Posts by BrickedKeyboard

    Can anyone give me an idea of how many concurrent requests I would need to make for 9 buckets (per request) to keep one of these 1k+ EU/t CASUCs cool? As it stands now, I can stuff 9 buckets per 0.2 seconds into the reactor. Double that for each Retriever/Sorter I place in the system.


    So, I guess the big questions are:
    1) Ice or water: Water is easier to set up, requiring only pumps and pre-made buckets. Ice works better but requires pump+compressor+compressor. Which costs the least in startup resources?
    2) How many IC2 machines are needed for each setup at the maximum needed speed?
    3) What's the best ratio of U-Cells to Coolant for each setup? (In a 5 core reactor w/ external cooling)

    Worse case scenario, 8 buckets/second. The hottest possible design needs 7 buckets of cooling, the 8th bucket is to catch up if you get a little behind. Only tricky bit is pipe lag : within the space of 1 second you need to retrieve all 8 empty buckets AND insert all 8 full buckets before the second is up. It takes time for stuff to flow in the pipes, so the 8 buckets needed need to be in close proximity to the reactor destination inside the tube loop and you might need to desynchronize your retrievers. That is, if you activate all 8 retrievers on the same tick, will the first one grab the first bucket and then all the other ones try to grab that bucket and fail? If not, then that part will work nicely, you just need to stay ahead of pipe lag. Not sure what the sorting machines will do for you that the retrievers don't already do.


    The design I am thinking of is 8 retrievers that activate every 0.8 seconds and 8 filters that pull from 8 transposers every 0.8 seconds as well. Possibly with repeaters to offset their activations by 1 tick.


    For Ice vs water :
    Ice : Advantage is SAFETY. You can keep several full stacks of 64 ice in the reactor, consuming at most 6 ice per second (so 30 seconds of cooling). You can have the excess ice flow past an item detector ever so often..if you don't have excess that means the reactor is burning through ice faster than you are making it and you can just trigger an automatic shutdown right then. You can have 2 or 3 minutes of cooling reserve, giving your auto-shutdown system time to work.
    Disadvantages
    1. It lowers the efficiency of the reactor significantly since about 20% of it's output has to go to running ice makers
    2. It requires a LOT, a ridiculous number of pumps and compressors. Like 90.
    3. It makes breeding half as effective, and breeding fuel is huge if you are playing legit


    Water is more dangerous, more efficient, and twice as fast at breeding.

    Please release a version with IDs changed to something that works.


    I don't feel maintaining backwards compatibility is needed because as it was, in previous versions of this mod your shields were not debugged enough to be useful. The point of the shields is to create a near impenetrable barrier to most human griefers in SMP. Monsters are not dangerous enough to need this good of a defense. Since previous versions had ways to beat the shield (like inhibitors in beta 2) there was no point in building a base protected by shields since they could be easily breached.


    I feel that your mod is VERY close to working : if that inhibitor bug had been fixed, I would have been using beta 2 like it was. Alblaka is happy with your work is well, and I hope he will invite you to the IC2 mod team and add your mods to core IC2. That will save lots of block IDs since shield parts would become a part of the "machine" blocks in IC2.


    Another thing : I think IC2 could have been released earlier since the extended beta testing didn't find several major bugs. The sooner you release a new beta, the sooner you can start work on a hotfix for all the bugs we find.

    Agree.
    Eloraam is talking about making her engines MUCH more complex. There will be steam production of some sort (I would guess that you could either build a regular boiler that uses fuel or when you tech up enough make it a nuclear boiler or even a fusion boiler) then a maze of pipes and valves and control switches and then turbines connected to generators and then condensors.



    All of it simulated with presumably fun consequences if you use a poor design...


    I think if and when this happens, IC2 should either allow us to disable the IC2 reactor or I guess we as players could nerf the IC2 reactor and regular generators. That would give us an in-game reason to make ELoraam's much more complex contraptions. Just pretend the IC2 reactor is actually a thermal radiosotope generator like the one uses in the Voyage space probes.

    Or you could just TMI yourself some charged Lapotrons, or use Equivalent Exchange to convert cobblestone to coal and run generators or something.


    Cheating is cheating. Clearly teleportation across vast distances of unlimited numbers of items ought to cost SOMETHING in the way of resources other than 1 diamond/pipe and uh some other minor resource.


