Posts by Chocohead

    Having gone back over what I said you are indeed right, I did miss a step for dual and quad rods. They double and quadruple the calculation result from doing it twice/four times in game, hence where the names come from :| So what you worked out for the 3 dual rods is right if you double all the numbers (ie 176 in total instead of 88), as is the max heat 4x smaller than what it should be (448). The numbers certainly sound more logical when done right.

    Uranium doesn't scale linearly by its neighbours, each time it is pulsed the effect increases by 4. Thus the first pulse will be 4, the first neighbour will be 8, the next neighbour 12 and so on. It should be noted dual and quad rods are the equivalent to having 1 and 2 neighbours to start with respectively, thus the maximum a heat a rod could output is 112 (3 pulses being a quad rod, then 4 from all neighbours).

    A pulse itself is more of an internal concept to the way reactors tick, practically speaking it is just the number of rods effectively touching the one in question + 1.

    Quite the opposite, the HU production is entirely dependent on vents. Compared to an EU reactor where the power comes from the EU rods being ticked, fluid reactors determine the fluid heating from how much heat the vents cool by.

    For an EU reactor the vents are just there to cool it down, you can cope quite happily without them if you using something like a 10k cooling cell to absorb the heat instead. A fluid reactor however does nothing if a coolant cell absorbs all the heat, the vents are key to the design for it to actually produce anything.

    The descriptions of reactor components is complicated somewhat from the difference in behaviour, as well as the difference between the reactor's heat and HU output that is often not clear. Many of them are from long before fluid reactors were even conceived too, although normally they are just potentially confusing rather than necessarily wrong.

    It is totally normal for the vents to take damage whilst running, the only concerns are ever if they take damage faster than they can cool down again (which applies to anything in a reactor). For uranium reactors all the vents can be suitable, MOX ones tend to avoid overclocked ones however as they draw more heat than they can cool which is no good when the hull heat is high.

    That is the kind of idea, having two timers is expected if the cooling time is different to the active time. If they're the same then a single timer pulsing a toggle latch on and off will be enough. The same principle can be used for two, just the active side also has to stop the timer associated with the other, which can make the wiring more complicated compared to two connected state cells.

    A short lived type of reactor design relied on heating up coolant cells (or vents for tighter timings) in an EU reactor then cooling them down in a fluid reactor to effectively double the energy production. In stopping that, damaged reactor components will now claim to not be usable in a fluid reactor once damaged. Providing they're not taken out they will actually work fine (if you do you will have to put them in an EU reactor to cool back down).

    Really they should mark the reactor they were heated up in, thus only ones heated within an EU reactor would have the tooltip, but alas the check is more basic than that.

    In the worldgen section of the config there is this:

    Code
    ; Comma separated list of dimentions to not generate rubber trees in
    ; Does nothing if rubber tree generation is disabled
    rubberTreeBlacklist =

    If you list the dimension IDs here it should skip generating rubber trees in them.

    As I thought, you need the 14.23.3.2659 Forge version.

    For reference, 2656 will fail to load most mods, 2567 will fail to load mods that depend on capabilities (which is pretty much any that use fluids or inventories, like IC2) and 2568 will produce dodgy timestamps on the mod cache. From what it seems 2659 doesn't have any flaws.

    AdvancedSolarHelmet renders on 3rd person as a black shapeless cube, ultimate hybrid solar helmet renders almost fine, just one pixel line is glitched at the bottom of the helmet

    The Advanced Solar Helmet sounds like I missed a texture, the UHS helmet sounds more like a small texture model issue. I'll double check them both.

    Quantum Solar Panel can output on the sides only 2048EU/t, which is half the power being generated (i remember this happening also on 1.10.2) so the internal buffer will always fill no matter how much cables and mfsu's you use, but its internal inventory can charge lapotron crystals at 8192EU/t. It should be set to 8192EU/t

    I'm still in two minds about whether this was ever designed to output full tier 5 power. It would make it a much more interesting block if you could extract half the generated power easily, but the other half would have to be drained into energy or lapotron crystals and then extracted that way. Conceptually setting something up like that wouldn't be too hard either, but it makes it a tad more reasonable in terms of effort to space used.

    Also a small typo, Molecular Transofrmer tooltip shows power tier 14.

    That's the actual power tier, its the highest tier IC2 can go without overflowing. The Molecular Transformer has no input limit anyway, so whatever number it has is irrelevant at the end of the day ;)

    There are 6 repeated stone slabs with the default cubic texture, but all of them transform into dirt block when placed.

    Where abouts? That sounds very strange

    Thanks for your assistance in finding (and reporting) these too, the last bugs can't get fixed if they're not found :)

    Bug in Tri-addon-1.3 leading to crash in newest Ic2

    Code
    addShapedRecipe(AdvancedSolarPanels.machines.getItemStack(AddonTEs.hybrid_solar_panel), 
                            new Object[]{"CLC", "IAI", "CSC", 
                                Character.valueOf('C'), IC2Items.getItem("crafting", "carbon_plate"), 
                                Character.valueOf('L'), Blocks.LAPIS_BLOCK, 
                                Character.valueOf('I'), IC2Items.getItem("crafting", "iridium"), 
                                Character.valueOf('A'), AdvancedSolarPanels.machines.getItemStack(AddonTEs.advanced_solar_panel), 
                                Character.valueOf('C'), IC2Items.getItem("crafting", "advanced_circuit"), 
                                Character.valueOf('S'), ASP_Items.CRAFTING.getItemStack(ItemCraftingThings.CraftingTypes.ENRICHED_SUNNARIUM)});

    Double declaration of "C" char
    Must be like this

    Code
    addShapedRecipe(AdvancedSolarPanels.machines.getItemStack(AddonTEs.hybrid_solar_panel), 
                            new Object[]{"PLP", "IAI", "CSC", 
                                Character.valueOf('P'), IC2Items.getItem("crafting", "carbon_plate"), 
                                Character.valueOf('L'), Blocks.LAPIS_BLOCK, 
                                Character.valueOf('I'), IC2Items.getItem("crafting", "iridium"), 
                                Character.valueOf('A'), AdvancedSolarPanels.machines.getItemStack(AddonTEs.advanced_solar_panel), 
                                Character.valueOf('C'), IC2Items.getItem("crafting", "advanced_circuit"), 
                                Character.valueOf('S'), ASP_Items.CRAFTING.getItemStack(ItemCraftingThings.CraftingTypes.ENRICHED_SUNNARIUM)});
    
             }

    It did indeed, already included for the newly independent 1.12 port.