[Addon][IC² 1.106 - 1.116] GregTech-Addon: Taking Industry to a whole new Level of complexity!
Thank mistaqur.
Inject into api folder of ic2 jar.
[Addon][IC² 1.106 - 1.116] GregTech-Addon: Taking Industry to a whole new Level of complexity!
Thank mistaqur.
Inject into api folder of ic2 jar.
IC2 is going through an API rewrite, specifically in the recipes section. For some reason the devs have decided to not keep any of the old methods of adding recipes, so all mods that add IC2-based recipes (e.g. IC2's crafting manager, extractor, compressor) will not work any more. Fixing it through deleting API files will not work but mistaqur has posted a file on the GregTech thread that you can insert into the IC2 API folder to add the compatibility with mods still using the old recipe method back.
may i use your mod ic2 into my modpack pleasse??? i set a link to industrialcraft.net into it and your name.
any questions send my a pm.
+1 for necroposting
+1 for thread hijacking
+1 for totally irrelevant question
+1 for capital letters
+1 for not reading
Never mind, and I can't delete my post.
However with some tinkering, you can make Coalfuel/IC2 Bio Fuel produce 5.37824x EU.
A suggestion: Liquid Molecular Separator
= Industrial Centrifuge, = Industrial Electrolyzer
This yields an Unpackaged Molecular Separator
After that you must put it in the assembler with an Advanced Machine Block, Steel Machine Hull, Aluminium Machine Hull, or a Brass Machine Hull and supply 15 000 EU.
By default it can accept up to 128 EU/p.
The recipes correspond to existing ones from the Centrifuge and Electrolyzer. Energy costs is reduced by 10% from their original cost as an incentive.
Any recipe that either consumes liquid or produces liquid is moved to the Liquid Molecular Separator. They consume/produce their respective liquid values (e.g. Glowstone Dust = 250 mB of Energized Glowstone, Redstone Dust = 100 mB of Destabilized Redstone, Hydrogen Cell = 1000 mB of Gaseous Hydrogen). The 10% incentive does not apply to lava centrifuging, oil centrifuging and water electrolysis.
Also add the following recipes:
You need a player or a fake player (turtles, grinder, RP2 deployers + mining lasers, LXP catalyst thing) to kill the blaze or will not drop rods.
Or use Soul Shards.
Display MoreI'm doing some back-of-envelope calculations and I'm coming up with IC2 bio fuel potentially costing more EU power to manufacture than it produces in generators. What am I missing?
A bio fuel can produces 26k EU. Making one involves starting with 24 saplings [or 48 cane/wheat], from which you make 6 plantballs [shaped crafting, no power]. The plantballs then need to be run through a Compressor [EU cost] to make compressed plant balls. Those get put into cells [crafting] to make bio cells, when in turn get run through an Extractor [a second EU cost] to make biofuel cells. The biofuel cells then need to be run through a Canning Machine [a third EU cost] to produce the filled bio fuel can.
I haven't put it on the bench to measure the EU cost of each of the power-consuming steps, but the gross yield at the end is ~ 1083 EU/sapling, or 542 EU/cane. With that kind of return there's basically no point in attempting biofuel; the power yield for farming wood, turning it into charcoal, and burning that is what, an order of magnitude higher?
This just feels off. What am I missing?
Pfft those low quality homemade DIY biofuel cells. 4340 EU per 4 saplings. My special biofuel cell formula produces about 23 340 EU per 4 saplings.
Just wondering, when you port to 1.5.1, could you add placeable Liquid UU? That would be awesome.
I mean no offense, but I have no intention of reading anything. I've looked at many designs, and experimented with many designs, and as I stated in my original post, I am aiming for efficiency as well as decent output. Thorium causes plutonium to pulse more often, and the plutonium/thorium reactor I posted emits 310eu/t just from the plutonium, for a total cost of 7.5 plutonium in a full cycle. I've tested this in game with an actual setup and it does work. I'd like to see a better or equal plutonium design that outputs 310eu/t or more for 7-8 plutonium cells, and runs a full cycle. If I wanted to I could run a much better reactor with a Redpower system to let the reactor cool, but I prefer full cycle reactors. Also, when I posted this, I didn't realize that there is a Gregtech post, however after looking at it, I saw only one out of about 20 designs that were any good. Again, I consider anything with an efficiency below 3 to be bad, and I always aim for over 4.
