Posts by Omicron

    I'm eagerly awaiting future e-net reworks. The challenge lies in creating a system that is plug and play for the beginner, while still allowing the knowledgeable engineer to feel comfortably challenged. Redpower2's blutricity hit the nail on the head in both aspects, but unfortunately never really got off the ground due to being closed off (for shame). And so far, no other system has done it quite that well.


    For example, Thermal Expansion's new RF system is plug and play to the max but has no actual gameplay in it at all, rendering it boring and unrewarding. IC2's current "Work in Progress" implementation, on the other hand, seems too difficult to pick up for the average player, if the costant forum posts are any indication (possibly a result of said WIP status). Buildcraft is currently closer to the ideal, as it offers both instant "plop down and it works" mechanics as well as room for very complex design later on, but unfortunately it decided to annoy players with the fact that the whole system is intentionally designed to consume fuel around the clock no matter what.


    So here's me wondering where IC2 will end up when all is said and done. From the current design direction I reckon it'll still be firmly on the complex end of the fence, with experienced players only in mind. But if the devs can somehow find a way to allow newcomers to start using the power system without having to read up on it, it has the potential to become a really good system once again.

    The nuke recipe changed in IC2 Experimental, to the one you see above. There is no documentation because IC2 Experimental as a whole is undocumented (and heavily work in progress). But it was already discussed and even demonstrated 2-3 times here on the forums how to use the new nuke.

    Because Requia is kind of dormant... also because IC2 Experimental is still heavily in development. Reactors are explicitly stated to be unfinished, as is the e-net itself.


    When things are finally finished, it probably warrants starting over with a completely new designs thread. In the meantime, there's the MOX reactor discussion thread I started on this subforum, which has several people sharing nice designs.

    Welcome to the forums!


    It looks like you have a very good understanding of redstone, but not a good understanding of reactor components. Reactors are a minigame inside IC2 that has its own rules and mechanics. To play it well you must understand them.


    Redstone controlled reactors are called "microcycle reactors", because you have to turn them off before they complete a full cycle. They have advantages: you need much less cooling for high output. But they also have disadvantages: you end up lying to yourself about the kind of output you get.


    For example, imagine you have a reactor that can do 500 EU/t. You build the redstone control so that it is on 1 second, off 1 second, on 1 second, off 1 second and so on. This reactor does not actually produce 500 EU/t. It only produces 250 EU/t, because it is only on half the time. Maybe you could have built a reactor that does 250 EU/t instead, but can stay on all the time. You don't need redstone control then. That means less lag (redstone clocks cause a lot of updates for the game), and it is much safer.


    Maybe it is difficult for you to understand the reactor design guide if your english is not good. But you can look at the recommended designs thread and see some examples. All designs there work without needing redstone control. They all run full cycles without overheating. This reactor is a very good example for learning how components interact.


    It balances fuel efficiency and energy output in a very constrained space while avoiding running costs, using the following tricks:
    - Fuel cells using core (hull) transfer
    - Fuel cells using direct transfer
    - Overclocked vents using core (hull) transfer
    - Overclocked vents receiving heat directly
    - Heat exchangers balancing heat levels across neighbors
    - Component vents interacting with overclocked vents
    - Taking advantage of the order in which reactor components are processed internally (top left to bottom right)


    Try to understand what each of those means and where it happens in the example reactor.

    Here's a 7 chamber reactor with 3 quad cells, it shouldn't cool down on its own.


    *6 chambers, and yes, it will cool down on its own... namely when the fuel cells run out. Even with the fastest possible auto-switching methods, you cannot guarantee that you're not missing a reactor tick.


    However, it's still a good design - up to 1300 EU/t with efficiency 21.65 is unparalleled for an internal vent reactor. Fully automated, it can probably run unattended for a day or two before output drops noticably and you need to manually add in some heat again.


    And, interesting discovery on the exchangers. Might help slim down some uranium designs too...

    Considering you can't even make CF pellets in IC2 experimental, I highly doubt that you did that. <__<


    Here's how:
    - Craft CF powder
    - Rightclick it on a water sourceblock
    - Rightclick empty CF sprayer on the new liquid


    It may also work with the canner and/or bottler, but I haven't tried it out since the machine was split in two so I can't say which one it is.

    Also lol at this:


    being the main reason people want it over Immibis's Microblocks.


    Yeah, in all honesty... the reason should be universal compatibility due to using a central API which any mod can use.


    Of course, last I heard Forge didn't want to integrate FMP due to it being written partially in Scala and Chickenbones refusing to rewrite it in Java... did anything change about that?

    Largely to keep you from replacing an expensive MFSU with a few cheap batboxes and electrolyzers.


    Mind, that was in classic. Maybe the mechanic deserves another look in Experimental, where the much stricter e-net rules force you to upgrade storage tiers anyway in order to accomodate increased power generation. But until the e-net is actually finalized, it probably doesn't make much sense to change stuff now.

    But the thermal centrifuge doesn't even consume power when heating up... at least it didn't when I checked last (in the 230-240 build range. The heatup time felt purely there to make you wait longer.


    Also, a GUI element would obviously be the best solution, but just flipping the default redstone behavior is significantly less work. Which I think is why the suggestion was made as it is. More chance to be considered if it doesn't require effort to implement.

    Ooops! Welp.


    In that case, here's a MOX ready 120 EU/t single chamber design: http://www.talonfiremage.pwp.b…wpfjvebeyskgfbzirw8j4glc0


    Here's a variant with quad cells that costs a bit of gold extra but 2 diamonds less: http://www.talonfiremage.pwp.b…u91egnjaxt0sdcijzfldrncw0


    Up to 600 EU/t depending on heat. Can be doubled up in a 5-chamber reactor for up to 1200 EU/t. As with all high output non-CRCS reactors, though, efficientcy is mediocre.

    This makes a lot of sense. I'd wager that the vast majority of people who use an indiction furnace prefer the always-on mode. Defaulting to that saves a block face that can be better put to use for other purposes, avoids passing the signal on to something that doesn't like it (like a hopper), and just feels all around more intuitive and consistent. After all, you don't have to give a regular furnace a redstone signal either.


    And in the extremely rare case where someone doesn't like it always-on, they can still turn it off with a lever.


    (And for what it's worth: the advanced machines addon that I use already has its machines default to always-on. That makes the induction furnace the only one in a row of four otherwise identically performing machines that still needs a special invitation to get its butt into gear.)