Posts by TuxedoSteve

    Lol, holding a double/quad MOX cell would be deadlier then being at the center of a nuclear crater. Also would the radiation values of a reactor be higher if using MOX over Uranium?


    Edit: For the radiation level emitted by a Nuke, I think it should be something like: Type of radioactive material used * Stacksize of radioactive material on detonation.

    I don't agree that nukes should generate radiation by default, as they are now crafted with just thick neutron reflectors and some advanced circuits and machines casings (I think), no radioactive materials at all. Though, if possible it could generate different amounts of radiation based off how much of different types of radioactive materials are present in the GUI.

    Huh, this is probably one of the "better" IC2 add-ons that I've seen. I've been trying to figure out a way to comfortably farm wool and being able to convert the wool to wool meshes and then turn that directly into dye or take an extra step to get slightly more dyes, is brilliant!


    A couple of questions though:
    1) Does extracting the Wool Mesh return one or eight dyes of that colour? (I ask as I'm looking at the screenshots that you've provided and the one of the Extractor with 7 meshes in the input and eight orange dyes in the output and its confusing me a bit)
    2) Wouldn't this be considered an exploit to obtain bone meal?


    1.If you fully read the OP it gives an example that 8 green wool gives 1 green mesh, which gives 1 cactus green when extracted.
    2.Yes, that would be an almost identical exploit to the blue wool-lapis one, so that brings me to this suggestion.


    Suggestion: Add a white dye, like the blue dye, as to prevent bone meal exploiting.

    Hey there, there is a bug when I try to set the quantum generator to above 32512 eu/t in a multiplayer server.


    This is feed the beast unleashed 1.1.3 which means another mod might be conflicting.


    Thanks.


    Could you provide a log from the server? Or at least a description of what happened when you set the generator above 32512 EU/t? Also, the version of Minecraft, and the mod list with could be helpful.

    I have a question:
    I am in 1.4.7 (still waiting on a few mods to update to 1.6.4) and I have a set of recyclers being powered by an MFSU. Each recycler has 2 transformer upgrades so I can power them directly with the MFSU. Since the MFSU is getting bumped up in power output, will I have to do something to this rig when I update or will it be fine?

    I think there was something about the basic machines accepting 128 by default, if that's true you should be good, but to be safe I would add another transformer upgrade.

    Are you using Ic2 Experimental? If so, Refined iron is being removed, and is not used in any recipes (its only still there so people don't loose their iron/addons wont break).


    The way to make a machine block is to use normal iron, turn it into plates then craft. To make plates you need a Forge Hammer crafted like so:


    :Refined Iron: :Refined Iron: :Force Field:
    :Refined Iron: :Cable: :Cable:
    :Refined Iron: :Refined Iron: :Force Field:


    :Force Field: = Nothing :Cable: = Stick :Refined Iron: = Normal iron ingots.


    Also I would recommend you install Not Enough Items (NEI), it has a recipe lookup system that is very useful.

    What a whole lot of changes that I bet half of IC uses wouldn't appreciate :P It's a nice idea but can't see people like Direwolf20 liking it.


    The thing is that the reactor would be more expensive, but would have a higher output, plus you could get better materials to increase output as you progress. This would effectively make the reactor a very good mid-end game power source that progresses with you, especially if the fuel lasted an amount of time roughly equivalent to IRL reactor fuel with 72x less life to account for MC time being faster the RL, although doing that would also be a reason to make it use more Uranium per fuel rod.


    And IMHO (no offence to him but...) Direwolf is a bit of a noob, who would rather things be cheap and easy, then challenging and rewarding. He also is a bit of the type of person who would rather have "creative-survival", but plays survival for the amount of challenge-reward he wants. One example of this is when he was complaining how Pellets of RTG Fuel got 3x more plutonium expensive, even though they are free energy forever.

    Why do all of you keep saying that ? Do you think IRL the life of Pu in a reactor is 2h47 ? ^^ It's more like a year ... (maybe less, I would say half a year)

    We keep saying that because its the truth :P. Hopefully the Nuclear reactor will get changed in the future to be a lot more realistic, with pretty much everything you suggested recently, as well as higher power output, but MUCH higher cost and risk, and should also require a higher amount of U235.

    And so would ruin the point of your Reactor, aka generating energy. I'm pretty sure the Vacuum freezer would consume more energy than it would allo to generate.

    Well if your DDoS reactor can make more then 128 eu/t and makes less then 360,000 heat in 1500 seconds you will have a bit of an energy income (Example using NaK, because it is the most efficient coolant) but obviously cooling towers are the way to go.

    Thats pointless. Breeding enough plutonium to make RTGs a decent power source would take AGES and tons of nuclear fuel, so it is valid.

    Not to mention that IRL the half life of plutonium 238 is 87.7 years, or 1.21 years of continuously playing in 1 minecraft world to equal that many years ingame.

    Before IC2 experimental, power loss was after that amount of blocks, so you could potentially get lossless cables by putting a transformer of the same kind after every 40 blocks with glass fiber cable. This also meant that no power would be lost if you had less then 40 blocks going from your power storage, to your machines.


    Now in Ic2 experimental, power loss is based over each cable, so it is no longer possible to have lossless cabling as you will loose 0.025 EU every block instead of the old 1 EU every 40 blocks.

    I want to build a breeder... how do i get the depleted fuel rods working now?


    Uranium breeding was taken out. In its place you now have a 100% chance to get a depleted fuel rod, which you run through a thermal centrifuge to get 4 U238 per fuel rod, as well as 1 small plutonium per fuel rod. You can use 3 large piles of plutonium and 6 U238 for MOX fuel rods, which have half the life time of Uranium rods, but produce more energy (and not more heat) the hotter the reactor is, up to 5x at 100% heat. When you thermal centrifuge the depleted MOX you will get 3 plutonium per rod, and 1 small pile of plutonium per rod. Since you get 3 plutonium back MOX does not actually use any plutonium while running, instead it is more of a catalyst to cause the U238 to react. The plutonium that you get from centrifuging the MOX can be used for more MOX, or used in an RTG for small amounts of energy continuously, forever.


    Edit: Partially ninja'd by Omicron.

    I see the RTG as more of a "backup energy source", it works all the time, and produces a decent amount of power, but in order to get a lot of power from them you would need a lot of Uranium/MOX fuel cells. For example, to get 16EU/t from 1 RTG you would need 15 plutonium aka 135 Uranium/MOX cells, which would be more then enough energy to last a good while.


    As SpwnX said, they are a great portable, use anywhere generator for powering remote bases, quarries, miners, anything that doesn't need too much power and isn't near your main base.


    And as for "abusing RTGs as your main power source", I think it would be much easier (not as easy with GregTech) to spam solars or windmills for your main power source then burning through enough nuclear fuel for that amount of Plutonium, not to mention that (like I said above) as long as you are not running a mass fab, that much fuel should supply enough power to run an average base for a while.