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  1. O

    How to? Redstone signal to control transport nodes.

    He doesn't want to automate anything though. ;) He wants to be able to switch the whole complex off and on with a single lever. If the generators were smart enough to stop when their internal buffer fills up, then that could be achieved by toggling the cells, but according to his test that...
  2. O

    How to? Redstone signal to control transport nodes.

    Or you could just deactivate the transfer node together with the redstone cells without requiring any of that! ...But that would still not solve the issue with the generators continuing to run even when the transfer node is off. Do the generators really not obey redstone, not even optionally? I...
  3. O

    Ask a simple question, get a simple answer

    I actually have no idea... :oops:
  4. O

    Ask a simple question, get a simple answer

    It gives you an appropriately disgusting feeling in your hands when holding the tool, just in time for halloween. :D
  5. O

    How to? Redstone signal to control transport nodes.

    Have you tested whether or not the generators themselves respond to redstone? If so, you could rig all of them them and the energy cells together to one single lever. It can be done even with vanilla redstone but it'll be somewhat elaborate (involving underground wiring and plenty of repeaters)...
  6. O

    How to? Redstone signal to control transport nodes.

    Unfortunately I'm not familiar with ExtraUtilities generators, so I can't tell you anything about that. You'll have to try it out, or hope for someone with more experience with that mod.
  7. O

    How to? Redstone signal to control transport nodes.

    The most obvious solution here is to turn off the energy cells. Like all TE machinery, they can be configured to respond to redstone signals (and do so by deafult, IIRC). Since they're sitting so conveniently spaced apart by three blocks, that's the perfect spot to put a lever. Like so: [energy...
  8. O

    [1.7.10][Forge][Sky] Stellarium, Realistic Night Sky in Minecraft!

    He doesn't need to simulate that... because the visible world eventually ends when there are no more chunks being loaded, you can already see "past the world" when you are really high up :P
  9. O

    Ask a simple question, get a simple answer

    That should be visual only, then. The power should not be lost, it simply goes into spinning the flywheel. Because the flywheel has such a large capacity, brief upward spikes are not noticable and in the grand scheme of things will get cancelled out by brief downward drops. Precisely as it is...
  10. O

    java paramaters for 1.7.10

    For starters, assign less memory. If you're in singleplayer, try 1.5GB max. A client connecting to a server can almost always get away with 1GB just fine. I recommend only raising this (in 0.5GB increments) if you get an actual heap space crash. Want to see how that feels and how the crashlog...
  11. O

    Ask a simple question, get a simple answer

    Oh right, solar towers! I totally forgot about those. That explains why I couldn't come up with any engines that have fluctuating output. As for the shaft junction thing... hmmm. That would only work if flywheels output a fixed torque at all speeds, even if the engine driving it has less than...
  12. O

    Ask a simple question, get a simple answer

    So you use it like an industrial coil, then? But then, what keeps you from just using an industrial coil and storing far more power, without any explosion hazard, having the ability to output completely custom power profiles and the ability to mine it and carry it around with you in charged...
  13. O

    Ask a simple question, get a simple answer

    Calling the Rotarycraft brigade! Let's see if I can get info on some slightly more obscure topics ;) - In a shaft power bus, I need to place gear or shaft units to define an output side and its behavior. Do those have to be steel gears/shafts specifically, or can I use other materials? --- If I...
  14. O

    Ask a simple question, get a simple answer

    If you want to continue breeding it, it's useful to purify the traits, because it removes the chance that you lose the trait again in later generations. If you want to use it as it is in your tree farm, it doesn't matter so long as everything you want is the active trait.
  15. O

    Ask a simple question, get a simple answer

    Alright, I'm going to give that a try later when I restart the server. I know it doesn't work with every mod, but a test can't hurt.
  16. O

    Ask a simple question, get a simple answer

    Well, I do have WAILA, and mousing over the gravestones clearly says "OpenBlocks". :P
  17. O

    Ask a simple question, get a simple answer

    How can I disable gravestones on player death in OpenBlocks? It's buggy as hell and has caused my players and I to lose a far greater number of valuable items than we would have with regular old vanilla item spills. I looked at the config file, and it says "B:enableGraves=false". But if it's...
  18. O

    Ask a simple question, get a simple answer

    Quick query - do the radiation goggles from Reactorcraft have a recipe yet? I'm running v25z and am not seeing one, but I found posts stating that this is a problem with an outdated version... posted before v25z even existed.
  19. O

    Multiple Matter Fabricators - Productivity Affected by Desynchronization?

    Not quite sure what you're asking here, but in regards to estimating/extrapolating output... - If all factories are identical, you need to test only one of them because the results are automatically valid for all others as well. - Next, to figure out how long it needs to run to produce a useful...
  20. O

    Running Red: Help Venting and Discussion Thread!

    I'm currently building one. It's taking a good amount of work (and smoothstone) but I've set the altar up in T4 configuration below, so it'll be a permanent thing and probably useful in the long run. EDIT: Mobspawner complete. It is absolutely, utterly ridiculous. I was worried about getting 30...