You do have to consider the fact you're burning EU on reflectors unless you have an iridium one.
Also are your efficiency values obtained from the ComputerCube? Because the reactor planner is not very up to date with the new Pu/Th behaviors.
No it doesn't consume anything it uses NAK Cell's And Plutonium. I just made another one that outputs 5880 EU/t. On my survival world its very fun and we have Tons of power we have over a stack of mfsu's filled.
MFSUs? If you're going to use such a high-output reactor, you should get AESUs.
Hey guys, what's up. 5 months or so I did a tutorial on the RP2/IC^2 watermill thing, and now I have improved it.
I will post more videos as they happen.
http://www.youtube.com/watch?v=hrgrbPXpkOo
Redpower2: www.eloraam.com
Bucket Brigade has been severely nerfed, I doubt anybody would use it, it costs about 6 iron and 2 tin for just 1 EU/t. Although better than solars I guess, you still need deployers
And your design has a major noobie flaw: copper cabling.
Finally redpower would probably be a bad choice for automation as, well, its history and pr6 is extremely buggy atm.
Oh, and there will be lag issues with the timer + uninsulated wire. I didn't manage to watch the whole thing, but you need to set it to at least 5 s for a non-laggy tileable setup and 0.85 s if you just need one.
So me and my friend made a nuclear reactor and it outputs alot.... We are using mindcrack btw.
Does it consume a diamond chest full of lapis a minute?
Effective from now on, you may redistribute IC²'s original download (in any combination with other files or mods) in the form of 'ModPack's, without requesting explicit permission in advance, as long as following conditions are met:
- You must explicitely state, on the website, thread, blog or other public location (further referred to as 'location'), the presence of IC² in your modpack in a readable and user-understandable manner and English language (usage of multiple languages, including at least one English translation, is permitted).
- Either the download or the location must contain some sort of 'Credit's, listing up the 'IC² Dev Team' (this term is considered sufficient, it is not necessary to label the members of the Dev Team by name) as creator of IC².
- A link to http://www.industrial-craft.net/ or http://forum.industrial-craft.net/ must be present, user-visible, at the location of publication.
- You may not gain any direct revenue associated with the download of any data containing the redistributed IC² files. This literally applies to AdFly, but as well to other advertisment services, including those services basing revenue of website traffic.
You may contact me (aka Alblaka), head of the IC² Dev Team, to negotiate conditions different from those specified above, if the necessarity arises.
It is the second sticky in this forum section. You should try to look for it.
Is there any way to charge my first lapotron crystal other than building a HV Solar array, I would like to have the charging benches for 1.5.1 in order to charge the crystal, but i can not find a copy to use with 1.5.1 if somebody could help me out with a link or name of a mod that is similar that would work i would appreciate it.
GregTech Charge-O-Mat
PowerCrystal's PowerConverters (most of the mod is kinda OP, just use the universal charger)
ChargePads
How about no.
Seriously, suggested thousands of times and denied millions of times.
If you want armor with such a feature, try GraviSuite, Modular Powersuits or Combo Armor.
Actually, thinking about this, how about AESUs with ridiculously low power outputs?
Wind gens need to be placed so high that to run enough tin wire up you seem to loose what makes unless there is a storm. You can't run tin after a batbox because they put out 32eu. And diamond is a bit costly. But if there was an ULV batbox that only put out 5eu, maybe only holding 1000eu, or even 500eu or a ULV transformer to convert the output of a batbox back down to 5eu, then wind gens would be more usefull. AS it is, you need massive banks of them and costly diamond wire to make use. Unless there is a way to use the RP2 transformer to switch back and forth.
Denied before for balance reasons.