Posts by Kane Hart

    bah, deny bukkit is not smart at all, it "musthave"

    running bukkit server, expect few problems (dispenser duping, rubber leaves) it adds no additional bugs.

    orientation lose is clientside rendering error, RP + BC + IC run fine without any other mods on standart textures.

    Don't get me wrong I would not run a IC server without bukkit. But for them to not really support bukkit in anyway and have their so called official server bukkit :P

    But anyways back on topic. I have not experince this issue since 1.15.

    Each engine produces a fixed amount of BC energy at a fixed rate. They consume an amount of EU based on an equal conversion. The problem you are refering to is due to BC's energy pipes, once you transmit the energy into BC's network, it is out of my hands. However, the engines are designed to power certain objects, for a quarry, a large electric engine, by itself, does a good job.

    Reading that doesn't sound like a good answer. The short version is, the engines will consume up to their rated EU, and no more.

    Ahh so the short answer if I'm getting this right. Don't use pipes go directly to the engines and your golden?

    Dunno, I am unfamiliar with that mod.

    Pretty much IC power to BC power and BC Power to IC Power. It sounds like your mod does that and I assume done the math and etc. Problem is if you feed a quarry with 512 EU it will eat 512 without capping and of course not speeding up like say a mass fabicator does. Or you can run like a batbox and feed it at 32EU and use the same energy. Kind of sucks in a way. So I was just wondering if yours did any kind real caps to not bleed energy or maybe your mods not even like that period hehe.

    What power converter mod were you using? I found well pun Power Converters to take any and all energy and it really sucks when doing work on creating things for example I have a large quarry if I pump in a MFSU it will drain the MFSU at like 512 EU... I had to use a batbox to downgrade it. So I was wondering if you had better suggestion.

    This bug seems to be actually fixed. Are you sure you using the latest forge/1.23?

    I seem to have everything working well and I can't seem to flip the orientation anymore by placing random blocks and such near my MFSU's like before. That and it's not really hard when was bugged how you placed it unless you have short term memory. Just feel don't look ;)

    We have about 100 active members on our IC Server we started a week ago. 90% of us did not heard about it since about 2 weeks ago and the 95% of us never played it before. They seem to have done pretty good so far with it.

    TBH I would just config it in. There is going always be the group of people who don't want to much the RPG style. I get why you do it I agree with it and will use it. But for them eh is it worth having this argument and fight and using up your time? Everyone is unique and different might as well give both parties what they want.

    If not recommend someone to create a mod if their is enough mod support for such a feature already haha.

    IndustrialCraft was meant as an industrial mod.
    In real industry, you quite never move machines or factory. You actually carry all components to the location and assemble the machine right there.
    Originally, in the early IC1, players couldn't remove machines without "loosing" them at all.
    Upon quite frequent popular demand i've agreed on adding a special tool, capable of removing the machines without destroying them, to some degree.

    However, the concenpt of "machines are meant to be immobile" remains and as such the chance for wrenches to fail will not be removed.

    The only exception are machines MEANT to be moved frequently. Most trivial case is the miner. For these sort of machines wrenches will work to 100%.

    You mean just the diamond-pipe dupe bug right?
    He fixed all the SMP crashes + reduce network usage to <1%. *sarcasm*

    He fixed the bandwidth crash actually also. Like the flood causes the client to go bye bye.

    BTW this happen in bukkit in the past and other mods. I must admit the bandwidth thing to the client is actually an easy fix from client and server. You can increase it pretty easy I know I did testing for spout on this. But anyways there you go I wish someone compile this for the bukkit version soon.

    Look it was built for the PVP server owners who requested it, because nano suits were not balanced for them, not for SSP, if you don't like it, guess what you don't have to make it, and you don't ever have to think about it, obviously it wasn't designed for you, so what difference does it make for you?

    I agree with this and accept it 100%. But your lacking an equivalent range damage for use against nano suits.


    Except IC already has the Miner, which is, in my opinion, a more elegant solution. Why does Industrial Craft need clearcut quarries?

    I was like the same way at first I mean derp why? But in the end I actually enjoy it. Now BC add more to is the sorting the storage all the fun but in a way be neat to also cut large area's maybe to empty out large areas for bases and such but I guess you could always nuke it ;)

    I'm a tad suprissed that this has not been created into an addon yet. I know F4113nb34st is going make one and also nallar claims to be making one else.

    I guess a suggestion for the modded ones. Be possible have 2 energy Crystal Slots? Why? because 90% of the time you will only use say 80% maybe less maybe more of 1 blue crystal. Be nice to be able to discharge the rest of it + work on the next one per miner hehe.

    As far as a bukkit port, please, be my guest. I'll post the source. It's a bit messy right now because I just wanted to get some features in.

    I think there are a couple of things in play with your observations in that post. First, the quarry can store energy itself, which is probably why you are seeing it operate after the energy stops. If you look at my posts a little higher up, you'll see that the quarry can store 7000 BC Energy and it uses (2 + energyStored / 1000). So, as you can see, a fully charged quarry will run for a bit after the energy going to it has stopped.

    The other problem your seeing I think is related to the way BuildCraft's energy system is set up. Overage is discarded and machines always request the maximum even if they are already full. Most machines I've looked at request a maximum of 25 BCE no matter what. So I think a good rule of thumb is never convert more than 32EUs to a machine. I don't think there's ever going to be 0% loss unless BuildCraft changes the way machines request energy.

    Does that make sense?

    That last part made more sense to my issues I think. The question is does it sound right a quarry can run on 3EUs? It seems unlegit to me haha.