الأربعاء، 31 ديسمبر 2014

CrazyCraft 2.1 How To Fly As A Morph

     
Your Flying Morph

Won't

Fly ? Will Follow The Steps

1. go to %appdata% (From Run)


2.go to crazy craft 2 to configs



3. find morph File


4.edit with notpad++ and go to line 155 and instead of the number 2 at  the end put 0

ENJOY





الثلاثاء، 9 ديسمبر 2014

Minecraft FTB ChunkLoader

Chunk Loader Is a Block From Chunk Loaders Mod 

1. what is the chunk loader ?

The chunk loader is very useful. It can load chunks even when a player isn't loading the Chunk. This will allow crops to grow, machines to work, and other things to function. Note- Applying a redstone signal will cause it to not function.

2.Recipe


Crafting GUI.png
Gold Ingot
Gold Ingot
Ender Pearl
Gold Ingot
Enchantment Table

Gold Ingot
Gold Ingot
Chunk Loader




3.Warning


When using an Ender tank and a chunk loader in the same chunk (16x16), the chunk can be reset and you will lose everything that was in that chunk.

Possible fix:
Have a chunk loader in a chunk next to it, but increase the size of chunk loading to include the nearby chunks (Use NEI's F7 & F10 modes).
Use a liquid tesseract
Find the Ender Dragon and pour lava on him (Only in end) and the chunk will be immune to this glitch

NOTE: 1.5.2 and above; chicken_bones's chunk loader should NOT cause any resets anymore


ENJOY

الجمعة، 5 ديسمبر 2014

Minecraft - Big Reactors Mod - Crash landing - How to make a turbine

Hello every body welcome to another BigReactors Awesome power generetors

This thing called turbine it makes alot of power it is harder to make than the Reactor But it is AWESOME ! 

Turbine 

Turbinemove.gif

The Multiblock Turbine is a subline feature of Big Reactors. It is a large, complex multi-block structure built from Turbine parts that consumes steam to produce RF and water. The basic parts are:
  • Turbine Housing
  • Turbine Controller NOTE (This Controller CAN NOT crafted In Crash landing But You can find it on the reactor building Gust like the Reator Controller)
  • Turbine Glass
  • Turbine Power Tap
  • Turbine Fluid Port
  • Turbine Rotor Bearing
  • Rotor Blade
  • Multiblock Turbine Coil
Arranging these in a valid design will automatically cause a Turbine to assemble; the Turbine will visibly change to have a frame, and any attached controllers will light up.
A Turbine must have at least a 5X5 block base and be 4 blocks high.
Generally if you efficiently design your turbine and efficiently design your reactor, it will increase your RF production of the reactor by itself by around 50%.
This document is up-to-date as of Big Reactors version 0.2.11A.

Building Your First Turbine

To build a very basic Turbine, you will need:
First, place a flat, 5-by-5 square of Turbine Housing down as your Turbine's base. At the moment, Housing is the only thing you can put on the bottom of a Turbine. It should look like this:

TurbineTutorial1.png

Next, build the second layer. Atop the first layer, place 4 pieces of Housing at the corners, like this:

TurbineTutorial2.png

Next, we'll add our first utility blocks. These are blocks that allow you to interact with the Turbine in different ways. We're going to add:
  • A Turbine Controller, which provides a control UI to turn your Turbine on and off, as well as to see its state.
  • A Turbine Power Tap, which allows you to connect any RF-compatible power cable to draw power out of the Turbine.
  • A Turbine Fluid Port, which allows you to insert fuel and remove waste from the Turbine at 360mb/t.
Place these between the Housing blocks on the second layer; they need to be on the outside edges of the Turbine, like so:

TurbineTutorial3.png

To complete the second layer, we'll fill in the Turbine interior and then add Housing. Place a Rotor Shaft in the center of the second layer. Then add 8 iron blocks surrounding it. Then finish the walls for this layer using Turbine Housing. When complete,it should look like this:

TurbineTutorial4.png

To complete the third layer, we'll fill in the Turbine interior and then add Housing again. Place another Rotor Shaft in the center of the third layer. Place 4 Rotor Blades on each side of the Rotor Shaft. Then add the walls for this layer using Turbine Housing. When complete,it should look like this:

TurbineTutorial5.png

Finally the roof should be constructed out of Turbine Housing with a Turbine Rotor Bearing in the center.

