Posts by Omicron

    You apparently throw it into lava to "charge" it.


    My biggest question on the thing so far is "does it work with liquid boilers". Since well, it kind of comes across as a solid item...


    To the test world!



    EDIT: nope, doesn't work on liquid boilers. It's also a freaking pain in the arse to refine, requiring a rock crusher (no, other macerator type machines don't work) and four diamond pickaxes. Not impressed. Well, at least the heatup speed when using it is pretty incredible.

    very fast and efficient no running cost breeder:
    http://www.talonfiremage.pwp.b…e2ygtl1kq2l6bmyfyl4m2r3aa
    Thanks to very optimized cooling system.


    no running cost 260 EU/t 3.71 efficiency reactor:
    http://www.talonfiremage.pwp.b…04b2tbztz0p49f55k7nvcpurk


    1.) Does not work ingame because heat values for thorium changed months ago. This design will constantly lose heat, and therefore breeding efficiency, over time. Please try your Gregtech designs out in a live reactor or the computercube first.


    2.) "No running cost" only in IC2 experimental, older versions have running cost with dual cells.

    It's not that hard to find iridium or dungeons btw.


    Then how have I not found a single piece in two RL months worth of gameplay and over 60 chests opened, enough to get a full collection of music discs... three times over? ?( The point is that the setup as is only works "on the average". But in individual cases, low percentage values like that are incredibly streaky, and that's exactly what happened to me. And it will happen to others and frustrate them and drive them away from using the mod.


    As for the rest... I'm aware it's not finished. That's precisely why I am making suggestions now, as opposed to after it is finished ;) Maybe my lack of insight into internal plans will render most of them unusable, but I've hopes that somewhere in my brainstorming there will be a few usable bits and pieces.


    Thanks for the insight on the plans for voltage, though - playing with power systems is one of my favorite parts, so I'm looking forward to seeing the final implementation down the line!

    Did you know that Raiclraft recently - in the release before the fuel nerf in fact - added an item, found in the nether, that has no other purpose but to heat up boilers really quickly? ;)

    It's only Korea if you are not smart. Smart people would just do something different while waiting for their Stuff to finish.


    And I personally stopped using Chunkloaders after I found out that it is enough to place Hoppers to load a group of Chunks at once (so that it doesn't happen to load/unload 50% of your Base).


    Unintended hopper behavior already fixed in 1.7.2. You're welcome ;)

    Wow, this thread is just all over the place.


    @ vonfrank: Lava used to burn for 1000 ticks. It was nerfed because it's an unlimited, easy to procure fuel. It's easier to get than coal or charcoal. 10k EU per bucket is quite good enough. Also, compared to what oil and fuel (used to) give in terms of MJ, the semifluid generator is/was actually extremely underpowered.


    @ mustangdood: These values are Railcraft specific and have nothing to do whatsoever with any other mod. Also you posted outdated values.


    @ Everyone: Burn values are currently undergoing a massive rebalance across several mods. IC2, Buildcraft, Railcraft and Forestry are cooperating on this. A lot of fuel values are coming down, both for solids and for liquids.

    It remains incredibly useful for beekeepers... especially since Forestry in its strange sense of humor makes you spend hours with a bee that poisons you every few ticks in order to let you construct equipment that protects you from being poisoned by bees... :P


    If your energy net have multiple energy sources all machines will request power from every device and burn up in process, placing transformer limit number of request to 1, your suggestion to remove transformers remove energy tiers completely.


    Please quote me where I suggested to remove transformers? I have in no way, shape or form suggested anything like that anywhere in this thread.


    Some people can's think at all, this is not reason to make everything casual.


    ...Nevermind, you just disqualified yourself from any intelligent discussion.


    I do like your suggestions, but I think you may have gotten a little mixed up with your crop mechanics. Especially the part where you propose to fix too much water with more water.


    Hmmm... mixed up, you say?


    "If desired humidity is higher than what the biome offers"
    --> plant desires wet but biome is dry
    --> lack of water, not too much water ;)

    Crazy, or just different? I ran a world without Ender Storage for two months. Just IC2 experimental, buildcraft, railcraft, forestry, NEI, inventory tweaks, iron chests, and a minimap.


    It was very refreshing to play, actually. I learned to do things differently from what I'm used to. It broke up the mold of teleporting everything everywhere that completely kills any and all challenge in engineering.


    Unfortunately it also showed me that IC2 experimental's endgame is currently balanced in such a way as to be borderline unplayable/inaccessible without effortless item teleportation and being on a 24/7 running multiplayer server. It takes my SSP world a RL month to do what a server passively generates in 3 days without player interaction - and that's assuming I have more than two hours time to actively play every single day of that RL month.


    I did not manage to build a single quantum suit piece in the entire lifetime of that world. Not a single one. I was about 75% the way towards the cheapest when I lost interest in pointless waiting. And even that was only possible via cheating, because I never managed to legitly find any iridium in that world for scanning.

    6.) Remove or modernize the legacy "biofuel" mechanics. AKA the stuff made with plantballs in a compressor/extractor/canning machine row. I've seen multiple people both here and on the FTB forums being completely confused by it, because they all expect the "filled fuel can" to be filled with a Forge fluid, like MFR biofuel or Forestry ethanol.


    IC2's biofuel probably stems from a time when mod-added liquids did not yet exist; this biofuel is not a canned liquid, but rather a solid fuel item, like a piece of coal (except that it returns the empty can). It's an anachronism in today's modding scene, much like watching a Ford Model T trying to merge onto a modern highway. As a result, its usage is completely unintuitive and the result is not what people expect to be getting out ot it. From a usability standpoint, it needs to go. I expect that this is one of those low-priority systems that is slated to be looked at when all the important stuff is taken care of, but have a suggestion anyway:


    Option one - conveniently enough, nothing in IC2 actually creates plantballs other than the player's handcrafting. So simply removing it outright breaks nothing and doesn't hurt anyone.


    Option two - IC2 could maybe make the "biofuel cell" that is produced as an intermediary step a real, liquid holding cell that can be emptied to receive a fluid dictionary compatible liquid - something that's equal to for example Forestry biomass (it's green! and made out of plants!), and/or automatically becomes Forestry biomass if Forestry is actually installed. If such a thing is possible to code, that is, I'm just making stuff up here. Anyway, this liquid could be burned in the semifluid generator at the same rate as Forestry biomass, or used with the fluid capable canning machine to turn it back into a "filled fuel can" to be able to use them in solid fuel burning generators, like before.