Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Problem keeping field strength up #17

Open
NLC823 opened this issue Nov 10, 2017 · 11 comments
Open

Problem keeping field strength up #17

NLC823 opened this issue Nov 10, 2017 · 11 comments

Comments

@NLC823
Copy link

NLC823 commented Nov 10, 2017

I built the reactor and I can get it up and running, but it appears that the field strength will not stay at 50%, the code seems to be working fine, but after a delay the percentage just drops until reaching 15% where the code automatically resets the reactor.

I am running FTB infinity evolved on minecraft version 1.7.10 and the only part of the code I changed was in line 280. It said (1-(targetStrength/100)) and it now says (.7-(targetStrength/100)). I did this because I found somewhere that it had to be done when running infinity evolved because everything takes more power.

My setup is exactly as described by the MindCrafters in their tutorial except I have cryo-stabalized fluxducts instead of energy tranciever and I added some cryo-stabalized fluxducts between my tesseracts and the flux-gates.

I am not sure if this is a problem with the code or something messed up with draconic evolution, but I wanted to bring up that this was happening and see if anyone else was having similar issues or knows what is wrong.

@StalkerM8
Copy link

For me the automatic InputGate option simply doesnt work anymore.

I do hope the creator gets back, or someone cause this is most annoying

@acidjazz
Copy link
Owner

Is this on a server where TPS is an issue? Is it all in one chunk? are there any issues w/ any portion of it maybe not being loaded?

@StalkerM8
Copy link

Well since SP Minecraft is on a server thats locally hosted, Technically yes. But yea. Singleplayer.
Chunk no idea, testing the Chaos Reactor to see if this program still worked, It does work to an extent. Taking in account I had to change some code like previously pointed out in another issue, it worked and all, could interact and such and set the output and it was just the Field Strength wasn't being kept up, despite automatic mode. Now it could very well be the setup, but I used this before in Infinity Evolved and it worked. Now my only suggestion atm is the fact that DE (Draconic Evo.) may have changed a name or something and the programs still looking for the old name? Its changed a little since the 1.7.10 Minecraft version. That'd be another thing this is in MC version 1.12.Somethin. I'll test around a little more with the setup and get some screenshots. Other than this issue, Its still a great program though.

@spannerman79
Copy link
Contributor

That'd be another thing this is in MC version 1.12.Somethin

That seems to be the most common issue that has arisen from issues created on this repo @StalkerM8
This script was initially made for 1.7.10 DE. I am going to assume (like you did) some of the API names changed in DE - so an edit here and there would be needed.

The only thing I could suggest to @acidjazz is that the master branch is cloned & renamed (maybe actually named 1.7.10) that way PR's can be done to reflect newer versions of DE. Just a thought 😄

@StalkerM8
Copy link

Looking through another Issue it is the API names. PiePie had made a huge post for the fix. Now being a little independant myself I would try to fix the code myself, but I've not the slightest clues as to wear to begin. Something of an update would be wonderful so it wouldn't be such a pain to use in later versions

@spannerman79
Copy link
Contributor

Well (hopefully) @acidjazz will do what I suggested (and the PR). Too many references point back to this repo.

But failing that it can easily be forked. The only issue would be a Pro pastebin account to keep the paste active and not be flagged to be removed - the install paste would need to be a new one to reflect the new github location if it is indeed forked.

In fact even if the repo branch is cloned and re-named a different paste will need to be used to keep the versions separate. Pastebin doesn't have a version control system like git has 😛

@StalkerM8
Copy link

StalkerM8 commented Jan 31, 2018

Well couldn't the Pastbin have two programs on it? Currently its just "install" or "startup". So couldn't it have another file for the 1.12.X program?

Least then it'd still be in all in one yes?

@spannerman79
Copy link
Contributor

spannerman79 commented Jan 31, 2018

AFAIK ComputerCraft in 1.7.10 cannot tell the difference between two conflicting script versions (a "1.7.10" script/s vs a "1.12.x" script/s). In newer versions of ComputerCraft it may, unsure/unknown as I haven't tested.

Hence a separate pastebin will be needed for any fork/tree changes made to the main branch.

Edit:
If you are wondering if anyone still plays 1.7.10 they still do. In fact there is an MC-Archive project around preserving older MC mods. So yes it would be "nice" to preserve this too.

@StalkerM8
Copy link

Oh I know 1.7.10 is like the golden age of modding. Shame though I thought it would, But yea a newer release of the script would be nice till then I'll have to make do

@StalkerM8
Copy link

@spannerman79 I can actually can't, you have to add me because "hired samurai"

Zoey#0965

@StalkerM8
Copy link

XP Fuck....

Okay just go here I'll be in the VC https://discord.gg/tmjm9mb

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

4 participants