Posts by Epic Lulz

    I am sorry if heaps of people ask for help and/or post things in the wrong area but I believe this falls unto support. I just need basic tutorials, all of the ones I have followed haven't worked for me, because it's so complex. And by that,I mean the mod itself, I've got it work, just have no idea how to make the super cool stuff.
    Thanks, Hansen

    Make what super cool stuff? There's about a hundred items in IC², we have no idea what your "super cool" is. Please give more specifics, like nuclear reactors, sticks, QuantumSuit, etc.

    what purple piping are you using? It looks like obsidian piping to me, or the old insertion piping from advanced pipes that I haven't seen around for a while.


    This does look real good. I have been struggling with gregtech a bit. How the heck am I going to get a matterfab? so expensive and the iridium is really really rare. Scrap boxes look great, especially with some gregtech items that have a chance to be produced from them.

    Definitely not obsidipipes, those don't connect together.


    As for matterfab, if you have Thermal Expansion installed, throw Ferrous Ore + Mercury Cells into Industrial Grinder to produce platinum dust. Then use the platinum and centrifuge them into iridium nuggets, which make iridium ingots. Or go to the End and mine some Sheldonite.

    That would potentially waste 5 meta-ID spaces, I think now IC2 has maxed out 2 or 3 ID spaces for machines, adding another 5 machines would take up another 1 ID.


    As for balance, it would not matter much, as with vanilla IC2 there's no balance with upgrades anyway - you can throw up to 64 upgrades of each type (which is plenty) in a machine and still have a slot left over.


    However, I think using NBT to "pre-upgrade" the machines is better, as it saves (meta)-IDs.

    If I'm not wrong, upgrades are stored in NBT tags (slots 4, 5, 6 and 7 respectively).
    So maybe just add one machine is necessary? Like the upgrader? (Put transformer upgrade and a macerator, it gets added to the NBT of the macerator)


    Oh and the code that prevents NBT data loss has to be added, I know for one if you use NBTedit on a recycler in a chest to place transformer upgrades, it will be removed.

    PS If you mean to suggest something for IC2, then this is probably not the place. There's a suggestion forum.
    So you want more greengens for early gameplay that do not require massive amounts of mining (either manual or automatic), do not prevent sunlight from reaching the ground and do not require massive infrastructure.


    Without GregTech, there's quite a variety.

    • Manned watermills. You can even make them work underground. Yes, they've been nerfed, but so what? One watermill is much cheaper than a Solar Panel, and produces 1 EU/t. If you have glass to burn, 2 EU/t. Works day and night, underground. Infrastrucutre? The original RedPower prototype uses only 1 Deployer (1 iron, 2 redstone), 2 Filters (one for the retriever; 4 gold, 2 iron, 8 redstone, requires 2 diamonds and an alloy furnace), 1 Retriever (2 brass, 1 leather, 2 ender pearls, 2 iron, 1 silver, 4 nikolite), 1 Thermopile (4 copper, 2 tin, 12 nikolite and 1 silver), a timer (8 redstone?), 2 vanilla redstone pixie wiring (2 redstone dust) and 8 tubes at the maximum. (2 brass). You don't even need a battery box, but you can add that later.


      For the basic supporting infrastrucutre, that's 5 iron, 20 redstone, 2 gold, 4 brass (3 copper + 1 tin), 1 leather, 2 ender pearls, 1 silver, 16 nikolite, 4 copper, 2 tin and a few easily gotten resources, with a final requirement of 2 diamonds and 8 clay blocks. The majority can be gotten on a moderately successful mining trip. Leather - you probably kill cows before you even go mining. Ender pearls - probably the only hard part, but get an athame (1 silver) and wander about at night. Clay could be gotten during the same time.


      As for the watermill themselves, that's 4 iron, 2 tin and 1/4 copper. Plus some sticky resin, but if you can't find resin, you probably won't do IC2 in the first place. Additionally, tin cabling is also cheap.

