Posts by Chocohead

    Can you make an adv iridium version of the adv tools? With ic2 now having an iridium drill an adv diamond drill does not make that much sense.

    The iridium drill exists for the sake of having fortune and silk touch on a drill. The advanced diamond drill is more for specific utilities like mining even faster and digging 3x3 holes. Other tools don't really have either demand, nothing else really needs enchantments like the drill did.

    Maybe also allow to add the adv jetpack to a normal quantumsuit bodyarmor?

    It doesn't really need it, already having flight and a big enough capacity anyway. The Gravisuite chestplate after all only really upgrades the Quantumsuite having faster flight and a boost.

    Anyway, can you explain me why a NoClassDefFoundError exception is thrown? I might learn something new about classloaders which I do not know yet.

    In 192, the upgrade interfaces moved, so the old locations advanced machines was compiled against no longer exist. But, the method names for the interface haven't changed, so the new ones were being overridden by methods which returned different (and incompatible) things. The class therefore fails to define, returns null as a result in find class, causing it to appear to not be found on the class path. The actual exception stack trace is very long, and the real detail is cut off from the end.

    Am I allowed to have my hopes op for overclocker support (and maybe 4 upgrade slots). I have the energy to supply them and i really want to use the superspeed for autocrafting.

    No, these machines are just like the induction furnace is to the electric furnace. If you want anything faster you have to use the masses of power overclocked normal machines use. It fits with IC2's own balance better.

    Somehow the quantum solar panel only outputs 2048 EU/t in the standard configuration.
    I took a look in my configuration and there "I:QuantumSPTier=4" is set. Why would you set it to 4 when the solar panel generates more than a trier 4 machine can output.

    I was just using the old default values 1.7.10 had. I suppose the logic partly was that it generated more than it could output so it's own internal buffer would fill, and the fact there never used to be a way to down-transform more than tier 4. Since there is now though, changing it to tier 5 might be best.

    IC2 2.6.180 and below are all still compatible for people warning to know exact versions.

    Breeding is simply turning fertile isotopes into fissile ones; it's not wasting uranium at all, because the isotope that you start with couldn't be used in a reactor anyway. And what you end up with (or start with for that matter) doesn't have to be uranium either, breeding uranium 238 (which is what you do in IC2) actually makes plutonium 239 in real nuclear reactors, hence MOX exists. The term doesn't need changing, redefining or replacing because it still holds true for the process that happens.

    Yes, hence you put the mod I linked in the mods folder too.

    Uranium to plutonium that's used for MOX is breeding, at least as much as near-depleted uranium cells being reused was, and under the old definition deuterium into tritium is breeding too (although that's fusion not fission, and isn't used by anything yet).

    Do I have to be in the same chunk to activate it and then only make the chunkloader keeping it acive? Or is this chunk als active when i rejoin the server somewhere else?

    As soon as it's activated it will keep the configured chunks loaded where ever you are, and shouldn't need revising providing it also loads it's own chunk too.

    Is the chunkloader also working when I'm off the server?

    Yes. On single player obviously not though because the game isn't running ;)

    When I activate chunks via this machine how does it affect other machines like miner when the miner is in an active chunk but not the whole search area of the miner?

    They automatically load the chunks they're working in, which also applies more generally when they work outside of player loaded chunks.

    The limitation of machines over crops is probably more logical from a balance point of view (at the expense of realism). Crop fields can be stacked so a single chunk could be capable of producing thousands of carrots an hour, at the only cost of dirt, wood for cropsticks and a few crop harvesters. Compare that to masses of fermenters and some way of heating them, scaling is much harder and much more expensive.


    Providing the maths is right (which scanning over it looks close enough), all it shows is that carrots (and biochaff producing things in general) produce quite a bit of power for what they are, but the old biomass cells used to allow you to effectively do the same thing. The ratios have probably improved compared to then however, I never remember people using it as a viable power source. The bigger issue about pushing the balance around is it also affects using biogas for heat reactors, using biogas is an interesting alternative so keeping it expensive ensures that it doesn't become an easy way around making a steam based setup. Generally the balance for biogas has always been somewhat strange producing so much more biogas than the biomass inputted, but that was Thunderdark who also made the nutty steam system ;)


    In the mean-time though, the config allows complete configuration of the default fermenter recipe if you want to change it for your own world:

    Code
    ;Balance Values for Fermenter
    [balance/fermenter]
    need_amount_biomass_per_run = 10
    output_amount_biogas_per_run = 200
    hU_per_run =  8000
    biomass_per_fertilizier = 500