Big Reactors

Big Reactors

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Turbine rotor not spinning or displaying RPM while RF is produced

Gunner76th opened this issue · 13 comments

commented

So after a server restart, a player's turbine was no longer displaying its RPM readout, nor were the blades "spinning" inside the turbine itself. It was however consuming steam and producing RF. if we broke a block in the turbine, the steam particles would continue to appear until we removed the rotor bearing, even if ALL other blocks were removed. Thinking that the problem was with the initial turbine for some reason, we tore it down, and rebuilt it completely, only to find the same problem still existed.

Included is a copy of our BigReactors.cfg file, in case something in that is causing the issue.
Version of big reactors we are currently using is BigReactors-0.4.0rc8.jar and forge version is 1208

Configuration file

compatibility {
# If true, automatically adds all unregistered ingots found as clonesof standard yellorium fuel
B:autoAddUranium=true
}

general {
B:enableComedy=true
B:enableMetallurgyFantasyMetalsInTurbines=true
D:fuelUsageMultiplier=1.0
I:maxReactorHeight=48
I:maxReactorSize=32
I:maxTurbineHeight=32
I:maxTurbineSize=16
D:powerProductionMultiplier=1.0
B:registerCreativeMultiblockParts=true
I:ticksPerRedstoneUpdate=20
D:turbineAeroDragMultiplier=1.0
D:turbineCoilDragMultiplier=1.0
D:turbineFluidPerBladeMultiplier=1.0
D:turbineMassDragMultiplier=1.0
}

recipes {
B:enableCyaniteFromYelloriumRecipe=false
B:enableReactorPowerTapRecipe=true
B:registerCharcoalForSmelting=true
B:registerCoalForSmelting=false
B:registerGraphiteCharcoalCraftingRecipes=false
B:registerGraphiteCoalCraftingRecipes=false
B:registerYelloriteSmeltToUranium=true
B:registerYelloriumAsUranium=true
B:requireObsidianGlass=true
B:requireSteelInsteadOfIron=true
}

worldgen {
B:GenerateYelloriteOre=true
I:MaxYelloriteClustersPerChunk=5
I:MaxYelloriteOrePerCluster=10
I:YelloriteDimensionBlacklist <
>
I:YelloriteMaxY=50
B:enableWorldGen=true
B:enableWorldGenInNegativeDims=false
B:enableWorldRegeneration=false
I:userWorldGenVersion=0
}

commented

Is this 100% reproducible on your server, or only in certain circumstances?

commented

we are able to take away evry single block and move it to another place and it is still the same as before, the machine itself dosnt form but is useable and still wont show the RPM when runing, happend to my turbine the same day as i made it

commented

Ah! What sort if blocks are you using for the turbine coils?
On Sep 23, 2014 2:31 PM, "Hasselpoof" [email protected] wrote:

we are able to take away evry single block and move it to another place
and it is still the same as before, the machine itself dosnt form but is
useable and still wont show the RPM when runing, happend to my turbine the
same day as i made it


Reply to this email directly or view it on GitHub
#334 (comment)
.

commented

using electrum coill, 4 rings total, proly going to enderium soon

commented

@Hasselpoof do other stats work in the GUI?
@erogenousbeef IMHO it looks like sync bug.

commented

Switching to enderium will probably fix it. This is likely the same as #288, which is waiting on a fix in CoFHCore.

commented

Alternately, switching to vanilla blocks (gold/iron) will almost certainly fix it, if it's the same as #288. This does mean you need bigger coils, unfortunately.

commented

We have tried moving it and it produced the same issue, even after a restart without the turbine even in the world. 1 other thing of note is, if we break a block, the steam particles still generate until you break the bearing. However if you replace the bearing, and the majority of the turbine is still intact, the steam particles return. Not sure if that means anything to you or not.

commented

Would you mind trying to switch your coil blocks out for vanilla ones? I very strongly suspect this is a manifestation of an oredict issue which I've been fighting for a few weeks.

commented

Hass told me that he did try it with gold gold blocks and that the RPM showed back up, but as soon as he replaced the other blocks back in, the issue resumed. So this definately looks to be an ore related issue with the 1.7.10 build some where. On a good note, he knows that if he is pulling 14Krf that his RPM should be around 1800 from when it had been working.

commented

Ok, then this is essentially a duplicate of #288 - I'm working to get that fixed with Team CoFH, but it's... ugly under the hood.

commented

Yeah, Hass told me last night that when he swapped out the Electum coils for Enderium coils, the RPM readout vanished again.

Not that this has anything to do with your mod, but it would seem that the COFH Thermal Expansion/Foundation mods are also causing a problem with Tinkers Construct as well. Any time you try to create an alloy from Thermal Expansion using the smeltry, you are able to make a full block of said material using only 1 ingot. TiC thinks it is related to an ore dictionary issue. Perhaps the 2 issues might be related in some way? Here is the link to my bug report concerning that issue, if you would like to take a look or talk with that mod author and see if the 2 issues are related by the same cause coming from a COFH mod. SlimeKnights/TinkersConstruct#1026

commented

Took a peek at the commit resolving their issue and it's not the same one, unfortunately. The issue I'm working on is that their ore dictionary service (which is heavily optimized and thus best suited for performance-sensitive things like waste ejection and machine validation) does not always have the appropriate entries on the client-side.

This means that your client-side machines fail to validate/assemble while the server-side machines assemble and operate. In the UI, this appears as some gauges/meters appearing to not update; in-world, this appears as the machine's textures not switching over to their connected/assembled variants.