    • Solar panels. After all, early game, the maximum you'll probably need is 6. That's relatively cheap.
    • Wind generators. A bit more complex to set up, (after all eacch wind gen costs 12 iron and 4 tin) but I'm sure SpwnX could find a way around it.
    • Generators. Yes, that's it. Chop forests down and burn them! With Forestry, you can get a very powerful fuel source also known as peat, to burn. With Railcraft, you can spend some time to wait on coal to burn into coal coke, and the creosote oil can be used later.


    That's a rather wide variety.


    As when you have GregTech, that's a different story. You're not supposed to be able to get a sustainable energy system during that first week. Nope. If vanilla IC2 adds a new one, Greg would probably nerf it to oblivion. If you find that irritating, GregTech is probably not the mod for you (without extreme configuration).

    No. The essential balancing factor for standard Solars are not of material, but of space. Standard Solars require 1 block space per EU/t on default settings, and 1 tin cable. That is all well and good, until you spam solars, where the 40 block limit comes in.


    2: Geothermal generators
    Geothermal generators are the most unrealistic thing about IC. A generator CONSUMING lava is insane enough. If you combine this with lava not regenerating at all, you are as far away from what a real geothermal generator is, as with a combustion engine. Finding about about this concept had me stop playing minecraft for a while.


    Lava in the nether is ALSO not an excuse for this, since you would end up having to move huge distances in an essentially hostile environment, because lava is, again, NOT RENEWABLE.

    @First part: I wonder why you don't ragequit from floating trees and dirt blocks.
    Lava in the nether? Not infinite? It's practically infinite. The overworld is 6.4 million blocks wide. Since the Nether is 1/8th of that, that would be 800 000 blocks wide. Eight hundered thousand blocks wide would be 640 billion blocks in width. Assuming 35% of the Nether is covered in lava, that would be 224 billion blocks. Say that the Nether lava seas are on average, 25 blocks deep. That would be 5.6 trillion lava blocks. Which can produce 1.12 x 10^17 (112 quadrillion) EU.


    Additionally, with multi-mod implements nowadays, a nether pump is extremely simple to relocate. The pump itself, 4 redstone engines (or an Energy Tesseract), a Liquid Tesseract (or an Ender Tank) and a chunk loader of your choice.


    Oh, and server lag due to Nether pumping? Not anymore. GregTech's Advanced Pump, the Mining Pipes, an AESU, a Lapotronic Energy Orb, the Liquid Tesseract or Ender Tank and a chunk loader.


    Alternatively, quarry the nether (or use IC2 miner) for netherrack and dump it in a Magma Crucible.


    EDIT: Hostile environment? My extra hazmat suit says no.


    3: (Not really) Renewable energy sources
    Having only EU generation options that require a massive amount of non-renewable resources is bad enough, having non renewable and rare resources as parts that wear off, is madness. >steam turbine
    I would like to remind everyone that being able to destroy metal without it regenerating or going back into the environment is unrealistic enough, even without basing generators on this concept.
    Iron being the non renewable and damn rare thing it is in minecraft, and with IC relying on 'realistic' amounts of iron for its infrastructure creates an imbalance i would expect mods to fix and not further worsen. :wacko:

    For Iron: Zombie/Iron Golem farm. Or UU-Matter, I think it's a 5:4 ratio.
    For Coal: Wither Skeleton farm. Or UU-Matter, I think it's a 1:7 ratio.
    Alternatively, you can repair routers by adding 8 turbine blades to a damaged router. So it's 24 steel per repair.

    Ask MatLaPatate for more information on why more non-renewable EU sources, not renewable ones. He's been suggesting more non-renewable EU sources for quite... a long time?

