Mod Feedback [By Request] RotaryCraft Suggestions

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DaytonV

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Jul 29, 2019
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Oddball question regarding Geostrata: with the most recent updates, did the water vents get disabled in the nether? I remember finding them in version 3, and considering that the nether's like 300 degrees, I figured it'd be about appropriate for them to auto-convert to steam vents.
 

Aussiexenu

New Member
Jul 29, 2019
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More an observation than a bug per se, but I've noticed that (running the most recent versions, naturally :) ) sometimes the BC quarry horks up flourite... and sometimes it does not. Calcite, ores, they seem to be OK. Crazy thing is, I've watched it eat them up and then on a different section I've watched it just cruise on over them. Not a deal-breaker or anything absurd like that, just thought I'd mention it in case its an unexpected interaction or something mildly helpful.

Just means I need to pay a little more attention to my "taint eviction" is all (It's like a cancer removal, you need to take out some healthy land to cure it ;P).
 

Azzanine

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Jul 29, 2019
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More an observation than a bug per se, but I've noticed that (running the most recent versions, naturally :) ) sometimes the BC quarry horks up flourite... and sometimes it does not. Calcite, ores, they seem to be OK. Crazy thing is, I've watched it eat them up and then on a different section I've watched it just cruise on over them. Not a deal-breaker or anything absurd like that, just thought I'd mention it in case its an unexpected interaction or something mildly helpful.

Just means I need to pay a little more attention to my "taint eviction" is all (It's like a cancer removal, you need to take out some healthy land to cure it ;P).

I hate to break it to you but like malignant cancer sometimes removing the land is too late, taint tends to fundamentally change the biomes it's in so taint can still spread.
Taint can only really be controlled by Etherial blooms or other such Thaumcraft based things. That or other biome modifiying mechanics, ChromatiCraft Rainbow trees do this quite nicely but then you have to contend with the flashy hoverballs of head-doing-in noise.
 

firas55556

New Member
Jul 29, 2019
84
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Has anyone else had trouble using a comparator with an industrial coil, no matter what I seem to do with both the projectred and vanilla one they compare based off of 0->72 MJ instead off the 0->720MJ they can store >-<
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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It sounds like the comparator hookup for the coil assumes the coil maxes out at 74,000,000. As a result, it would hit max signal (15) at that point (and presumably shut down the charging mechanism)

(Based purely on firas's post)
...wtf? A factor of 20 error is something possible (to account for the *20 tick-second correction factor), but 3.24x?
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
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Waterloo, Ontario
...wtf? A factor of 20 error is something possible (to account for the *20 tick-second correction factor), but 3.24x?
I don't know, I'm trying to translate the issue.

@firas55556, can you please post an image of your setup, ideally two, demonstrating the current charge on the coil and the output of the comparator? This will assist in ruling out obvious issues (such as incorrect comparator setup, etc)
 

firas55556

New Member
Jul 29, 2019
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So yeah as said above I did more testing and it wasnt 72, seemes like it was more around 30 for a 13 compare here are some images showing the setup and power levels.
Edit: also tried various other setups different side diff location etc, and always did the same thing.
Editx2: The redstone output from the comparator is supposed to be cable, changed it so that the redstone state was easier to see.
 

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Reika

RotaryCraft Dev
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Sep 3, 2013
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Toronto, Canada
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So yeah as said above I did more testing and it wasnt 72, seemes like it was more around 30 for a 13 compare here are some images showing the setup and power levels.
Edit: also tried various other setups different side diff location etc, and always did the same thing.
Editx2: The redstone output from the comparator is supposed to be cable, changed it so that the redstone state was easier to see.
Why are you powering the side of the comparator?
 

firas55556

New Member
Jul 29, 2019
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Why are you powering the side of the comparator?
Thats how comparators work, side inputs are the charge to compare to and if back input is large than both of them it outputs a signal.
Without a signal it'll output the charge of varying strength that the inventorytype behind decides. And yes same problem without side input going from 0->32MJ gives signal of 0->15
 

Reika

RotaryCraft Dev
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Thats how comparators work, side inputs are the charge to compare to and if back input is large than both of them it outputs a signal.
Without a signal it'll output the charge of varying strength that the inventorytype behind decides.
No. Supplying a signal is overriding the comparator "read block" behavior, and the block overrides the inventory level control.
 
