about ores I think that as long they exist IRL they should be in overworld for realism purpose,therefore making them nether/end only would make nuclear tech more challenging,maybee you should make a poll to let user choose between realism and challenge
Fair enough. But I am not going to make a poll; I always favor realism.
na,I followed your mod really closely since you started it,I even remember that it was your first mod and you was new to java,but I don't remember at all that you used math/physic expressions for your mod
How about these?
Additionally, rather than hardcoding the behavior of many machines' attributes, I applied real physical laws to them. For example, a hot machine will cool according to the laws of heat convection; shafts can handle torques up to what is allowed by their shear strength (using the distortion energy method), and so on.
As my header indicates, I approach RotaryCraft from a realistic perspective - everything, where possible, is made to follow real-world behaviors.
And what of the fact I have three tabs in the handbook devoted to physics concepts?
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yeah but IRL,nuclear tech is really high tech,so challenging to make,it won't be so unrealistic to put ores in nether
but of course,overworld gen is alot better in term of realism
I was actually considering sticking pitchblende in the end (seeing as how it kind of fits the atmosphere, and gives another reason to go there).
these things?
I never classified those things as "complex" that should explain why I never notified those
Um...
Distortion energy method:
Heat Convection: (which admittedly simplifies to this)
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IC² and UE power system = electricity
electricity = mechanical power on an alternator
mechanical power = Rotary craft = your mod
that's why I think that realistic conversion is possible,even if IC² power system isn't really similar to electricity,it's still something a little bit similar
an example of conversion :
x torque = y EU/t
x speed = y EU
I think that realistic conversion is possible,and an electrical mod powered by rotarycraft (IC² for example) thanks to an alternator would be so much more realistic
but it's your mod,do whatever you want with it,if you really can't stand electricity,I can't force you,I'm just a little bit disapointed to see that the most realistic way to power UE/IC² machine will never exist
Since he already implemented bc power user power converters by power crystals to get IC2 power.
It is probably trying to right-click the cow with the tools, which does nothing. Also, in the gravel gun picture, those vines will obscure its line of sight, disabling it from firing. Also, you need to charge the fireball launcher like a bow to fire it.
EDIT:
I am unable to reproduce the gearbox rendering glitch. How exactly did it happen?
I also cannot reproduce your shaft cross glitch. All four orientations work for me. I think that maybe you are having a glitch with I/O rendering, and it looks like the cross is in a different I/O orientation than it actually is.
I figured out the gearbox bug is caused by having about 100 or so tile entities from RotaryCraft near a gearbox(In the picture I had it next to a large tower of shafts that went to about cloud level, but it will also happen with an 8 by 8 by 2 cube of any RotaryCraft tile entity.)
As for the shaft cross bug, the cross works correctly unless it outputs to a shaft or a shaft junction,otherwise it receives the input and spins, but it doesn't output any power.
I got the solar tower and the tools to work. I just thought the gravel gun needed flint for ammunition and the fireball launcher didn't need anything based off the handbook descriptions. Sorry.
I figured out the gearbox bug is caused by having about 100 or so tile entities from RotaryCraft near a gearbox(In the picture I had it next to a large tower of shafts that went to about cloud level, but it will also happen with an 8 by 8 by 2 cube of any RotaryCraft tile entity.)
As for the shaft cross bug, the cross works correctly unless it outputs to a shaft or a shaft junction,otherwise it receives the input and spins, but it doesn't output any power.
What is at the output is irrelevant; the cross runs the same code at all times.
I got the solar tower and the tools to work. I just thought the gravel gun needed flint for ammunition and the fireball launcher didn't need anything based off the handbook descriptions. Sorry.
I updated the handbook to reflect this.
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A note on retro generation: I'm not certain, but I believe that one way to do it is to have a config option that, when true, will run the retro gen and then set itself to false.
For the Ores:
Pitchblende would be a good candidate for the End as you would also prevent a confusion between yours and IC2 Uranium. You will need to find a way of generating enough without replacing the whole floating island(maybe something like Gregs 'meteors')
Also please create a config option to disable certain ores from spawning (the common ones like silver). I hate it if i have several types of the same ore and always disable all but one.
OK, pitchblende is going in the end. It is fairly rare, so replacing the whole island is not an issue.
And I will add a config to disable silver spawning, but not the others.
A note on retro generation: I'm not certain, but I believe that one way to do it is to have a config option that, when true, will run the retro gen and then set itself to false.
That does not tell me how to do it...
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First of all thanks for creating this awesome mod called Rotarycraft !
However we seem to have run into a small snag in combination with the extra trees mod (http://extratrees.accudio.com).
Both mods use the same pattern for a recipe: lubricant hose in Rotary craft has the same recipe as Full Oak Wood Door in extra trees.
Would it be possible to change the recipe for the lubricant hose, for example rotate it by 90 degrees? Like this:
WWW
WWW
This recipe is not used by the other 119 mods we use at least in our pack.
Or maybe an option to change it in the config?
I will make it a config option to rotate hose recipes.
As for the pitchblende:
I made it primarily an end ore, where it is of moderate rarity, with moderate-sized veins (about 12-18 each).
To avoid making it a permanently limited resource, I also allowed it to generate in Mushroom Island biomes between y=8 and y=24, where it is fairly rare (with same vein size).
As a final bonus, I allowed it to generate at the overworld rarity and size in the Twilight Forest, without biome restriction.
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im getting a wierd bug with expanded redstone, where only the lapis wire is showing up, and when i place it down instead of lapis wire being placed another block from another mod is being placed, and i tried fixing configs, and still the same problem.
im getting a wierd bug with expanded redstone, where only the lapis wire is showing up, and when i place it down instead of lapis wire being placed another block from another mod is being placed, and i tried fixing configs, and still the same problem.