    With multi-mod implements (I'm talking FtB) nowadays,

    • Charcoal-based energy fuel sources are extremely cheap to come by, with Steve's Carts and Forestry. Short on Apatite? Find another vein, and you're set again.
    • Automatic blaze rod farms are near-possible in vanilla, and are enhanced by mods. Blaze-rod burning is not a thing of the future anymore.
    • Geothermals, on the contrary, are the first/second/third choice to power. (First may be Compact Solars/Advanced Solars or fusion reactor, depending on context).
    • Solars, see above.

    I don't think there's any shortage of renewable energy sources when using many mods, except during that first week of using GregTech.

    The internal cooling via ice and water system was removed due to it being extremely exploitable.
    There are 3 ways to get around it and still have the fancy water cycling and recycling thing:

    • Use Condensators. They are heat sinks that need to be "refilled" once in a while. RSH-Condensators can take up to 20k heat and once they reach there, they simply stay in an "inactive" state, so they cannot be destroyed. Add redstone dust to reduce stored heat by 10k. LZH-Condensators can take up to 100k heat and have the same "inactive" state. Add redstone dust to reduce by 5k and lapis lazuli to reduce by 40k.
    • Use DDoS (Decentralized Distribution of Steam) systems. Transport damaged Coolant Cells from a energy-generating reactor to a reactor to cool down these coolant cells (also known as "Cooldown Towers").
    • Use HVC (Heat Vent Cycle) systems. A spinoff of DDoS but using Overclocked Heat Vents.


    Finally, there is a "steam mode" you can turn on in the reactor configuration file. Reactors will output Railcraft steam instead of energy and those have to be fed into a Railcraft Steam Boiler to produce energy. However, to transport the steam I recommend getting Thermal Expansion for the Liquiducts to transport steam. (They are Buildcraft Golden Pipes which have improved capacity especially for liquids that IRL flow faster, such as steam. They are also much less laggy. Plus you can run liquiducts side-by-side. Join them with a Buildcraft Wrench-right-click (that includes any BC wrench, such as RC Crowbar, TE Crescent Hammer)).

    If possible also making it read MJ in redstone conduicts (there is a tool, just don't remember what it is called) and making it read charge (factorization Charge Meter).


    If possible also making it read MJ in redstone conduicts (there is a tool, just don't remember what it is called) and making it read charge (factorization Charge Meter).

    That's the Multimeter. Allow it to work on the Liquiducts too!


    Additionally, while we're at it, Redpower 2 multimeters!

    • New electrodes to gather the electrons when they are excited by the solar radiation. More electrodes could decrease the voltage output but increase the number of packets as the energy is spread out more (UHSP outputs 1 packet of 512 eu/t with 1 electrode, but with 4, it'll output 4 packets of 128 eu/t), though this could be done with transformers, but i guess it'd cut down on space.

    That and servers WILL NOT go well together.

    obviously, you just don't get it,
    the sole reason that he added capes in in the first place is so that other people can see the capes


    if their was a separate mod to add a cape to someone else, only the people with the would bother installing it,
    so it would be useless, as I said


    so instead, he added it into the file that already has to be downloaded, so it would be visible for everyone

    What he meant was that since almost nobody would want to install the mod, it would be useless. And why bother include a useless feature?

    I really don't have a clue what I'm doing here as I've never built a nuclear reactor of any type before, but I've been reading through this thread and playing with the IC2 Reactor Planner and toying with some of the designs you guys have come up with. I really don't understand how to swap components into and out of a reactor while it is running (I would love to see a video) but here is a design I stumbled across that might interest you.
    http://www.talonfiremage.pwp.b…uftn6xmjdk0jufhu7gco9smww


    Of note with this design, bumping up the starting heat can increase the number of Depleted Cells charged should that be desirable.

    The thread here is centered around vanilla IC2 reactors only. The thorium cells come from a infamous or awesome addon named GregTech.

    I recommend NOT using RedPower at all until all its bugs have been fixed. Crashed trying to open a timer. Additionally, relays cause unnecessary lag at the moment.