TurbineTutorial6.png

When you place the final block into the structure if it is valid it should change to look like this:

TurbineTutorial7.png

Now that it's done, connect your steam up to the Turbine Fluid Port. After it has steam, you can right-click the Turbine Controller and press the Activate button. You should see your Turbine spin up and begin producing power, which will be stored in the Turbine's energy buffer.
A Turbine will buffer up to 1 million RF; any further power produced will be lost. To use this power, place any RF-compatible power conduit, such as Redstone Energy Conduit next to the Turbine Power Tap and connect it to your energy grid.

Construction Rules

A Turbine must be anchored by a sturdy frame. A "frame" is the outline of the Turbine, as if it were a wire-frame drawing. The frame can only be built of Turbine Housing.
A Turbine must be a rectangular prism (a cube or similar shape). Turbine Housing and Turbine Glass can be used to build any of a Turbine's outer surfaces. The side surfaces can contain any of the utility blocks, such as Turbine Controllers, Turbine Rotor Bearing and so on.
A Turbine can only contain 1 Turbine Rotor Bearing.
A Turbine's interior consists of one row or column of Rotor Shafts extending from the Turbine Rotor Bearing to the opposite side. Surrounding the shaft can be either a layer of Rotor Blades extending out from the shaft or a layer of 1 to 8 metal blocks (any vanilla metal blocks or any thermal expansion metal blocks).
All Turbines must have at least one controller.
TIP: Right-click on a disassembled Turbine with an empty hand to see the first reason why the Turbine has not assembled.

Design Principles

When building a larger Turbine, it may help to understand how the design of a Turbine's interior changes how it performs. The positioning of a Turbine's shaft and blades, the number blades, and the contents of any interior space that isn't occupied by Turbine shaft or blades will all change its performance, sometimes dramatically.
Any turbine can take any amount of steam up to 2 buckets per tick but it will be very inefficient if not designed correctly.
In order to design your turbine the only thing you need to worry about is how much steam your Big Reactor is producing. There are two different things that will reduce your Turbines efficiency: For every 25 mb/t of steam that your Big Reactor produces you need to add 1 additional Rotor Blade or it will start to lose efficiency. You also need to get your Turbine's Rotor Speed to be near either 900 RPM or 1800 RPM or else it is less efficient. Also it is more efficient to be at 1800 RPM then 900 by around 6%.
In order to adjust your Rotor Speed higher or lower without changing your steam consumption (aka adjusting your design to your reactor), you need to add or remove metal blocks to your turbine. Each metal block added (by adding a layer to your shaft with 1 to 8 metal blocks surrounding it) increases the amount of steam consumed and RF generated.

Each different metal blocks consumes steam and produces RF at different rates (for 900 RPM):
Iron - Produces 31 RF/t and Consumes 10 Steam mb/t
Gold - Produces 100 RF/t and Consumes 17 Steam mb/t
Invarium - Produces 52 RF/t and Consumes 11 Steam mb/t
Copper - Produces 36 RF/t and Consumes 10 Steam mb/t
Bronze - Produces 50 RF/t and Consumes 11 Steam mb/t
Electrum - Produces 149 RF/t and Consumes 18 Steam mb/t
Fluxed Electrum - Produces 172 RF/t and Consumes 20 Steam mb/t
Enderium - Produces 299 RF/t and Consumes 27 Steam mb/t
(Tested at 900 Rotor Speed)
Enderium produces 606 RF/t and Consumes 55 Steam mb/t at 1800 RPM
Enderium has the highest efficiency and consumes the most steam out of any of the metals for use in your turbine.
Note: These numbers can be influenced by how big your turbine is (bigger with more metal blocks gives a higher efficiency).
For example if your reactor was producing 250 mb/t of steam, to optimally run your turbine at near 1800, you would need 4 blocks of enderium and 1 block of gold (250/55 = 4.54 so 4 blocks of enderium and 30 mb/t left over which is handled by the gold) with 10 turbine blades (250/25 = 10). Which would gives you around 2600 RF/t (606 *4 + 200 * 1 = 2624).
Additionally you can reuse water by having two Turbine Fluid Ports on your turbine. One for importing steam from your Big Reactor and one for exporting water back to your Big Reactor. Turbine fluid ports can only handle 360mb/t of steam, so you may have to include several.

