A tech mod that has Various ways to generate, store and transmit Forge Energy.
owmii / powah Goto Github PK
View Code? Open in Web Editor NEWDiscord:
Home Page: https://discord.gg/A8TP9JY
License: GNU Lesser General Public License v3.0
Discord:
Home Page: https://discord.gg/A8TP9JY
License: GNU Lesser General Public License v3.0
I’m have an issue with the coal generator it will only take one piece at a time. I’ve only try with the basic version so far.
As far as I can tell, IFeatures.register
is only called from the FMLCommonSetupEvent
, which, as far as I'm aware, is still part of the asynchronous event chain.
This can lead to the possibility of features being registered for all biomes, before all biomes have actually been registered, meaning some biomes do not have ores, etc, generated in them.
Moving this call to a FMLLoadCompleteEvent
would, I believe, solve this situation.
Versions
Powah: Powah-1.14.4-0.1.10.jar
Lollipop:Lollipop-1.14.4-0.0.21.jar
Forge: forge-1.14.4-28.1.107.jar
Modpack: Enigmatica 4 Heavily modified
This is being run as a server/client combo
The client is the only one that crashes
Whenever i put a binding card into a player transmitter via opening the gui my game exits back to the launcher.
It happens by manually dragging with the mouse or shift clicking.
Here is the crash log
https://www.dropbox.com/s/hpmnxx82bcznnn0/2019-12-28-2.log?dl=0
Here is a list for the rest of the mods used
https://www.dropbox.com/s/3cp94g60ukmun7b/list.txt?dl=0
I do understand there can be many things that might cause this so let me know if u need more info
PS. I just used a hopper and the binding card was added to the player transmitter.
I need some help, I watched all the videos I can on your mod but no one has been able to help me, nor your in game book.
Things I need info on >
Energy Storage (Energy Cell, Ender Network) < What the heck is this (ender stuff only) and how do i use it if i dont have anything ENDER, 1.14.4 doesnt have anything ported yet regarding ender stuff.
Ender Network (Ender Cell, Ender, Gate) < What the heck is this and how do i use it if i dont have anything ENDER, 1.14.4 doesnt have anything ported yet regarding ender stuff.
3 Energy Hopper < no worries i foudn in book
Tip: maybe expand you in game book to cover Everything.....which better detail, still good job.
Also when i run shaders and or texture packs, the items dont look like your photo ! see image
Also would be good if the enegry orb can play nice with refined storage, you know export gold and iron into orb, the import energized item out into system. aha
I see the cables already have hitboxes, but do you plan on making them solid so entities cannot walk right through them? I feel this might be a good change.
Features which would be cool:
Minecraft 1.15.2
Forge 1.15.2 31.1.14
Powah 1.15.2-1.1.4
Lollipop 1.15.2-1.0.6
Mekanism(Generators/Tools) 1.15.2-9.9.10.402
Placing a Binding card (Dimensional) bound to a player on a Player Transmitter (Hardened)
causes a java.lang.NullPointerException: Ticking block entity error.
The server runs just fine, but I can't enter it without crashing my MC client.
Here's the crash report:
crash-2020-02-24_03.47.17-client.txt
Placing the reactor blocks doesn't initiate the reactor formation, and the blocks becomes glitched meaning it cannot be removed. Placing any blocks in the space where the reactor block was causes them to turn into the reactor block. This only happens on server, not on SSP.
https://i.imgur.com/0ZM7mod.png
https://i.imgur.com/t0OcCSg.png
This error shows up in console as well when the block is broken.
https://hatebin.com/klhkkiwtwa
Powah-1.15.2-1.1.3.jar
Lollipop-1.15.2-1.0.5.jar
forge-31.1.14
I am sorry if I am becoming a bother or a pain in the ass. I was just hoping input is also a good thing no matter who it comes from, anyway I have to say Great Mod, from one modder to another.....Hard work pays off, you are a very special person to give your time to make others enjoy there game more. Now.......
see images for conflicts, was woundering what Texture packs out there does you mod support ? Also anyway to get mod support for Soartex Fanver x64.......
I absolutely adore this mod! Unfortunately, I think I've found a circumstance where things start to fall a little apart. Context: using Alchemistry on the DevCraft server and discovering that Hydrogen will burn in the Furnators, I set up a series of multiple Furnators plugged into a cable network using Battery Boxes from Silent's Mechanisms, each containing Quicksilver Batteries from Mystical Machinery.
The issue appears to be whenever:
!()[https://i.imgur.com/YgpRy4N.png]
!()[https://i.imgur.com/lOe9gJ0.png]
Once the above was reached, TPS began to drop rapidly and dramatically.
