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czzarr

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Everything posted by czzarr

  1. a reactant dynamo setup with a large slime autospawner grinding into the smaller slimes would be a great alternative as well. Along with a blaze autospawner, and you will be rolling in both mob essence and power, not to mention a lifetime supply of slimeballs and blaze powder/blaze rods. go the idea from a guy named JSIT on youtube.
  2. it might not be system specs at all assuming you give minecraft 3 or so gbs, it should be fine. What would be helpful is what were you doing when you noticed the lag spikes starting? Did you play in this world for very long? There is lag when you start a world because the chunks are being loaded around you, but this should go away after a while. Did you go to the tropicraft realm? because in the tropics i hear there is a mother spider that spawns a bunch of baby spiders NON STOP. So if you were in the tropics, that may be the cause. if not then please specify what you think might have changed in your world for the lag spikes to start happening. I also get a lot of lag spikes but not to the point of unplayability, and if it does get to that, then it means i did something in the world to cause the lag. playing with so many mods there are many things interacting at once, so it could be anything causing it. i tend to mentally keep track of my builds, so for example if i have an auto spawner running non stop, that can give me INTENSE lag until i stop the auto spawner and kill all the mobs. So help us help you figure out what is causing the lag.
  3. umm yea sure pics would be nice, but that seems really strange. Im going to test it in my world. but could you test it in a seperate world, to test if its your world that is causing it, or something else.
  4. Thats what i meant by "remove large amounts". Pumps will collect and distribute liquids into pipes, but sadly as of right now this modpack does not have pumps, nor do we have a way to collect it functionally like pumps do. If its unlimited/ set it and forget it power you are looking for, I would recommend an automatic tree farm to create unlimited charcoal to power steam dynamos, or you can use reactant dynamos in combination with auto spawners.
  5. Yes this is probably the simplest fix for this issue
  6. were the block ids for Natura Topiary Grass changed in the newest update? Just watchin bdoubleo100s episode 31 of attack of the bteam microblocked natura topiary grass had its id change for some reason. anyone have the same issue? I personally havent used topiary grass so i cant confirm this.
  7. Is the backup world from before the crash happened? Was it playable before the world crashed? Copying and pasting the backup world into the saves folder should work, unless the backup world is also corrupted.
  8. Can you specify exactly whats happening for someone to recreate this bug that you are having? What is your setup in the nether when you leave then go back?
  9. The blocks that remove large amounts of liquids are most commonly pumps. There are a couple of mods that add pumps, but unfortunately aotb doesnt have any pumps. The mods that add pumps are buildcraft, IC2, and extra utilities(i think) as far as I know. In the future Thermal Expansion will also have a pump.
  10. You might be possibly have to rework the project red logistics to something that will work. I personally have te itemducts on the outputs of my harvesters to resupply my planters with whatever the planter is planting. I have the input pipe on the planters to vaccuum mode to make sure they take priority, then all the overstock is sent to a overstock chest which has its pipe set to dense in order for it to be the last destination. All items in the overstock chest outputs to my main project red mass storage system.
  11. In regards to the te3 conduits I have also noticed that there is something wonky happening with the power even though everything is connected. I cant confirm that te is the cause for sure but what seemed to work is to put a cell at the closest conduit intersection in order for that one cell to take care of a group of machines. From what I hear, by putting cells on the conduit intersections it lessens the chance of the system to freeze up. I notice this when 2 of my auto spawners that normally run non stop, stopped working. This also happened with my harvesters, planters, and advanced genetics machines. It seems to happen when closing the world then opening it back up again. Anyway I also had a bunch of other machines like furnaces, pulverizers, induction smelters, magma crucibles, all grinders for mob farms, and planters, harvesters, fertilizers, and a fully automated setup for advanced genetics with at least 4 overclockers on each machine, all of this connected to the same output from ONE resonant ender cell. As you can imagine there were a bunch of intersections for the conduits, often splitting from the main output into secondary and tertiary output lines. By putting cells on the intersections with the secondary and tertiary output lines, it seemed to have stopped the issue of machines freezing up. The advanced genetics setup had its own cell, the farming setup had a cell, the autospawners had a cell and the ore processing setup ahd a cell, all resonant ender cells. Hope this helps. Also for the project red transport issue, it really depends on what version you are using because there have been some major rewrites and it IS considered to still be in BETA as per the main project red website. Either way check that all your chips and pipes are connected properly , and try breaking and replacing them. Then just test test test.
  12. Try pressing the "cave mode" button from the mapwriter mod. Go into the options menu and find the button for it.
  13. Dont worry its a version update check for project red.
  14. I also experience this with the scythe from tinkers contstruct. Im no programmer but I suspect its due to the game updating the tool's RF charge. Dont quote me on this but I think its happening because as the tool is being recharged its charge state is constantly being updated and thus making the tool unusable to break blocks since I believe minecraft must make the calculation of reducing the RF power used at a fixed RF charge state. the sycthe with the flux modifier attachdd CANNOT break leaf blocks while charging, but CAN break torches etc. My theory is that since the torch does not take time to break, minecraft can calculate that power was used to break it. But when trying to break a leaf block, it takes too much time within the split second between RF charge levels for minecraft use as the initial charge level to reduce RF from. Hope this has any merit, and long story short unfortunately you cant use that are being charged to break blocks. This is all speculation as I have no clue how to read code, nor have I even opened up any code from minecraft or tinkers construct. Of course this is just rantings of a guy who has too much time to think about these things...... lol
  15. Hi is there any way that a config file for the bibliowoods addon can be provided for those that want to manually add bibliowoods to their personal single player worlds? I know its not even in the pack yet, but rumour has it that it will be in the future. I would like to add it to my single player world but I want to make sure that the ids match when it is officially added to the pack. The ids have probably not even been selected for the pack yet, but I got to give it a shot. I apologize in advance if I have broken some taboo of asking for support for a mod thats not even in the official pack.
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