Same crash? What other machine blocks do you have placed?I have a sprinkler with Rotarycraft piping nearby.
EDIT: It has nothing to do with the piping. I deleted all piping using config editing and it still crashes.
Same crash? What other machine blocks do you have placed?I have a sprinkler with Rotarycraft piping nearby.
EDIT: It has nothing to do with the piping. I deleted all piping using config editing and it still crashes.
Same crash to the letter, and EVERY machine in your mods. This is my tester world/reactor let's build world. EDIT: To clarify, I have every non-reactor machine in this world. No reactors yet.Same crash? What other machine blocks do you have placed?
That is going to make debugging impossible. For all we know, the crash is not coming from the reactor at all. Make several copies of the world, and MCEdit out quadrants at a time.EVERY machine in your mods.
Okay. After deleting the entire structure(I.e. All the concrete and neutron reflectors), I am able to log on. After the lighting glitch from hell, I am going to place some neutron reflectors and see what happens.That is going to make debugging impossible. For all we know, the crash is not coming from the reactor at all. Make several copies of the world, and MCEdit out quadrants at a time.
I am looking into this.On a related note, is it just me or have Van de Graaffs lost their ability to damage non-player entities since version 23d-ish? I ended up having to fill in the cave system beneath my tokamak because the Van de Graaffs kept targeting random bats landed down there instead of what they were supposed to, and the bats weren't just immediately dying like they should have been.
Neat solution! Does it work?So, about the whole "getting shocked by Van de Graaffs" thing.
The solution is so ridiculously simple I couldn't help but feel like an idiot that it took me 3 whole months to think of it. Wish I would've thought of it before the chainmail thing.
Place a player detector 2 blocks below each Van de Graaff. Give it a steam engine's worth of power, geared to 4096 rad/s. Configure the detection range to 9 meters. Wire it up to either shut off the engine powering your Van de Graaff, or activate a clutch on the shaft running to it.
Of course, you'll need multiple redundant Van de Graaffs powering your toroid magnets, but if you're anything like me, you've stuck one in each corner, and are powering each of them enough you could probably lose all but one and still be fine.
On a related note, is it just me or have Van de Graaffs lost their ability to damage non-player entities since version 23d-ish? I ended up having to fill in the cave system beneath my tokamak because the Van de Graaffs kept targeting random bats landed down there instead of what they were supposed to, and the bats weren't just immediately dying like they should have been.
If you sprint at it really quickly you might get zapped once. Also about half of the time the Van de Graaff gets shut off slightly before it builds enough charge to discharge into a toroid magnet, so you might take a small half-heart zap when you get within a few blocks. Those two small quirks aside, it works well enough I don't mind walking around the Van de Graaffs without a set of mail.Neat solution! Does it work?
Though correct, that is not the cause of the problem.The rings in the upper left are not aligned properly.
The rings in the upper left are not aligned properly.
Though correct, that is not the cause of the problem.
Is the solenoid powered properly? Is it placed properly?
It needs to be spinning at at least 256 rad/s, and it must be at the correct height. These are two very common mistakes.went through the whole process of break-and-place each part again in various orders, no change in result, solenoid is powered and had as much as 65MW to it at various speed:torque ratios, how far can they go before failure?
The empty String crash is caused by Forge and/or world crashes corrupting NBT data.ok so I updated everything to V24b, but not only was the empty string crash bug not fixed, but now the plasma injector wont construct entirely...
I am running a fusion reactor right now, so it obviously works.going to bump this time, but I got the plasma injector built again, but still yet to get the toroids functioning...
also I can confirm the bug that is mobs will drain all the supplied 'tricity generated while not taking any damage, and I also mean *all* the power, the toroids get nothing.
was fine in V22, obviously not in V24b, so whatever code you changed in the generators/API between these is obviously broken @Reika
Steam line connections.also whats these 6-bool arrays in the console from?
The second one looks like the RailCraft hidden block issue again.ok well anyway, finally got it all somewhat working, I needed to have all 4 plasma injectors AND had to re-place some toroids, while they were rotated correctly, the plasma injectors weren't detecting them, should definitely add some notes that your multiblock construction needs you to be facing the right direction or it will constantly fail.
- you should have try-catch blocks in your NBT read and write as it's never guaranteed to work, that will prevent the null-string crash (which FYI happens with boilers and after exiting the save then re-loading it, if the boilers are removed it doesn't crash)
also I found another crashbug regarding your high pressure turbines, cant cast a steam grate to the turbine multiblock, you need to add an instance check...
attached both crashes so you can have a better look, but now I just need to work out how many turbines I'll need to run this efficiently, also I doubt Ill be making more than one of these reactors like I was originally planning XD