Posts by Epic Lulz


    EDIT: Damn, ninja'd.

    WHEN IS THE NEXT VERSION COMING OUT!!!!!!!!

    Please rate how much do you want to be flamed.


    thought of something funny while in the shower
    OH GREAT ALMIGHTY DRAGON LORD ALBLAKA! we your humble fans and servants call upon you to cast your FIERY BAN HAMMER upon one tree-punching-dirt-hut-dweller among us who is not humble and seeks to defy your rules and you laws in your own realm. we beseech you to CAST HIM IN TO THE VOID! as you have cast the lightning rods and other that have committed his crime whether it be the void of torment or the void of the ceasing of existence it shall be your will in this we say HAYO!

    Idea: CF-Pack module.
    Does what it says. Requires 2 CF-Packs and 3 Electronic Circuits to install. You can upgrade it with 2 Advanced Circuits and 1 Mass Fabricator (Energy-flow Circuits and Matter Fab on GT Mode).


    Ability: A CF-Pack.
    Ability of upgrade: Auto-stocks 256 CF Pellets in itself (by consuming CF Pellets from player inventory) and manufactures them automatically using energy with the MatterFab if it runs low (<10%)

    Not much information is available on how to set up the new nuclear reactors so im trying to get it out there via youtube. Im a newbie but trying to learn as quickly as I can so I can teach others. I hope all/most of the things I've said are accurate, please let me know if the video needs editing!


    http://www.youtube.com/watch?v=LREC39-joDs

    • Texture packs that differ from the original (so excluding Faithful, Defined, etc.) are kind of obnoxious and should be sparingly used.
    • Txxxxxx and Txxxxx are extremely unwelcome and rage-inducing in these forums.
    • How to set up a new reactors? Well, I know at least 1 official guide, 1 mini-guide out there and 1 video tutorial other than yours. If necessary, I can try to translate the Nuclear Reactors Revolution tutorial to plain English which isn't so awesome.

    hey well lets just get right to it i am wondering if you would like your mod in my modpack if you have any further questions just reply to this and i will be oblidged to answer if not replied wothin the next week i will start using the mod until requested otherwise
    -ultamatum

    1. Get better spelling. Not all of us here can understand what you're talking about (not everybody understands English very well) and nobody wants to tear your hair out just to read a 2-liner.
    2. On the IC2 forums, you NEVER talk about using a mod for a modpack without permission.
    3. On the IC2 forums, you FKING NEVER TALK ABOUT USING A MOD FOR A MODPACK WITHOUT PERMISSION.

    Would it be possible to use special luminators that you can place all over the room and are powered wirelessly by a "luminator control" with a range limit and some configurable loss? That would probably remove the hassle of having to energy-crystal all your luminators or run wires to them.

    This reactor system, I like.


    One quick tip:
    If you have enough blutricity power, use a Sorting Machine on the cooling reactor/reactors, and set it to self-pulsing mode and "pull any stack size" mode and place a fully cooled Coolant Cell inside. It will automatically pull fully cooled Coolant Cells. (Remember it needs blutricity though).

    That would work even better than my suggestion but it requires programming skills which many doesnt have.

    I can probably write a program that you give a list of possible items and their weightages that you enter through a file on a redstone signal.

    Building some very high structures and wanted to use windmills to power it. I need clarification on the docs before I dump all my resources into this though.


    The wiki says that windmills can be built safely at an effective height of 149 or lower. Is that 149 above sea level (IE, I can build safeley at Y 192 without adding obstructions) or does it mean an effective y of 149?


    And can I build them safely all the way up to y256 if I have enough obstructions to keep the power down?

    Height, almost always means Y-level at foot.
    The second: untrue, the max height you can place blocks is Y=255. However, if you have enough obstructions, yes, it will stay down.

    If you have tubestuff (if i'm not wrong) you can use the duplicator (admin block which dupes anything inside it), then some automation stuff (preferably redpower) to automate it.

    Use ComputerCraft and enable command block as peripheral. Then write a program to alter the command to give @p <random number> <amount> <metadata> on a redstone signal, that can come from the coins passing through an Item Detector (RP2) or a Redstone Pipe (BC + Additional Pipes).

    I can see a lot of potential in this mod. Keep it up!

    Platinum, I think, is one of the least conductive metals.
    Copper - 59.5 million 1/ohm-metre
    Platinum - 9.43 million 1/ohm-metre
    Silver - 62.9 million 1/ohm-metre
    Gold - 22.4 million 1/ohm-metre
    Aluminium - 37.7 million 1/ohm-metre
    Therefore, maybe add a Myofibre Strengthening Alloy, which would be:
    3 parts Copper (it has a higher melting point than silver), 3 parts Platinum and 3 parts Tungsten/Iridium (for high melting point and strength)? (See attachment)
    It would need to be made in a Rolling Machine if Railcraft is installed.
    After that, it must be placed in an Industrial Grinder (no liquids are necessary), and supplied 9600 EU at 40 EU/t to be grinded into Myofibre Strengthening Dust.
    (Alternatively, it could be macerated 15 times in a standard Macerator, costing 12 000 EU if un-overclocked).
    Additionally, if you are planning to make this be smelted/compressed into something, use GT's Industrial Blast Furnace/Implosion Compressor.
    Finally, add a recipe to centrifuge the dust into its components.

    We all know the luminators and their smart placing, don't we?
    Even if it uses EU, it is still quite cool and gives the game a bit of industrial realism.
    But we also know that their reach is as big as the RedPower2 lamps, a torch or some glowstone. This means it doesn't come with any further benefits, other that looking good.
    What I feel we really could need is a little expansion to it's range. If I make a big industrial workshop with CF-walls and a 4 block high ceiling, I would need a tremendus amount of luminators to prevent mobs from spawning, which aren't too cheap and still cost energy.
    With a little more reach the problem would be solved. No more mob-fighting inside the house, no more creepers breaking luminators and other machines! Wouldn't that be nice?

    *sigh* Another person who doesn't know Minecraft's lighting mechanics.


    The maximum light level possible is 15.
    Luminators emit light level 15, which is the same as RP2 lamps, lava and glowstone. They only appear to emit light level 14 as the blocks directly adjacent to it (not diagonal) are light level 14.
    Torches emit light level 14.
    (You can find this by looking at the bl value from your Minecraft debug screen. The sl and rl values stand for sunlight and real light respectively).


    The only way luminators can emit more light is using Factorization's method, which is to add "glowing" air blocks that emit light level 15 around the luminator.

    SSD, our local GregTech reactor god.
    By the way, how are multi-fuel reactor neutron reflecting thingys calculated (e.g. plutonium & thorium cell side-by-side)

    Reactor planner may be a bit bugged, I recommend you installing GregTech (turn it to easy mode for just what you need) and get the ComputerCube. It runs on a small amount of electricity to simulate a reactor being run (without the booms) and works as the IC2 code does.