Posts by Chocohead

    Welcome to now for a start.
    The ore washing plant washes crushed ore (from macerating ore) and turns it into purified ore, with stone dust (for Construction Foam) and some extra of the metal ore that you put in. It needs 1 bucket of water per crushed ore.

    The kinetic wind generator is placed down, and then one of the kinetic wind generator rotors can be inserted. Once one is, and the wind is strong enough (use a windmeter to check if you want), it will start making kinetic units. You then put a kinetic generator next to it, and that will turn the kinetic units into EU. It is essentially an upgraded form of the windmill. The wind is strongest at Y 161 BTW.

    -Alblaka:Really,the best dev ever,EVER!.

    Disappeared after 1.3.2

    -Azanor:He still updating and adding stuff to Thaumcraft,however he doesn't play FC anymore.

    Hasn't gone at all

    -RichardG:Another ic2 dev,another cool man,however,he leaves minecraft.

    Stopped after 1.5.2 ish

    -Direwolf:Yep,dire still play and upload minecraft to his channel,however,in old times he was a ic2 fan,a big fan...¿Someone can know why direwolf it's no a ic2 fan anymore?

    Because Dire loves automation. Automation the easiest way, since he doesn't have infinite time to make stuff having the release a video a day + family. IC2 isn't the fastest way to automate when compared to mods like TE.

    -x3n0ph0b3:Man,he made EE,so he create one of the best mod ever.

    He was cool, and did go, but is back again now too: https://twitter.com/x3n0ph0b3x

    -Eloraam...well,she is "back".

    She went after 1.2.5 update wise, yet was still on Forgecraft. Then completely left after 1.4.7. And now is actually back with status updates

    -ShadowDragon(ShdwDrgn i think):He still in youtube a little bit but he leaves minecraft.

    -XKilerBees:He was a ic2 tester and a cool youtuber.

    Don't remember when they left, but it was a long time ago ^

    There were many cool devs, but most hadn't left until the golden age of modding was over

    1.7.3 Was the end of an era. Beta 1.8.1 had many good mods too, as did 1.2.5. I wouldn't say that 1.7.3 were the greatest mods ever, since many updated and got much better. From what was before it, 1.7.3 was amazing. From what came after, 1.7.3 saw the end of many smaller mods, which were replaced by different smaller ones in 1.8.1 and above, which were pretty much wiped out after MC 1.3. Personally, I always found 1.2.5 the best for mods, but that's just my opinion.

    It is only better in some ways. Pre 1.7.3 didn't even have Forge, so most mods were relatively basic, and incompatibility was a real issue. The fact there was only 256, not 4096 block IDs was a mod number limiter too. Only IC2 really added world gen, but the ore dictionary didn't exist, so Flan's and Buildcraft's oils for example couldn't be used interchangeably. But no mod copied another, since there were always new ideas, and small mods, since Modloader was a much easier platform to write mods with compared to Forge. As they say though, they don't make them like they used to :P

    With the new launcher it out right doesn't work due to the file structure modloader expects. I use Multi-MC, since that fools it into working. Actually modding pre 1.3 versions is hard, as many mods do require base .jar edits, but I'd got used to doing that the years before everything moved to the mods folder and Forge. The hardest thing right now, is finding the mods themselves, since mods like EE1 don't even have a forum post anymore, let alone any downloads back that far. Working out how to use everything, and watching Direwolf's first let's play series is great fun though :)

    I tried getting NEI from somewhere earlier but it crashed. Can you link a specific version that works with the current builds?

    I'll attach it.

    How do you pipe the water though? AFAICS, IC2 has no pipes.

    You can either use the expensive option of fluid regulators, or get another mod which does add pipes.

    If it were cut in half then you could still end up with a net gain in fuel with biomass input using the electric heater.

    There's a config option on how much heat the fermenter needs, so you can tweak it there if you're not happy.

    What about the canning machine problem?

    Which canning machine problem?

    Also do you have recipies for these new machines? I'd like to try making them in survival mode.

    I could if you really wanted, but just getting NEI or Craftguide would make it so much easier

    I also was trying to play with the steam generator but couldn't figure it out. It seems to want you to pipe water into it to boil into steam, but how do you do that, and what do you do with the steam you get?

    You pipe water in, set the pressure to 0 bar and flow to 1mB/t of water, you'll make 100mB/t of steam. Steam can be used to make power in a turbine or put in a condenser to make distilled water. At a pressure of 220 bars you'll make superheated steam, which goes into a turbine to make EU, and that will output steam, so you can get 3x the amount of power than normal steam. It takes twice the amount of heat to make though.

    Also is there any other use for the bio gas? Like can you burn it in a heater or generator?

    You can burn it in a semifluid generator to make EU

    ( why does it only accept heat from one face? )


    Because that's all you really need. The only heat needing machine which can accept heat from more than one face is the steam generator, which can take hundreds of heat units to make steam.

    Solid heat generators are the lowest tier of heat generator, you can get EU powered ones which are much better so will let the fermenter run faster for example.

    Coal + water in canning machine with enrich mode = Coalfuel fluid.

    Coalfuel fluid + biochaff in canning machine with enrich mode = SuperCoalfuel fluid.


    That'd work, although I'd really like the recipe to use hydrated coal dust, since that's underused even more now that coalfuel's gone.

    Maybe just using hydrated coal dust in the canning machine with water to get it into a liquid fully. Or maybe it needing to get compressed/extracted first.

    Coalfuel was pretty useless, since all it really did was fuel the fuel powered jetpack, which no one really used anyway.

    My suggestion is bring it back, and just make it burn for more in the generator so that early game when you're burning coal, you actually have a better form to use before you start on green gens/nuclear/other non-early game power source. You could also bring back the old coalfuel processing chain but make it end with coal being a liquid, which could be burned in the semi-fluid generator for even more EU, and to power the fuel powered jetpack. But since it was a liquid, it wouldn't be able to go in the jetpack if there was biogas there (since before, the jetpack was either filled or not filled, so plant and coal materials could be mixed together). You could even bring bring back superfuel, as a mixture of coal and plant matter, and potentially power the jetpack with that instead of just coal fuel or just biogas.

    So how do you fuel the jetpack, and does that mean there's no better way to fuel a generator than just tossing the coal straight in? No reason to process the coal first? Was the biofuel cell also removed?


    1. You fuel the jetpack using biogas in a canning machine. Biogas is made from biomass in a fermenter. Biomass is made from water + biochaff in a canning machine on fluid enrich mode. Biochaff is macerated plant material.
    2. No, coal doesn't have a better form to burn (that I'm aware of). That gives me an idea for a suggestion...
    3. There is no way to process the coal first, so no.
    4. The biofuel cell was removed, and replaced with biomass and biogas cells