Posts by Chocohead

    Got this while was trying to dye quantum armor.
    http://pastebin.com/NDv9d1Yh

    Hmmmm. That's probably on IC2's side as I don't directly modify any of the NBT data. Q-suit armour dying never seemed to actually change the colour of the armour anyway, guess I should just disable that feature until it's actually working in IC2. Or have a go at overriding it so it does work. One of those.

    EDIT: Found the bug in IC2, I'll see what I can do it work around it.

    EDIT EDIT: 0.4 seems to fix it, as well as adding a bunch of other things I forgot I put in.

    You could start on solar panels if you've only got a few machines or want a totally maintenance free form of power generation, but they could get quite expensive depending on how much power you are using (a metal former would take 10 to run non-stop on it's own for example, although if you've got something like a CESU storing the EU while you're not using it then that might not matter). The best options would be the kinetic wind/water generators, as they'll output a fair amount of power (at Y160 and a carbon rotor a few hundred EU is almost guaranteed with a kinetic wind generator) and are really only out-produced by nuclear reactors or steam setups.

    Didn't know there are other tiers of Geothermal Generators, will have to check that.

    There's not multiple tiers, just the geothermal generator is a tier 1 generator, like the normal one is and solar panels are. Kinetic Water/Wind Mills, for example, are tier 3 generators so can output up to 512 EU/t.

    Now, on your point of "purely because they're not meant to generate that much in the first place" well, no, but the config was there, I thought it would be ok to tweak it to taste

    The configs were originally designed for the Nuclear Reactor because people saw them as under powered, and because they can go all the way up to something silly like 8192 EU/t, it never really mattered how high you set it. But with things like the geo-gen, even 1.6x tips it over the 32 EU/t limit it has. It's just something you've got to be careful of changing the outputs.

    I have a vague memory that someone else asked about this before, but I can't find it now: why won't the IC2 electric kinetic generator (which does EU -> kU) connect to GregTech cables to draw power from them? I was originally planning to use a machine controller and a shutter module to make sure it couldn't draw power when I wasn't processing anything in the turning table, but even with no covers on the cable at all, the electric kinetic generator clearly isn't connected to the cable (4x annealed copper, in case it matters)

    The Electric Kinetic Generator doesn't actually implement IEnergySink, and instead does some other magic to add itself to the E-net, so I guess the GT cables suffer from this the same way Immersive Engineering cables do from this and don't register it as an EU thing.

    Another thing I saw is that Tiny Silicon Dioxide Dust, Tiny Iron Oxide Dust, Tiny Manganese Oxide Dust, Tiny Gypsum Dust and the Mercury Thermometer are all missing localisation. Cracking Gas, Calcium Chloride Dissolved in Water and Lithium Chloride Dissolved in Water are also missing localisation but that's just from looking in NEI.

    Don't worry about it, it's only a test world after all.

    Also, how do junction boxes decide which cable (out of the ones connected to it) gets power? It seems it chooses one and fills whatever storage that cable has before moving onto the next one rather than splitting the power evenly between all the connected cables.


    Could you post a crash log?

    Nothing points to any mod code, but here you go anyway:

    Display Spoiler

    Everything works now, loving the new flexible cable options too ;)

    EDIT: Although, in my old test world, since all the old flexible cables have vanished as their names changed, I've been getting already tesselating crashes sporadically. It could be as I crash into the old wire entities that it's caused, as just flying around high up doesn't seem to trigger it.

    Awesome thanks.

    Although I think with the new cables you've added, you've also broken it adding an ambiguous recipe:

    Display Spoiler

    After doing some testing with Speiger, we found (at least what looks to be) the reason for Uncomplication breaking the Junction Boxes is that they try and send less than 1 EU to the cable, which the classic e-net rounds down and rejects while the experimental one rounds up and accepts. And because the box still technically has power in, but it can't ever eject it out, it's trapped in a case where it won't request more power but also won't empty out. The most logical fix Speiger came up with was the allow them to accept EU if they have less than 1 EU in, rather than if they've got none at all. Could you do this?