That is pretty clearly a block ID conflict. Some mods catch the ID conflict error and instead go ahead and overwrite existing blocks. Stupid? Yes.
Well, all the talk seems to be about the "tech" side of things when I look, but I actually have a question about GeoStrata. I am wondering how well/if it works with other mods that add ores or change terrain generation. It sounds interesting to use, but it's also relatively "simple" in its function (by this I mean that the changes are more in aesthetics and pacing than overall changes to gameplay). It's something I'm interested in for sure, but I don't know that it's something I would sacrifice my other mods for.
Well, all the talk seems to be about the "tech" side of things when I look, but I actually have a question about GeoStrata. I am wondering how well/if it works with other mods that add ores or change terrain generation. It sounds interesting to use, but it's also relatively "simple" in its function (by this I mean that the changes are more in aesthetics and pacing than overall changes to gameplay). It's something I'm interested in for sure, but I don't know that it's something I would sacrifice my other mods for.
It was never intended to be used with a big ore-heavy pack like FTB, and I am still working out what to do about ore generation.
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Fair enough. But I am not going to make a poll; I always favor realism.
How about these?
And what of the fact I have three tabs in the handbook devoted to physics concepts?
I was actually considering sticking pitchblende in the end (seeing as how it kind of fits the atmosphere, and gives another reason to go there).
Um...
Distortion energy method:
Heat Convection:
I get this corrupting crash when placing a floodlight: http://pastebin.com/XtekHmk0
And I crash when inputting a non-number value into the coordinate slots in the item-cannon GUI: http://pastebin.com/MjNzD6PM
A similar thing happens with the number slots in the TNT cannon: http://pastebin.com/Rs7rirzz
Inputting anything into the number slots in the block cannon also crashes: http://pastebin.com/JyxRzbK5
Having multiple gearboxes next to each other will cause them to not render properly: http://imgur.com/qZxpnTm
Ethanol carts are very jittery: http://imgur.com/ObaeRx5
Breaking a bright lamp will leave some light behind:
Before: http://imgur.com/pFP3uvq,4v5TZ0N#0
After: http://imgur.com/pFP3uvq,4v5TZ0N#1
Things that might be bugs or my fault:
Shaft crosses don't work:
http://imgur.com/vkExqlw
http://imgur.com/iIxkCrr
Solar towers don't work: http://imgur.com/V2x6Y3h
whenever I charge a gravel gun or fireball launcher, the charge is removed from the spring, but right clicking with it doesn't do anything:
http://imgur.com/zLf5o5U,oG033dz,FZjdvc0#0
http://imgur.com/zLf5o5U,oG033dz,FZjdvc0#1
http://imgur.com/zLf5o5U,oG033dz,FZjdvc0#2
http://imgur.com/NhjZwPA,txDLWYK#0
http://imgur.com/NhjZwPA,txDLWYK#1
Since he already implemented bc power user power converters by power crystals to get IC2 power.
I do like how you set this up. and even put it into categories.
I fixed this some time ago but have not yet uploaded it.
Fixed.
I am investigating.
This is due to bugs in the vanilla cart mechanics; they were never designed for this sort of speed. I am in search of fixes, however.
I am aware of this, and am looking for solutions.
I am looking into this.
Not a bug. The mirrors need to form a "one-piece structure" with the tower.
It is probably trying to right-click the cow with the tools, which does nothing. Also, in the gravel gun picture, those vines will obscure its line of sight, disabling it from firing. Also, you need to charge the fireball launcher like a bow to fire it.
EDIT:
I am unable to reproduce the gearbox rendering glitch. How exactly did it happen?
I also cannot reproduce your shaft cross glitch. All four orientations work for me. I think that maybe you are having a glitch with I/O rendering, and it looks like the cross is in a different I/O orientation than it actually is.
Are both parts of the cross animating?
As for the shaft cross bug, the cross works correctly unless it outputs to a shaft or a shaft junction,otherwise it receives the input and spins, but it doesn't output any power.
I got the solar tower and the tools to work. I just thought the gravel gun needed flint for ammunition and the fireball launcher didn't need anything based off the handbook descriptions. Sorry.
Then it is probably just an OpenGL overflow.
What is at the output is irrelevant; the cross runs the same code at all times.
I updated the handbook to reflect this.
Agreed. I would find a helicopter i in RC legit lol.
OK, pitchblende is going in the end. It is fairly rare, so replacing the whole island is not an issue.
And I will add a config to disable silver spawning, but not the others.
That does not tell me how to do it...
I will make it a config option to rotate hose recipes.
As for the pitchblende:
I made it primarily an end ore, where it is of moderate rarity, with moderate-sized veins (about 12-18 each).
To avoid making it a permanently limited resource, I also allowed it to generate in Mushroom Island biomes between y=8 and y=24, where it is fairly rare (with same vein size).
As a final bonus, I allowed it to generate at the overworld rarity and size in the Twilight Forest, without biome restriction.
I just thought of it...
Also, I completed the uranium processor and the centrifuge:
It looks very cool.
i play MC with 383-384 mods. i use Mats Mega Techpack on the technic launcher, link: http://www.technicpack.net/modpack/mats-techpack-1710.450813
That is pretty clearly a block ID conflict. Some mods catch the ID conflict error and instead go ahead and overwrite existing blocks. Stupid? Yes.
It was never intended to be used with a big ore-heavy pack like FTB, and I am still working out what to do about ore generation.