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Particle Physics Minecraft Mod
I have placed both an Emitter and Infinite Emitter into a test world, placed a stack or more of Carbon (from MineChem), but no particles are ever emitted. I have watched Bevo's Mod Spotlight a number of times (it's what brought your mods to my attention) and all I'm seen him do is place the Emitter, insert some Carbon, and it starts sending out particles.
Minecraft 1.6.4
Forge 9.11.1.965 (also tried 9.11.1.953)
Ender IO 1.0.6
MineChem 5.0.5.81
Particle Physics 1.0.1.27
look like misplaced check for refuel.
EmitterTileEntity-> updateEntity()
check for refuel
"if (this.inventory[0] == null)"
placed inside of
"if (this.inventory[0] != null && isValidFuel(this.inventory[0].itemID))"
check.
Have you heard of MinecraftEDU? It's a mod that gives teachers more control and quick building tools. I'm trying to add the particle physics mod to MinecraftEDU as we teach physics topics with MinecraftEDU. Any change you can help me get it working? I'm using MC 1.7.10 (build 20 for MCEDU). Do you have an older version that works with 1.6.4?
Thanks
I can't put an element in those machines without shift right-clicking. When i put an element in one of those machines, it says type:blank at the right and it doesn't emit particles !
I can reproduce the bug.
It seems to happen with all elements. I tested with carbon, hydrogen, kaolinite and oxygen.
I'm using the latest forge (10.13.3.1424)
I'm using the latest versions of CoFHCore and the latest minechem and particle physics versions.
Creating a Particle Accelerator using Acceleration blocks that loop and gain speed as they move. lose speed as they turn. When the particle accelerates reaches it's max speed you are able to produce Antimatter. Antimatter can be used to craft an Antimatter Bomb, such as ICBM had in 1.5.2.
1.7.10 has been dying for a good explosives mod.
Nuclear bomb crafted with 8 1g antimatter around it to create a antimatter bomb.
9 125mg of antimatter crafted to create 1g of antimatter.
Other uses for antimatter can be used as a fuel to generate power in a Atomic Generator.
Generating power from creating a small black hole. idk, now i'm just making stuff up.
nice mod, but hard to learn and setup to just produce power. solar panels, coal generators, biofuel generators also create power without such a complicated setup, RF windmills, water generators, ect.
I really like this mod if there was a process for producing some sort of new mineral that was only obtainable and could be used for other purposes.
I cant connect any Powercabel to the Receptor.
I tried EnderIO(Cabel+Battery), ThermalExpansion(Battery), Mekanism(Cabel+Battery) and IC2(Cabel).
appliedenergistics2-rv1-stable-1
EnderIO-1.7.10-2.1.4.247
industrialcraft-2-2.2.650-experimental
Mekanism-1.7.10-7.1.1.113
Minechem-1.7.10-5.0.5.181
ParticlePhysics-1.7.10-1.0.2.31
ThermalExpansion-[1.7.10]4.0.0B5-13
universal-electricity-4.0.0.81-core
ForgeMultipart-1.7.10-1.1.0.311-universal
I wasn't done with building my particle collider and did the hopper initialization of the emitters while I continued to build. Somewhere along those lines, two clay particles touched and instantly caused the server to crash. Now every time I boot the server it instantly crashes with the following crash report.
I'm currently downloading the world and am going to use MCEdit to remove the clay emitters in question, which should allow me to boot the server back up and further resolve said issue.
Clay particle causes crash on collision. Seems to still be the same issue as #2 and #17. Version used on the server is build 44, but I couldn't see any change between 44 and 45 that would've made a difference for this bug.
The server will keep crashing with the issue (once nearby players log back in) until Forge is set to remove the erroring entity.
Hello,
I'm using the latest MultiMC and I have only the following installed:
Forge 10.13.2.1230
minechem 5.0.5.330
ParticlePhysics 1.0.2.33
To reproduce the error:
start a new world in creative
place emitter down
open emitter interface by right clicking
Minecraft crashes as soon as the GUI appears.
Here are the crash logs:
Vanilla: http://pastebin.com/bMErseZV
Forge: http://www.filedropper.com/fml-client-latest (sorry too big for pastebin)
Hope this helps.
Cheers.
Unfortunately I do not have a crash log, but I did have a camera running.
http://youtu.be/1MW628Entjg?t=16m26s
I'll see about getting a crash log. Version 5.0.5-dev4
Full modlist for pack here: http://www.atlauncher.com/pack/YogscastCompletePack/
I had a simple setup with about 7 infinite emitters spiraling into a large collision channel and, over the course of two hours, the server began to overload to the point where nobody could log in. I don't really have any specific debug information for the particular issue, but I figured it was worth noting.
I would love to read in on this package, but some of the links in the README are not working anymore, including the documentation link http://jakimfett.com/minecraft/particle-physics/.
I am unsure whether or not this is a bug, but I assume it is. It seems the onCollideWithParticle method is called, not when the two particles are within the same block, but when they are in adjacent blocks. The easiest way, that I have found, to see this is by watching Concentrated Particles being sent up upon creation. The concentrated particles are sometimes sent upwards in one of the adjacent blocks as opposed to the block where the particles' paths will intersect.
Above is an example of what I am referring to. One would expect the concentrated particles to be created and sent up above the lit redstone lamp, but it can be created above any of the 3 redstone lamps in the bottom right. The other redstone lamp is merely to show where the clay and coal particles should intersect to create the split ones, and it is difficult to see that the split particles are also sometimes created above a different, adjacent location.
Again, if this is intended behavior, I apologize for wasting your time. I felt it was important to bring it to your attention, however, if the particles are meant to be created/change above the block where their paths will intersect. This is mostly due to how Forge/Minecraft will handle entity collisions as they only need to touch, so to correct this error, custom code would need to be written to determine whether or not the particles are occupying the same block. In my eyes, this mod has a significant amount of potential, which will be decreased if it takes a wrong turn (I couldn't help myself from making the joke). This mod is going in the right direction by encouraging interaction with blocks in the world as opposed to all particles interacting within a block's GUI. I cannot wait to either find, or possibly create, documentation for the different elements of this mod, and until then, I will be happy to provide more information for you regarding this issue or any others.
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