a yellow framework around it).
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Power Unit conversion - KW (Solar panel) to RF
Loader replied to Targren's topic in Attack of the B-Team
Yep, that's right. You can both power those sync chambers from conduits and take power from those treadmills through conduits into energy cells/machines.- 17 replies
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- power
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Power Unit conversion - KW (Solar panel) to RF
Loader replied to Targren's topic in Attack of the B-Team
I don't know how I could give any other impression - those numbers indicate that you need 100 advanced solar panels on the surface (with no weather) to not even quite match a single dynamo. It's worth it if you never want to care about it and you don't need much, or if you like the way it looks, but not from a pure power-generation standpoint. (For reference, the pig on a treadmill generates about 6kW/s)- 17 replies
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Okay let me be a bit clearer, think of it this way - there are two types of cable; Power/Energy cables : These transmit RF or kW (conduits, galacticraft wires, rednet energy cable). Redstone/Signal cables : These transmit a redstone on/off signal from something like a button, torch or lever (project|red wires and cable bundles, redstone dust, rednet cables, rednet energy cable). A machine like an oxygen compressor takes just power/energy. It runs all the time if it can, and fills up with energy. If it isn't working, it doesn't use any energy. A block like a redstone lamp or illuminator takes just a signal. If there's a signal it's on, if there isn't, it's off. A machine like a redstone furnace or a pulverizer takes both energy and a signal. It uses energy up to function, and it turns on or off with a redstone signal (it doesn't use any power when there's no work to do, or it's off). I favour the rednet cables due to its natural free-standing nature, cheapness (mostly plastic and redstone), ease of connection co-ordination (you set the colors using a wrench, not by dying an insulated cable) and advanced options that you can use or completely ignore (the rednet controller can allow you to have light dimmer switches, pulsing lights, buttons which act like levers in the system etc.) but people often like the project red version as they're almost identical to the late stage redpower stuff technic users were used to already. I suggested the rednet energy cable if you have to take power as well as it means there's only one core cable running around, you can power and turn on/off machines from one connection (really useful for compact power generators). EDIT: As an FYI, this is not an option for generating power, it uses up more power than it makes (if it seems to be generating power then odds are you're using galacticraft wires and a power generation infinite loop bug that can corrupt chunks and worlds).
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Private Attack of the Bteam Whitelist server
Loader replied to hulsedoesmc's topic in Attack of the B-Team
There's no point replying any further if you were thinking about it, this user has been permanently banned and cannot respond. Look at this part of the forum for plenty of perfectly good servers, though (ones where you don't know the server operator doesn't care about rules). -
private whitelist attack of the bteam server
Loader replied to hulseplays's topic in Attack of the B-Team
(In case you're a future user wandering past thinking you'd like to join this don't bother, permanently banned means that they can't reply. There is however this perfectly good server part of the forum which is full of server operators which haven't shown a blatant disregard for the rules. If the implication hasn't hit you yet, someone who doesn't care for rules and has the power to delete all your stuff is not a good combination.) -
Rednet cables/controller are the best option for redstone signals and controlling on/off switches in terms of size and allowed complexity (much of the complexity can be replicated with a large room and the Project|Red logic gates, but it's a lot more server CPU friendly especially with some timer-like circuits). The Rednet energy cable is the second-best of the power cables (1/5th of the Redstone energy conduit) but it also takes the rednet redstone signal so it makes a great choice for small to medium power requirement bases (honestly 2k RF/t is more than enough for almost anything except if you're deliberately building around the 10k RF/t limitation).
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- 6 replies
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- minecraft
- attack of the b-team
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Witchery adds rowan doors, which when placed give you a key for that door. You need to use that key on that door to open it.
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- minecraft
- attack of the b-team
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Power Unit conversion - KW (Solar panel) to RF
Loader replied to Targren's topic in Attack of the B-Team
Yeah, to be honest, that's the best reason I can think of to use the advanced solar panels I like watching them follow the sun in long rows. Pirahnah3 - sure, they're fine for that, in fact the basic solar panels (which don't turn towards the sun and generate about half the power of the advanced ones) can be used to make a pretty cool roof, just set up an energy cell to trickle charge and it'll be fine for short heavy use (like outposts with materials processing) or long slow use (like galacticraft oxygen processing).- 17 replies
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Singleplayer world keeps crashes when I launch it.
Loader replied to TheCoruptCow's topic in Attack of the B-Team
This is overriding the memory to a maximum of 512MB: -Xmx512M It'll be in system environment variables, look in there for the _JAVA_OPTIONS entry that has that -Xmx switch in it and remove it. In future if you have this kind of trouble post up on the Tracker rather than here for assistance and advice (there's a link in my sig), that 'galacticraft' crash was most likely a conflict between morph and enhanced portals, but because galacticraft does things with entities in the game its name shows up (the only difference removing galacticraft would have if I'm correct about the cause is that you'll now get a normal minecraft entity being reported in the error rather than a galacticraft one).