Removing the multiple links on the battery boxes was sufficient to prevent this:
Likewise disconnecting some of the Furnators also reduced this.
(Second issue mentioned in title:) In addition, surrounding a battery box or other power source with cables and then connecting a device resulted in that device never receiving power:
From what I can understand, power is either being actively pulled (I confess I haven't dug deeply into your code) from the same device multiple times (or being fed by pushed energy for cables that are acting as tile entities), and is being fed presumably into the nearest device available (judging by the second issue mentioned) via another connection.
I'm uncertain as to whether the issue could be replicated with enough multiple-connected battery boxes and a single Furnator, but I think part of the solution would be culling multiple instances of the same tile (or position, or however your graph works) before attempting to pull power from them, or potentially pushing power to them.
For profiling purposes I constructed the following layout, using Speedy Hoppers, Storage Drawers with infinite vending upgrades containing Hydrogen, feeding to a number of battery boxes containing quicksilver batteries: (unfortunately I was unable to get Windows to accept launching Minecraft with the profiler arguments)
That was used to create the baseline (the "old time" mentioned in YourKit). The following set-up was used to cause TPS lag (mean TPS was around 7.8):
I ran two profiles using YourKit, and then set up a comparison of the two and examined the results:
From this, it appears as though the amount of time spent performing CableBlock.searchCables
leapt from 0 milliseconds to 28,812ms during the period of the sample (I forget the exact interval YourKit uses, I think it's just a second).
There was also an increase in the time spent in BlockState::func_215697_a
(neighborChanged
is the MCP mapped name) by ~1000ms, as well as a number of other methods.
There was also a significant increase (17%) in the number of BlockPos
instances (an additional 4,466,500), as well as 1,166,404 addition HashMap$Node
instances:
I'm not super sure on potential solutions, but as I mentioned above, potentially limiting or disregarding multiple connections to the same device could help -- however, that may cause issues when it comes to the matter of extracting energy faster or providing energy quicker.
If there's any more information I can give or any other way I can help, please let me know -- either on here or on Discord.
Now, my next plan is to re-cable our (mine and my boyfriend's) base so that power generated goes into the batteries on one cable network, and then comes out of it again on a completely separate network, as is sane and proper.
I really love this mod, it's super good but i have found the following issues
-energy cells and cables when setting side config does not change when connect and being supplied with power
-ender cell and ender gate doesnt seem to change channels
-playing on a multiplayer server using this mod and sometimes items disappear from the energy cells? (not entirely sure)
-cables not displaying how much rf they have stored
i hope you do polish up this mod because it's super good, keep up the good work and i know it's new to 1.15.2. The dimensional binding card caught me off guard by the way.
once again i love this mod and i hope you keep up the good work on it. thank you for an excellent mod.
here iwant to write down a few ideas that i had for upcoming mods that owmii plans.note that these are only concepts so i dont know if they will fit in.
world generation
-ores like tin and copper(i know its very cliche but it could be interesting if these ores would be fleahed out)
-a few new useful plants.with this i mean that most plants and vanilla are primarily used for food instead of technology.i would want plants that are used in industry like canola wicgh could be used for stuff like fuel and energy generation.
-natural gas and oil.eventhough a few mods add oil(and near to none have natural gas)i think that those are quite interesting in the energy generation sector.youd need to get them out of reservoiurs wich you would need to find.and those reservours will empty over time wich means you will have to move your machinery from time to time.you would need to distill the oil before using it.
-plastic wich yould be sythesiced out of oil,gas and plant matter.it is meant as a machine building component and would fit the estatcic.
not only different tiers of machines but also classes with wich i mean size classes to be exact 2 classes(normal,industrial) the normal ones would be well normal sized blocks used in a casual setting with a medium speed efficiency cost and power consumption.then theindustrial size wich would mean multiblocks(like the reactor)those are bigger multiblocks whose cost and consumption would be higher but would also be more efficient. in advance i would recommend that some machines only exist in certain classes for example the nuclear reactor in the industrial class
-(industrial)ball mill:a big ball mill wich would grind ors into chunks wich can be refiend further into more dust
-(normal)mill:a small mill that is pretty much the normal tech mod grinder
-(Industrial)Steam turbine:a big steam turbine wich uses high temperatur steam to generate masses of electricity
-(industrial)gas turbine: a big turbine that burnes gas and fuels won from oil to generate power
-(Industrial)Boiler:a big boiler generating normal heat steam from coal and oil
-(industrial)steam engine block:a big steam engine block wich uses normal heat steam to generate energy(meant to get more power out of coal)
-(normal+industrial)electrolizer:it takes in water and power to get oxygen and hydrogen
-(industrial+normal)tanks:tanks that come in 2 sizes small(one block) and big(i dunno how big yet)both are meant for storing liquids and gasses
-pipes and pumps:these pipesare meant for fluid and gass transport.pumps can be used(when powered)to increase the flow rate and controll the flow direction.they would be broader than the electricity cables and show the content.
