Posts by Omicron

    Yes, even before IC2 Experimental. It is especially easy to confirm in those versions, because the EU reader still works there. Just load any old 1.4.7 modpack from the launcher of your choice.


    Granted, back then is was largely irrelevant/unnoticed because you really did not have to pay attention as much as you do now. Still, the effect was used in a few niche cases. CASUC reactors in 1.2.5, for example, generally required multiple HV transformers stuck onto them in order to move all the power they generated. And the reason why this worked is because the reactor, being a generator with multiple output faces, split its power output evenly between all faces that had something connected. Thus even a 4k EU/t reactor did not blow up its pair of 2k-limited HV transformers.

    It's true that the power draw of the iridium drill renders it extremely impractical as a mining tool. I know I wouldn't choose it for the job. That said, you have no obligation to make it your mining tool - or you could bring more energy.


    Option one: take a normal diamond drill to break rock. Use the iridium drill only on ores where fortune or silk touch is desired.
    Option two: wear an energy backpack. There are now three tiers of this, the largest one storing two million EU. That is a lot of energy to work through even for something as hungry as the iridium drill.


    The way I see it, the iridium drill is a special purpose tool that's intentionally not designed to be your run-off-the-mill handheld tunnel bore. If you're blowing 800 EU per block of stone, you've chosen the wrong tool for the job at hand. ;)

    I'm aware of the change, but my server is running build 298 and so is the client I am in this test world with. ;)


    I urge you to try it out for yourself. EU is split evenly between all available destinations, so each tin cable and batbox only receives 32 so long as there are 4 of them accepting. That is how all multi-output configurations work and have always worked in IC2, including generators and transformers.

    Should be B. You can easily test this because if it is anything other than B, one or more batboxes will blow up.


    However, that is true only as long as all four batboxes are requesting power. The moment one of them stops (because it is full), you no longer split by 4, but rather by 3. This will kill the others.

    Energy storage units buffer until they have a full packet (unless you charge a tool in the GUI, then they don't, because there is no packet size there). So I would assume transformers do the same with their internal buffer.


    A machine asks for power whenever there is room in its internal buffer. Then it gets a burst of energy that will fill the internal buffer over the threshold. Then it consumes that energy until it falls under the threshold again (no energy is lost), at which it begins asking for energy again.


    This is why a Forestry electric engine can work just fine on a batbox sending 32 EU/t and a MFSU sending 2048 EU/t. Its internal buffer size does not matter; it only needs a very small one. The big 2048 pulse will completely overshoot it, but then the engine will just not ask for more until it has consumed all the excess energy.

    That error message has nothing to do with which Minecraft version or Forge version you're using, it has to do with the fact that you simply downloaded the wrong file (the one titled "dev-deobf" in its filename) for build 307.


    There are three downloads for every single build. One is the API for cross-mod integration, one is the "development / deobfuscated" variant used for coding IC2 addons, and one has no special name. That last one is the file you need to play. The other two will not work.

    That should definitely not explode, unless you managed to send in power from the other side of the LV transformer and it auto-toggled itself into step-up mode and reversed directions (possible if you did not set it to fixed step-down).

    I am using build #306 lately, so that may be the case. But just to be sure, be certain that you've tried setting the new Canning Machine to "Fluid Enrich Mode" (look at the interesting panel displayed on the lower portion of the Canning Machine's interface. It can be clicked on to change its canning mode!).


    If you are able to change it to that mode, try placing the CF powder in the middle slot (which should appear on "Fluid Enrich Mode"), and fed water into the machine (can feed w/BC pipes), which should fill the first liquid container (left side). It should produce the CF liquid in it's secondary (right side) liquid container, or if you have a CF backpack in the upper left slot, it should fill the pack with the CF liquid instead.


    What you call the "new" canning machine is already the "old" one again, you haven't been keeping up with changes. Look in NEI. You will find this canning machine rated at 4 EU/t; plus a newer variant divided into 2 machines - something also called "canning machine", but with a much simpler UI and rated at 2 EU/t, and a bottling plant. These were added recently because the mode switch button in what I now call the "combination" canner was apparently "too complicated" for users or something (as mentioned in the changelog).


    Still feels like the combination canner can do more than both new machines combined. Icertainly don't think it's too complicated and hope it gets preserved.

    IC2 does not fully support Buildcraft pipes.


    Still supports them better than its own ejector upgrades. I've toyed around a bit and could not find a satisfying solution with the multi-output machines and the ejector upgrade. In my previous world where I used Buildcraft pipes exclusively for automation (as I only had 3-4 mods installed next to IC2) and that worked perfectly for every last machine.


    As for the canning machines, it seems like the newer split canner/bottler really can't handle construction foam (in the build I am using). Neither of the two will even accept CF powder in any of its slots. So here's hoping that the "old" combination canner doesn't get phased out, because it has more capabilities and is more convenient to use.

    Okay, two questions...


    First, has anyone tried how the ore washing plant performs with an auto-ejector upgrade that points towards a thermal centrifuge? Since the washer outputs up to 3 items, but only one of them can actually processed in the centrifuge, this is kind of an issue. Is there a way to set the machine up so that it first attempts to eject to the centrifuge (which hopefully only accepts items it can process), and then as a backup tries to eject to somewhere else?


    Second, I'm currently playing with build #298 with no plans to update in the near future (will probably update when the e-net rework is finished). In that version, you have both the old canning machine, and the new canning machine / bottling plant pair. Is the new pair already fully functional? NEI shows the old canning machine only for a lot of recipes. And considering that the bottler has only one liquid tank - can it be used to make things like CF liquid? After all, if you pump water into the tank, there's no room for the resulting product to go. So all in all, should I be using the new pair, or the old canner for now?

    For future reference, you can go into the game and ask NEI to do a dump of all used (or all free) IDs, that helps you with finding both conflicts and free numbers to reassign to.


    (You'll need software capable of opening .csv file formats, for example Microsoft Excel or the respective competing products from OpenOffice/LibreOffice)

    Considering that he's putting more than 2048 EU/t into one MFSU, that indicates that he's playing 1.5.x on a IC2 classic version with a really buggy e-net that's no longer being developed...