Bigglesworth, salut!
A fair question. I have every intention of updating to 1.5 in the very near future. Please put Petrogen down as in dev.
Cheers,
DrCeph.
Bigglesworth, salut!
A fair question. I have every intention of updating to 1.5 in the very near future. Please put Petrogen down as in dev.
Cheers,
DrCeph.
Hi Craftiyan,
I guess it is a little vague. To explicitly state it:
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You, and anybody else in a similar position that reads this thread, have full and non-exclusive rights to distribute this mod in a private mod pack: through either feed the beast or any other distribution system.
Sorry if this has been asked before, but what version do I need to download for use with Tekkit Classic?
It's OK, this isn't a 'naughty' word to me. Is classic the one based on Minecraft 1.2.5? If so unfortunately Petrogen only works on Minecraft 1.4.4 and higher. All previous versions can be found here: http://goo.gl/jya7H
Ok, so I eventually got it working on my own, but now i have another question. Is there a way to modify the EU/t output values for both oil and fuel in the generator? The config file has a way to modify the total EU of a bucket, but not the rate at which it outputs.
It is currently only the fuel amount that is configurable, not the EU/t. Out of interest, what values would you like to change them to, and why?
That's definitely a sensible idea. I've been thinking for a while that I want to make an EU-based refinery to remove reliance on buildcraft machines for the oil to fuel process. A coke oven would be a sensible optional pre-cursor in that process.
So do I. I'm sad it's been nerfed, it was so cool getting more energy from Coal ... CovertJaguar should just have decreased amount of creosote produced per Wood combustion .
This is the main reason I won't be implementing creosote folks - I made an early design decision to focus exclusively on non-renewable oil-based fuel. Railcraft unfortunately doesn't distinguish between wood-tar creosote and coal-tar creosote, effectively making creosote a renewable resource.
Brilliant.
Agree with Snyke and others on it being a single-use battery, I reckon more single-use power sources are a good thing.
That sounds like a request from Mindcrack users, or a personal thought after playing it .
Guess which modpack I play...
Just released 1.2.1, which is a quick hot fix for the following issue:
Fixed bug where naturally generated TC ore blocks would not macerate due to non-standard ore generation.
Now updated to version 1.2!
This update brings the following additions:
I personally like the humour and to be honest I've found that the IC2 wiki is at the more comprehensive end of the minecraft mod wiki spectrum.
I'll admit that some of the modpacks out there have some wikis that are better than the IC2 wiki, but that is hardly surprising given that the compilers of a modpack have way less work on their plate than a mod developer.
Edit[2]: Uh, okay, correction: input is fine, input.getItem() is null. I can tell you that it's *trying* to be the NetherOres block ID, but why it would get nulled when PetroGen is present is beyond me. PetroGen doesn't even do anything with smelting, does it?
No it doesn't. The only registries it uses is to a) Add the crafting recipe, b) add the block c) get the fuel and oil IDs from the LiquidContainerRegistry (which will be removed in a later version as Buildcraft now statically declares the LiquidStacks). What I definitely don't do is mess with smelting recipies, so why there is an interplay with smelting functionality is perplexing.
I downloaded EE3 and tried the hotfix that Narc worked out and it seems to have worked for me. Here is hoping that Pahimar accepts the pull request. He should do seeing as his current code doesn't handle all edge cases.
I'm going to have a look through the block registry methods and see if there is something going on there, I know they've changed somewhat in the latest forge versions.
its not compatible with ee3
Unlikely. You may need to change the block ID in the configuration file, EE3 could be using the same block id. As WTFFFS stated, any log files or additional information you can give would be helpful. It is more likely a configuration issue than a problem with either mod.
Updated to work with Minecraft 1.4.6 and IC 1.112. Required a bit of refactoring due to some deobfuscation changes in Forge. But who cares about that boring rubbish - the important thing is that it is out!
So download now, have a play and let me know if you find anything fishy.
DrC.
if it's not a beta then you have to change the tittle good work on this one
hah! good point - done
Also, the awesome guys that work on the JohnSmith technicians remix texture pack have added support for Petroleum Generator to their pack.
http://www.minecraftforum.net/topic/1544827-32x-john-smith-technician’s-remix-125142-mod-support-for-js-over-24-mods-supported-ftb-tekkit-etc/
<trumpets>
Now at Version 1.0!!
</trumpets>
<firework />
A minor change really, simply an update to IC2 v1.110.
Also, downloads have been moved to Dropbox as Github stopped hosting download files, which sucks.
Great work, this mod really makes use of BC oil.
Just a small suggestion, it would be nice to have multiple tiers of petrol generators to keep it useful even in the end-game (or perhaps add a config to customize the output eu/t and packet size?).
(sorry for my english)
After my latest update where I've boosted the generator again (see my previous post), I'm unlikely to create another tier for this generator. There are two reasons:
1. Equivalency:
This mod is designed to be the fuel equivalent of the geothermal generator. I.e. it is a relatively simple machine with a respectable power output that deals with liquids that require a bit of management.
Also for those with an intrepid sense of adventure, a stack of fuel cans and a donkey, it is a formidable portable power solution for an outwards outpost given the minimal infrastructure needed. In fact, I'm pretty sure that this mod is the most EU you can pack into two slots of your inventory (stack of fuel cans and the generator).
2. Redundancy:
In my opinion there is a mod out there that provides what you might consider Tier 2 of this mod: Railcraft. Using a railcraft boiler with liquid fuel source and a turbine you'll end up with a greater EU output than this machine with about a 2.5x - 3x increase in efficiency. The downside is the considerable infrastructure required, which I think is sensible given the increase in total power out.
As it's to me twice as expensive as a geogen, I think it should output 40 EU/t or more (because it also need a refinery, BC power, more pipes ...). I agree with the energetic values you've made, but please, make your generator output at least 30EU/t, or better, makes it configurable
Not anymore See last post.
I think that the new value of 25 EU/t is more than enough, especially given the extreme portability of this system - you can now run an upgraded IC2 miner off this thing really quite easily and likely with power to spare, making it better than a Geothermal for that particular application. Given that it is now cheaper if you want more power output the solution would be to have a second Petroleum Generator (as you would do with a Geothermal). It only takes up a single block so the space overhead is minimal.
0.14 update brings the following additions:
*Amount of shaving required is dependant on your career choice and, sometimes, gender.
Note: You will need to delete your old drceph.petrogen.cfg file in the mine craft/config directory to use the new fuel values.
Thanks for all the discussion guys. After those discussions and a bit of play-testing, v0.10 is out, with the following changes:
As long as Pahimar can keep EE3 well-balanced, I see no reason to not use it other than tree-farming resource exploits. Course, for me, getting to diamonds takes 4 stacks of wood regardless (not including intermittent resource/energy costs), so it's not like it changes gameplay that harshly beyond making materials more interchangeable...
(Which can be argued that that alone is a game changing mechanic, but most people arguing against that prefer 'sufferage' games where it's fun to 'struggle' for resources...)
I should say I'm not an EE hater or anything, I just don't like the alchemy theme of it Having a cobblestone generator (or tree farm) able to create diamonds did seem a bit 'off' to me. Having said that, I made a steves carts perpetual tree farm and was happy to use that and the thaumcraft duplicator in tandem, which is basically the same thing - although it required a couple of cool contraptions which seemed to justify it for me.
I guess it's a matter of reaching the right difficulty/convenience level for the individual, which will naturally vary from person to person.