-pneumatic item pipes:these would be for item transport.you could see the items traveling in the pipes.they rely on air pressure so you need compressors(they determine the speed).filters would also be useful
Everything works normally as the host. For other players, this is the result when looking at the "uses" for energizing:
Crafttweaker recipes also do not generate for other players. They are not bugged like the similar image, but they simply do not appear. Host can see all recipes as normal.
forge-31.1.14
Powah-1.15.2-1.1.3
Lollipop-1.15.2-1.0.5
Crash report: https://hatebin.com/vtgwllpmmm
It would be nice to be able to hide cables in full blocks (wood, cobblestone etc).
Either by crafting facades or directly by right clicking a cable with a block (maybe require to place a facade first on the cable and then right click a block on it).
forge 28.1.115 on 1.14.4 MC
Server crashes on new release. Rolled back to previous release server still will not load. Found out the new config file that was loaded with new release was casuing the issues, deleted config file, ran previous version server runs fine now but cant use new release .
crash-2020-01-20_21.02.24-server.txt
crash-2020-01-20_21.04.24-server.txt
crash-2020-01-20_21.05.43-server.txt
crash-2020-01-20_22.24.10-server.txt
crash-2020-01-20_22.27.52-server.txt
crash-2020-01-20_22.31.41-server.txt
crash-2020-01-20_20.58.51-server.txt
mc 1.15.2
forge-1.15.2-31.1.14
Powah-1.15.2-1.1.4
Mekanism-1.15.2-9.9.10.402 ( generator, tools )
If you place a Binding card ( dimensional ) bound to a player ( me)
in the powered Player transmitter (nitro) ,
and then try to place any mekanism item (miner, cubes ) , that uses Rf/FE , same owner, the game crash.
after restart ( world ) the item is there and working.
removing the card, you can place anything you want
no problem with omega craft ultimate EDS,
no problem with your energy cells
no problem with rftools powercells ( are not charging in inventory)
it may a mekanism problem, I just wanted to notice
regards
Just a non important thing but would it be possible to make the symbol on the reactor sides pulse when the reactor is running and if it stops running or runs out of something it could maybe glow red as a visual way of knowing if the reactor is running fine. As I say it’s not a big deal just an idea.
so ive been playing with this mod for a while now but the thing ive noticed is that it is kind of senseless at the moment.with that i mean that there is no reason to use this mod atm there are barly any technich mods releasid and those few that are working lack logistics or features in general with wich i want to ask weather you could not only do enerh´gy but also logistics (item/fluid)transport(or even machines).i know that this mod is faccused on energy so i would suggest maybe making it in a different mod,and yes i know that that would probably cost time so i dont have to high hopes but the fact that your current mod is so good i just had to ask
Power cables don’t stack or connect transfer FE.
When placing the Cables, game crashes immediately. Crash is repeatable, and when Optifine is removed then Cables can be placed without any issues.
Forge version-28.1.109
Powah version 1.14.4-0.19
Optifine version 1.14.4_HD_U_F4
The following error message is displayed after the crash.
The game crashed whilst tesselating block model
Error: java.lang.ClassCastException: net.optifine.override.ChunkCacheOF cannot be cast to net.minecraft.world.IWorld
1.15.2-1.0.2 crashes dedicated server Forge 1.15.2 build 31.1.14
Notes:
Ticking Block Entity
crash report:
http://paste.ubuntu.com/p/vf7k2NwFRK/
fml server latest:
http://paste.ubuntu.com/p/qb6Dxpmwhj/
Can you tell us what upgrades work best with what machines, generators, etc....i dont want to be using an upgrade in a machine that won't use it.......
Example, energy efficiency upgrade, what machines can use this properly ?
also energy capacity upgrade doesn't seem to want to be made, no recipe ? also what machine can use this one ?
Having to go hunt down a Nether Fortress, standing and clicking on 8 blazes, then hunting down unmined 4 diamond ores, and then hunting down two emerald ores, the rarest in the game, that only spawns in relatively rare biomes seems a bit much for a single machine.
I realize they are meant to be the end game, but that seems a bit much. Especially for a battery that holds slightly more power than a few large RF tools power cell (hardly the most OP mod in existence) or a few end-tier Thermal Expansion/Enderio capacitors.
