Posts by Omicron

    I doubt it is a bug. For starters, the LV array is crafted with a LV transformer, which is a device that natively outputs 32 EU packets.


    Second, the config setting that allows you to tweak the power output of the arrays already mentions that they don't output every tick.


    And finally, Advanced Solar Panels - the other mod that offers compacted-down solar panels - works exactly the same way. The first tier advanced panel generates 8 EU/t but outputs 32 EU packets. It has always done so and even says so in the GUI.



    So I'm betting that this is intended and in fact the accepted standard behavior for compacted solar panels. You only notice it now because the e-net changed and you can no longer transmit unlimited power over a low quality cable into a tier 1 storage.

    Remember to click through to details on each build, because sometimes there are more changes than just the one commit line. I missed quite a few of them before I realized this...

    Had a quick look at the new GUI today, not bad at all, the EU/t and heat are a nice touch (though eyeballing where exactly the thresholds for hurt and melt lie will require a very well practised eye). Just one thing, Thunder - please by all that is holy, center the grid! My blood pressure! :D:D


    At first glance the numbers with MOX fuel look stable, but I didn't have time to do much beyond moving a single cell around. Will take a closer look once I have more time (and once Nuclear Control checks out against the API changes).

    Have you considered the possibility that it might simply be bugged? ;)


    IC2 classic is no longer being updated. The last work done on it is months past. I haven't tried the miner in IC2 experimental myself, but if there is a bug, it will be fixed there only.

    OCD bothers us all...


    It's a racial disadvantage for Germans, you can't avoid it at character creation... but in return you get an inherent +2 to engineering, so I'd say that it's reasonably balanced ;)

    Yeah, but IC2 experimental has nothing to do with redpower anymore. IC2 experimental now provides its own silver, but not in the form of an ore. You only get it as a byproduct from processing gold.

    If you believe you have found a bug, head over to the IC2 bugtracker and submit a bug report. However "I think it's bugged" is not a valid bug report. You will need to document your findings in detail and provide reproduction steps for the devs to recreate the issue so they can see what's wrong and fix it.

    Ah, okay. Wasn't sure if the second line wasn't also internal and just a necessary tweak to keep external behavior consistent.


    Looking forward to future enhancements! Please don't forget neutron reflectors, the runtime boost just made them lose what little value they still had :P (You're just never done with things in game development, are you... ;))

    Omicron and ALL


    i think i have fix the MOX Fuel location in Reactor Output Bug in Build #288 but it was complex ...needed to chanage(break) the Reactor API if some other mod crash is all your fault :D:D:D


    Awesome :D Does Shedar know already? I assume that Nuclear Control would be rather directly affected by such a change...


    Also, can you try to explain what you meant in the changelog with:


    "Reaktor run 2 time per cycle a heat and eu calculation run
    (...)
    boost Uranium and Mox Fuel Runtime by 2"


    If you'd have an easier time explaining in German, you can do that too (maybe send PM) :)



    Why not use the 360k cooling cell? Сells do not cool the reactor with automatic replacement cell.
    Cooling takes only 360 000EU, and 3 minutes. (Full A.E.S.U ~ 50% of the heat 360k)
    Efficiency at temperature 96,896 (of 96,900) ~ 1 Quad MOX Cell 2386EUt
    Increasing the temperature is better than the use of neutron reflectors.
    Sorry for the google translation.


    Because that is a GregTech component. I try to make designs that are valid for just IC2. If an addon adds something that allows you to make an even better design, great! However, that's something only a small subset of the playerbase will get to enjoy.


    But yes, coolant cells are not half bad. MOX in general is very good with things that aren't overly useful with uranium, such as reflectors, condensators and coolant cells. That's because you can boost EU/t output without boosting heat output, and because the cycle time is only half as long. On the downside, of course, many of the heat vents and exchangers don't work properly with MOX due to hull heat exchange.


    If I was building a reactor like the one you linked, I would drop one more plate and use a second 360k coolant cell instead. That would allow the reactor to complete a full cycle without swapping coolant.


    However, I would be wary of the result you got. Almost 2400 EU/t out of a design that should do 60 EU/t with uranium tastes of bugged numbers. I think because your fuel rod is in the upper leftmost corner, you're getting the maximum possible advantage out of the location-dependant output bug that Thunderdark just fixed. You may very well see your output drop by a very large margin once you update - I would be highly surprised if you could get even a third of your current number. Maybe less than a quarter. We'll see.

    You are getting that message because other mods and addons who are integrating with IC2 (such as: Railcraft, Forestry, Nuclear Control, GraviSuite, GregTech...) have migrated to the API for the experimental builds. They will no longer work together with the classic branch.

    If you're playing the experimental builds, you probably won't get far with just that alone. It pretty much assumes that you always have certain other mods around, and if you don't, you're kind of screwed and can't use several features. Also, regardless of how creative you are in solving these issues, the progression is balanced for massive cross-mod automation on 24/7 servers. Singleplayer is tedious enough even with other mods, without them you're in for an exercise in frustration.

    You shouldn't need an addon to move fluids with P2P tunnels, that's in base AE. The fluid storage from ExtraCells can be useful though, admittedly, but isn't half the fun of handling liquids the act of building a big array of tanks with a rainbow of contents? ;)

    You can use the liquid ejector upgrade to move fluids to an ajacent machine if you're playing with the experimental branch, but that's fairly limited.


    Other than that, your options are filling cells and carrying them around.


    Applied Energistics can also do liquids in 1.6.x.