الأحد، 23 نوفمبر 2014

[Crash Landing] Automatic Camel Pack swapping

Overview

With this setup, you don't have to worry about your camel pack anymore. If you wear it and it is empty, it gets refilled and put back into your armor slot. With the Aerial Interface (PneumaticCraft) you can access the inventory of the Player who placed it just as if it was a normal inventory block. From the bottom side of the block you have access to the armor slots. You need: - Aerial Interface (PneumaticCraft) - ME Controller, ME Cable, ME Basic Import Bus, ME Basic Export Bus, ME Storage Bus (Applied Energistics) - LiquiCrafter (MineFactory Reloaded) + Redstone Clock (Extra Utilities) - power for your Aerial Interface and ME Controller - Water and 1 Camel Pack Connect Storage bus to bottom of Aerial Interface, connect import and export bus to the LiquiCrafter and place a redstone clock next to it.

LiquiCrafter

set the recipe in the liquicrafter (empty camel pack, 4 water bottles)

export bus

set the export bus to export empty camel packs

ME Controller

only 18 RF/t needed.

الجمعة، 21 نوفمبر 2014

Minecraft CrashLanding - Big Rectors

Having Power Proplems And Generetors Dosent Creat Enough
  ?


Well Big Reactors Should Be The Answer 
 
Note : (Big Receactors can be Expensive)


1-What Is The BigReactor ?:

Big Reactors is a mod which adds multi-block power systems capable of providing large amounts of RF power to Minecraft. The specific arrangement and material of mod blocks in each multi-block structure determines the performance and behavior of the system as a whole.
A power system can be built in one of two ways: a reactor can provide RF power directly, or a reactor can provide super-heated steam which is then pumped into a steam turbine to generate RF power. The latter option is much more expensive, but also much more efficient. The minimum size of a reactor is 3x3x3 blocks

Its a Good Start To build a 3X3X3 Bigreactor Because its not that expensive

You Will Need : 
  • 22x Reactor Casing
  • 1x Yellorium Fuel Rod
  • 1x Reactor Control Rod
  • 1x Reactor Controller IMPORTANT NOTE : The Controller CAN NOT Crafted In Crash Landing But you Can Find It On The Reactor Building Witch Is On The City
  • 1x Reactor Access Port
  • 1x Reactor Power Tap
  • 4x Yellorium Ingot, for fuel. 

First, place a flat, 3-by-3 square of Reactor Casing down as your reactor's base. At the moment, casing is the only thing you can put on the bottom of a reactor. It should look like this:
BR Tutorial 1.png 

Next, build the second layer. Atop the first layer, place 4 pieces of casing at the corners, like this:
BR Tutorial 2.png

Next, we'll add our first utility blocks. These are blocks that allow you to interact with the reactor in different ways. We're going to add:
  • A Reactor Controller, which provides a control UI to turn your reactor on and off, as well as to see its state.
  • A Reactor Power Tap, which allows you to connect any RF-compatible power cable to draw power out of the reactor.
  • A Reactor Access Port, which allows you to insert fuel and remove waste from the reactor.
Place these between the casing blocks on the second layer; they need to be on the outside edges of the reactor, like so:
BR Tutorial 3.png

To complete the second layer, we'll fill in the reactor interior and then add casing. Place a Yellorium Fuel Rod in the center of the second layer. Fuel Rods provide space for fuel. Each fuel rod added increases the available space by 4 ingots.
Also, place a block of Reactor Casing in the one empty space left on the second layer. Reactor cannot have any holes. When complete,it should look like this:
BR Tutorial 4.png

Finally, we'll complete the top layer. Place a ring of Reactor Casing around the outside of the layer:
BR Tutorial 5.png

And place your Reactor Control Rod in the center, atop the Yellorium Fuel Rod. A control rod may only be placed atop a column of Fuel Rods, and the column must go all the way from the bottom of the reactor's interior to the top.
When you place the last block, the reactor will assemble, like this:
BR Tutorial 6.png

Now that it's done, you can right-click the Reactor Access Port to insert fuel. Do so, then right-click on the Reactor Controller and press the Activate button. You should see your reactor heat up and begin producing power, which will be stored in the reactor's energy buffer.
A reactor will buffer up to 10 million RF; any further power produced will be lost. To use this power, place any RF-compatible power conduit, such as Redstone Energy Conduit next to the Reactor Power Tap and connect it to your energy grid. 