My suggestion, if you are to keep this mechanic, then perhaps increase the amount of capacitors you can get per ore to 8?
Or, perhaps, instead of using ore blocks, you use the capacitors on a diamond/emerald block (with 9 per block?)
I am still trying to figure out how to use the ender cells and after putting one down and going to right click it with an equal one (Just to get into the UI) the game crashed. The following is said in the report.
java.lang.ClassCastException: owmii.powah.block.cable.CableTile cannot be cast to owmii.powah.block.endercell.EnderCellTile
at owmii.powah.block.endercell.EnderCellBlock.getContainer(EnderCellBlock.java:68) ~[?:0.2.2] {re:classloading}
at owmii.lib.block.TileBase.createMenu(TileBase.java:197) ~[?:0.0.23] {re:classloading}
at owmii.lib.block.BlockBase.func_220051_a(BlockBase.java:204) ~[?:0.0.23] {re:classloading}
at net.minecraft.block.BlockState.func_215687_a(BlockState.java:274) ~[?:?] {re:classloading,xf:fml:forgeendertech:randomTickBlock}
at net.minecraft.client.multiplayer.PlayerController.func_217292_a(PlayerController.java:281) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1236) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}
at net.minecraft.client.Minecraft.func_184117_aA(Minecraft.java:1488) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1321) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}
at net.minecraft.client.Minecraft.func_195542_b(Minecraft.java:869) [?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:384) [?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}
at net.minecraft.client.main.Main.main(SourceFile:155) [?:?] {re:classloading}
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_51] {}
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_51] {}
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_51] {}
at java.lang.reflect.Method.invoke(Method.java:497) ~[?:1.8.0_51] {}
at net.minecraftforge.fml.loading.FMLClientLaunchProvider.lambda$launchService$0(FMLClientLaunchProvider.java:56) [forge-1.14.4-28.1.109.jar:28.1] {}
at net.minecraftforge.fml.loading.FMLClientLaunchProvider$$Lambda$408/1644987969.call(Unknown Source) [forge-1.14.4-28.1.109.jar:28.1] {}
at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:37) [modlauncher-4.1.0.jar:?] {}
at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:54) [modlauncher-4.1.0.jar:?] {}
at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:72) [modlauncher-4.1.0.jar:?] {}
at cpw.mods.modlauncher.Launcher.run(Launcher.java:81) [modlauncher-4.1.0.jar:?] {}
at cpw.mods.modlauncher.Launcher.main(Launcher.java:65) [modlauncher-4.1.0.jar:?] {}
Energizing orb handles one item and you can put more (snowball + diamond, snowball - 20,30
Then it doesn't work
Should probably be stored in a local variable. Or maybe replace the boolean[] with an enum (Cable, Tile, Nothing)?
after restarting the game items in the inventory are not charged
it is necessary to re create the linking map
before restarting the game
https://mega.nz/#!qlNiRCJJ!uQ32-tITUAP2Dh5qV8y1JkmAU2_RJzxYYLwuoDDtjvY
after restarting the game
https://mega.nz/#!WpdSBAhA!vJYO5FVCkRMCJRX2900yrFjoIkXNICOD8-rBsEwByEk
Hello owmii,
first i love your mod to bits! Great work.
Yesterday i was working on how to automate the energizing orb with refined storage,
Seems like there is no viable way at the moment but maybe you can give me a hint?
But to get to the point, i tested what would happen if i just put in a bunch of blaze rods. The Orb accepted the whole stack (didn't really think about it) but when i right clicked it, it gave back only 5.
I think there is a bug where the orb accepts more than it can hold and just voids excess items?
I haven't yet upgraded to something higher than the base one. I could test it in a creative world.
This is our modpack if it is a compatibility bug:
https://www.curseforge.com/minecraft/modpacks/game-server-germany-survival-server-modpack
Regards
DJ
This would fit nicely in my base design to have the orb hanging on the ceiling or wall.
Didn't say anything on the main page about it. If you're interested at all in a 1.12 release, know that the interest on the player side is also there.
If not, I'd suggest throwing something up on the CF page about it so that more of these don't show up, since there's very little in this mod that visually appears to require any changes from 1.13 or 1.14 to function.
The ender gate to ender cell works fine in SP but on MP server, the ender cells and gates dont transfer any energy they just eat it all up.
I cannot place the Reactor multiblock when playing on a Server world run by akliz.
When I do try to do it my blocks dissapare from inventory and I can see someting hapen infront of me, but the strukture is see through and blocks me from coming through. Can only break maybe one of I can find it.
