I thought that Azanor had limited the amount of aspects you could get from scanning one item to 10. Is that not so?
There is a config for that now, IIRC.
I thought that Azanor had limited the amount of aspects you could get from scanning one item to 10. Is that not so?
To remove y=63 spawning would not solve the issue as there are biomes and dimensions whose ground levels are below that. Banning seeing the sky would prevent exposed ravines and the like from generating them, plus is not reliable while the world is generating.This biome is either from Highlands or Biomes O' Plenty. Alternate Terrain Generation may increase the total size of a single biome substantially, depending on how it interpretes the heightmap/coords before assigning biomes. This gravel beach generates as many hundreds of square-meters of gravel blocks at exactly sea level before a slight rise in terrain.
If you always intended your crystals to spawn [at or below] sea level, I suggest changing it to only [below], losing you only 1 block of the other 64(ish) possible elevations, unless you want to add code about seeing the sky, or not being in beach biomes, or whatever.
Invisible light or railcraft blocks?Is there a limit to how many canola seeds I can plant in a specific area?
I'm using autonomous activators and it worked perfectly for my automated magic crops farm (I'm using golems) but there are less and less spots I can plant the canola seeds on - it just won't let me place them in the free spots. Golems, on the other hand, are able to replant them everywhere (most of the time). There's nothing above the farm, so I don't understand why it doesn't work.
1st screenshot: 1st planting
2nd screenshot: 4th time planting
No, there is nothing like that.RotaryFolks: Do any of these blocks in the rotary handbook function anything like a clutched shaft junction where the output torque is only split up if something is actually hooked into the second output?
What I'm picturing is, an always-running rotary system that is essentially overclocking everything its permanently hooked into (say, for instance, some fans and a sprinkler) and has enough extra juice that I can occassionally tap into it to plug in another machine, such as a grinder or obsidian factory.
What is your CPU? Having a high-end GPU is not going to help with RC.I absolutely adore this mod (2 careers ago I was an aircraft mechanic), but Reika I wish you'd take a break from creation and spend like 2 weeks just on optimization; I did an extractor setup with 6 AC engines going through a multi-directional clutch on a timer for stage switching (super fun to build, did I mention I adore this mod?), and man... the 18 flywheels just murdered my framerate, I mean low single digits when I can run BF4 at ultra, and I have 3 gigs dedicated to minecraft.
These are part of the v16 nerfs.Yesterday my server updated to monster 1.0.13, and now magnetostatics and industrial coils are behaving differently; if I try to set torque to 8192 for instance.. it auto-sets itself back to 1024, is this intended? Power is the whole point and you don't want people just abusing the crap out of magnetostatics, I get that (and agree), it's not a big deal.. I just geared down for my needs, just curious if it's intentional or a monster pack bug.
To transport shaft power across wires? No.Also please make your mod Ender IO friendly, please please please <3
Then you should not be having such severe issues that noone aside from weak netbook users have.1: t'is a quad Xeon sir, I'm not at home so can't get more info at the moment.
That bug was fixed.3: I was actually thinking about the other conduits, power would completely negate bevel and junction gears I get that. By "friendly" I just meant getting kinks out, for instance the multi-directional clutch would recognize a redstone signal via ender io from the top but not the bottom (though that was a few weeks ago, possibly fixed now)
Then you should not be having such severe issues that noone aside from weak netbook users have.
nefentari, the only thing I can think of is a block such as a wrath lamp spreading invisible blocks around. Are you using anything like that by any chance?
There's no reason I can think of that you should be prevented from planting things so long as the tile supports it (tilled farmland or fertilized soil, etc)
No, none of these things anywhere near it. The area is fenced off with torches on top + 1 fence post+torch in the middle. It's tilled and I'm using autonomous activators (Thermal Expansion) with watering cans inside (Extra Utilities) to keep it wet and make the crops grow faster.Invisible light or railcraft blocks?
Then as long as you have sufficient light and hydrated farmland, the canola should plant.No, none of these things anywhere near it. The area is fenced off with torches on top + 1 fence post+torch in the middle. It's tilled and I'm using autonomous activators (Thermal Expansion) with watering cans inside (Extra Utilities) to keep it wet and make the crops grow faster.
I tested it in Creative with a 4x5 area and 2 water source blocks right next to it (no mod items next to/beneath/above it) and there were still 4 blocks that didn't let me plant the seeds on them.
I'm currently playing with version 1.6 v10e.
Regarding the clutched shaft junction. Does anything like that make sense for a reasonable potential block? Does it run against any intent of your mod?...
No, there is nothing like that
...
It is not possible with the way the RotaryCraft power system works (supply-based, not demand-based).Regarding the clutched shaft junction. Does anything like that make sense for a reasonable potential block? Does it run against any intent of your mod?
I'm trying to picture it in my mind and it sort of makes sense, but I'm a programmer not an engineer, and I wouldn't know a ball bearing from a nuclear submarine.
Hope you understand that this is me trying to understand something I'm not really familiar with but am curious about, and not an attempt at being obtuse or difficult ...It is not possible with the way the RotaryCraft power system works (supply-based, not demand-based).
2) ability to switch ratios via redstone signals (Admit it, that would be badass)
Can you clarify sir? I read the handbook entry for it but didn't really follow.CVT does this already.
Can you clarify sir? I read the handbook entry for it but didn't really follow.
Does the CVT work like a dynamic shaft junction where I can specify ratios to specific output faces?
Ah, ok; I meant switching ratios for a shaft junction, rather than a gearbox. If I recall correctly, shift-right-clicking a shaft junction in split mode also provides ratios.No. The CVT can output two different ratios depending on redstone signal, i.e., act like a 16:1 gearbox with no redstone signal and a 32:1 gearbox with a redstone signal. The shaft junction can output different torques to different faces when in split mode.
I can look into that.Ah, ok; I meant switching ratios for a shaft junction, rather than a gearbox. If I recall correctly, shift-right-clicking a shaft junction in split mode also provides ratios.
Sorry for lack of clarity. To remedy: It would be nice if I could switch the split ratio of a shaft junction via a redstone signal.
Thanks Reika.
Would someone give me some examples of where they've found a CVT useful?
Thanks Reika.
Would someone give me some examples of where they've found a CVT useful?