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firas55556

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Jul 29, 2019
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No. Supplying a signal is overriding the comparator "read block" behavior, and the block overrides the inventory level control.
Ahh see what you mean, but as I said without the side signal it still goes from signal 0 to 15 redstone when the MJ goes from 0 to 32.
 
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firas55556

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Jul 29, 2019
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Here are some shots without the side signal
 

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abculatter_2

New Member
Jul 29, 2019
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Chiming in to say that I experienced the same problems with the comparator as firas, and all my setup was was a coil linked directly to a microturbine, an ECU under the turbine, and a comparator linked to 13 redstone before feeding into the ECU.
 
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keybounce

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Jul 29, 2019
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From the wiki page on comparators:

1. The redstone comparator can take a signal strength input from its rear as well as from both sides. Side inputs are only accepted from redstone dust, redstone repeaters, and other comparators. The redstone comparator's front is its output.

2. The redstone comparator has four functions: maintain signal strength, compare signal strength, subtract signal strength, and measure certain block states (primarily the fullness of containers).

3. A redstone comparator in comparison mode (front torch lowered and non-powered) will compare its rear input to its two side inputs. If either side input is greater than the rear input, the comparator output turns off. If neither side input is greater than the rear input, the comparator simply outputs the same signal strength as its rear input.

4. A redstone comparator in subtraction mode (front torch elevated and powered) will subtract the signal strength of the highest side input from the signal strength of the rear input (minimum 0 signal strength).

For example, if the rear input signal strength is 7, the left side is 2, and the right side is 4, then the output will be a signal strength of 3, because 7 - MAX(2,4) = 3.

So the side input can either be a "threshold" or a "subtraction", and that feature is independent of the "container size" rear input

(and this doesn't touch on the "maintain output" behavior, which just propagates a signal without any distance weakening or repeater strengthening.)
 

Reika

RotaryCraft Dev
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This is from my main thread:
Madolinn said:
Redstone Comparator doesn't seem to be working when connected to a basic Industrial Coil, always outputs 15. If it was 15 then the Coil would have exploded. Attached picture.


Comparator works normally though with inventories such as chests. May or may not be a conflicting mod (COFH Core perhaps?). Will test a little bit later.


Industrial Coil seems to outputting a signal strength of 15 at ~37MJ. Bedrock Coils output 15 at ~12TJ.


EDIT:

Also when heaters are set to 950 and fueled (with coal) they will very rarely spike to 1,000 and explode into lava. More so commonly at 970. Set Temperature doesn't appear to be a hard max. No other heat sources nearby (lava/fire in case they have some sort of interaction)


EDITEDIT:

ChromatiCraft: Fabrication entry doesn't seem to be tied to the Casting Table. Already built one and created various things on it, entry still isn't complete.


Info Fragment Required!


EDITEDITEDIT:

Chain Drive Chains don't render from various angles. Well.. More like 270degs around they fail to render. Alternatively only one chain will render correctly and the second will not at all. (You can actually see in the attached picture the close end of the chain isn't rendered)


EDITEDITEDITEDIT:

ChromatiCraft Casting Table seems to have "permissions." Other people can't use tables you set down, and vice versa. Breaking and placing allows you to use it until someone else does the same.


EDITEDITEDITEDITEDIT:

Bonemeal on carrot crops doesn't consume any. (Possibly others)


Heis having a 20x offset. And the bug has been fixed.


This is the importance of providing exactly correct numbers.