No problems placing in a singleplayer world using the same mods.
I run All the mods 5 modpack version 1.5 with a few extra mods DimStorage, Powah, Lollipop, StorageDrawers, ChunkNoGoByeBye, DankStorage, and MixInBootstrap. All newest versions.
Error on server:
https://hatebin.com/imlgftueta
Happens on dedicated server: player was kicked from the server because of exception and can't join (because exception happens again). Removing powah:whench from player's .dat file fixes it, but looks like the wrench is unusable for now.
happens on
Powah-1.14.4-0.1.3
Lollipop-1.14.4-0.0.18
Can't test on new versions right now, i'll update this issue ASAP, but I didn't see anything about wrench in changelogs...
forge 28.1.115 Server on 1.14.4
crash-2020-01-20_20.35.58-server.txt
crash-2020-01-20_20.33.28-server.txt
old version works fine, this new update server will not load. Client load up seems fine.
With the client no problem, it loads the lollipop lib and the mod but in a server it crashes it.
Crash report: https://pastebin.com/vPiLsh94
Versions:
Lollipop-1.14.4-0.0.22
Powah-1.14.4-0.1.11
engineersdecor-1.14.4-1.0.18-b2
Cables next to machines or energy cells have a tile entity and a UI. Other cables not neighboring a machine or energy cell don't have a tile entity or UI (checked with F3).
The Engineer's Decor solar panels don't have an FE energy capability as they only poush power into neighboring tiles:
https://github.com/stfwi/engineers-decor/blob/master/1.14/src/main/java/wile/engineersdecor/blocks/BlockDecorSolarPanel.java#L107
That means there is no easy way to get the cables to connect with these solar panels.
I think a good work around would be to always create a tile entity when one from another mod (eg not a Powah cable) is next to a cable?
Preface: I don't know this issue is with Powah itself, we just have narrowed it down to a possibility. I'm filing the report hoping that someone sees it and it strikes them that they know why it could possibly happen. Feel free to close this, it's more of a notification than an issue, since we are not sure.
Background: We have twice now (2 different servers, same pack which is in testing for release) made bases that once rendered immediately kick out any player within range for the connection lost image attached. The common setup between those was an energizing orb which was having items (emeralds, i think) into it by xnet. Pics attached.
Does that make any sense? Could a xnet setting lead to a packet problem? Thanks for the help :)
Thanks!
Please see video in link...
Hello o/
I would like to request that the configs get sorted by tier.
At the moment the configs are ordered like this:
[Energy_Transfer]
#Range: 1 ~ 9000000000000000000
spiritedTransfer = 32000
#Range: 1 ~ 9000000000000000000
starterTransfer = 1000
#Range: 1 ~ 9000000000000000000
basicTransfer = 2000
#Range: 1 ~ 9000000000000000000
hardenedTransfer = 4000
#Range: 1 ~ 9000000000000000000
nioticTransfer = 16000
#Range: 1 ~ 9000000000000000000
blazingTransfer = 8000
#Range: 1 ~ 9000000000000000000
nitroTransfer = 64000
and I would like
[Energy_Transfer]
#Range: 1 ~ 9000000000000000000
starterTransfer = 1000
#Range: 1 ~ 9000000000000000000
basicTransfer = 2000
#Range: 1 ~ 9000000000000000000
hardenedTransfer = 4000
#Range: 1 ~ 9000000000000000000
blazingTransfer = 8000
#Range: 1 ~ 9000000000000000000
nioticTransfer = 16000
#Range: 1 ~ 9000000000000000000
spiritedTransfer = 32000
#Range: 1 ~ 9000000000000000000
nitroTransfer = 64000
I hope you'll consider it :)
crash when you right click with an item on energizing orb
https://pastebin.com/wJVaPcg6
log
https://mega.nz/#!CgdVza6C!2cnYuwOSUa7gr2zSfNUzO4VHQ1rz9PVMcPXthP0cUDw
If I might make a suggestion, perhaps you could have a different way of crafting dielectric paste? I would suggest both keeping the current recipes and a two step recipe.
Perhaps craft together both the coal and the clay as is, but call it a "mix" and smelt it in the furnace to create the paste.
Or, alternatively, if you absolutely want lava to be part of the crafting recipe, keep the current recipe, but make a machine that combines liquid lava and the coal and clay.
Is there anyway you can prevent more then one item entering the energizing orb....this will be perfect fit for RS storage autocrafter.
I would like to have cables to move energy around, preferably tiered similar to the I/O of the machines.
Added Two new tiers "Starter" and "Nitro". are we gonna see this for 1.14.4
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