Heat, Power and Efficiency

Heat inside a reactor is tracked in two places: inside the fuel rods, and in the reactor as a whole. One of the two major mechanics governing how a reactor performs is heat transference from the fuel rods to the reactor environment. Precisely how this works is detailed later.
Power inside a reactor is produced in two ways: directly via reactions in the fuel, and indirectly by converting the environmental reactor heat into power. Assuming there are no penalties or bonuses in effect, each 100mB of fuel inside a reactor generates about 10RF/t of power. Additional energy is generated as heat, which is added to the fuel rod. Assuming an entirely isolated environment, each 100mB of fuel inside a reactor generates about 1.25RF/t worth of power as heat.
As the heat inside a reactor rises, a small penalty is applied to fuel consumption. Below 200C, the penalty is nonexistent. It rises slowly until about 900-1000C, then increases rapidly until 2000C, at which point it levels off, eventually reaching a maximum at 5000C. By the time a reactor is operating at 1000C, the penalty is roughly 10%. By 2000C, it is over 66%.
(TODO: Confirm these penalty numbers.)
To wring maximum efficiency out a reactor, it is, therefore, important to keep heat as low as possible. In 0.2, the only tools for doing this are by upgrading the interior of your reactor with metal or fluid blocks. These improve heat flow, thus keeping fuel rods cooler and running more efficiently.

Heat Transfer

Heat inside a reactor's fuel rods is a bad thing - it imposes an efficiency penalty, and cannot be used for power generation. A well-performing reactor needs to transfer heat out of its fuel rods into the reactor environment as quickly as possible.
Fuel rods transfer heat out of themselves to the four blocks horizontally around them (north, east, south, west). If two fuel rods are next to one another, they will transfer heat between themselves. Otherwise, the fuel rod will transfer heat to the reactor environment. The rate of transfer is governed by whatever occupies that block.
Generally, air has very poor heat-transfer rates and will result in the slowest rate of heat transfer. Water is considerably better. The metal blocks (iron, gold) and diamond blocks are very good, with performance corresponding directly to rarity (iron worst, diamond best).
Thermal Expansion fluids can also be used and have varying qualities. Pyrotheum and glowstone perform poorly, redstone performs slightly better than iron, cryotheum performs slightly better than gold and ender performs slightly better than diamond.

Radiation and Fertilization

Aside from directly generating power and heat, fuel will also generate radiation. BR radiation is invisible and harmless; it is more of a game concept than a danger, at the moment. The amount of radiation generated is similar to power and heat - it is directly proportional to the amount of fuel in the fuel rods.
This radiation is emitting randomly in one of the cardinal directions from a fuel rod (north/south/east/west) and will travel up to 4 blocks in that direction, or until it is fully absorbed/dissipated.
When first generated, radiation is split between "fast" and "slow" radiation. "Slow" radiation is easily absorbed and will be converted into heat or fertility, depending on what absorbs it. "Fast" radiation must be moderated down to "slow" radiation before it can be used.
Slow radiation that strikes a fuel rod will fertilize that fuel rod; for a short time afterwards, the fertilized rod will produce additional heat, power and radiation. Slow radiation passing through anything else will be partially converted to reactor environment heat. The rate of absorption is determined by the material itself.
As with heat, air absorbs the least radiation, water absorbs more, and the expensive TE fluids absorb yet more. Metal blocks absorb a moderate amount, slightly superior to water.
Note: Due to a bug, all radiation is emitted as 10% fast, 90% slow. This means that moderation is mostly unimportant with 0.2 reactors.
The other factor is the moderation of radiation. Air, again, performs worst. Water performs well, cryotheum performs excellently, and ender performs best. The metals and other fluids perform about on the level of water.






ENJOY