    Only reason that Additional Pipes doesn't charge anything is that Zeldo needs a faster computer (or spacetoad needs to optimize his code). They were intended for reducing computational load, not as a cheap trick.

    It's not that bad.


    You are forgetting that there is a new feature coming in a day or 2 : The RedPower 2 RETRIEVER!!!


    I did a bit of quick planning : if you have an array of 4 retrievers and 4 filters sending water buckets back to the reactor (plus 4 deployers). Assuming they can operate twice a second. (timer delay of 0.4)


    Use a 5 chamber reactor, with just 1 pipe entering the reactor.


    Here's a design : http://www.talonfiremage.pwp.b…=1l10101011g01521s1r11r10


    This assumes that the fix was good and that reactor inventories are now properly handled.


    So twice a second, we take out empty buckets and twice a second send in full ones. That's 2000 heat removed/second, and the reactor needs 1704 heat removed. There should be 1 full bucket left at the end of every reactor update (which happens once a second)


    The energy shield addon will help a ton I think...could shut the shield down for refueling the reactor, and it means that all the complex stuff (the retrievers/filters/pipes/circuitry) you can have OUTSIDE the containment, so if you blow one you only lose the reactor itself plus a little bit of piping and wiring. Could even rig up a circuit to shut down part of the energy shield every 5 minutes and have a transposer suck up the contents of the containment chamber (which would recover any cells and reactor chambers dropped from the explosion)


    The big advantage of this over an ice cooled reactor isn't EU/tick : it's EFFICIENCY. That's why the above proposal is a terrible idea...why give up 15% of your total energy output per uranium ore?


    You cannot massfab for uranium, and it only takes 3 hours to burn up 30+ cells in one CASUC. After 40 hours of play I only have about 90 uranium I have legitimately gathered. That's using a set of 3 miners about 30 times.

    Inhibitor : nullifies any force field within the boundary of the force field that the inhibitor module is installed on. The detector tells you if a block is affected by an inhibitor field or not.


    The hardner causes the field to destroy any blocks in the way of the shield blocks, so if you are using the area shield it will form a complete cube or sphere around the generator.


    The hardner is a crucial upgrade if your goal is true protection against griefers.

    Gadget : then can you add a config file option to disable the crafting recipe of inhibitors? That would be pretty trivial..


    Just find the part of the code where it creates the config file, add one more variable. Make the part of the code that parses it scan it and set a boolean flag variable based on what it finds. Make sure the flag initializes to "true" when you declare the variable. Add an if (variable_flag){ } around where the mod declares the crafting recipe for inhibitors. Players would no longer be able to "take" inhibitors from the crafting grid.


    Sheesh, the fact you're able to port mods successfully means you ought to be able to do this in 5 minutes and have it compile and work the first try without errors.

    Hey Gadget, did you fix the inhibitor overlap bug? If you didn't, the shield is worthless in SMP. The bug is this : one shield can inhibit another shield if the first shield has the inhibitor addon, and frequency doesn't matter. The way it is supposed to work, you cannot inhibit one shield with another unless you match frequencies precisely. The tube projector already works like this, so look in your decompiled source how it does it and apply the same check to the area shield and it'll work.


    This mod has a few bugs, but that's the only showstopper that prevents wide deployment of the mod. Fix this bug, and the shield will actually be able to secure bases against intrusion by players.

    No, no no. Alblaka, don't waste your time catering to these N00bs. Both Buildcraft OR Redstone Power separately let you totally automate rubber production with a slightly complex mechanism.


    For a Buildcraft only mechanism : set up a tree farm with the rubber saplings planted automatically by a builder. After a timer expires (which would ideally be a redstone power one but you could use 10,000 repeaters I suppose) have the builder switch templates (with a wooden pipe to do this automatically, though a RP2 filter works better) to a clear template. The clear template removes all the trees, obsidian pipes suck them up, and diamond pipes redirect the wood the extractors. The rubber gets pumped out of the extractors and sent to a chest. Switch templates to a build template, and replant.


    With RedPower 2 : use a deployer, bonemeal, blockbreakers, and various timers to auto use the bonemeal on a sapling, followed by breaking the wood from the tree with the block breakers, and finally replant by having the deployer use saplings on the ground. The wood goes to an extractor.


    I have a hybrid mechanism that uses stuff from both buildcraft and redstone power, and I have entire chests stuffed with rubber.

    note that HV cable is also capable of carrying EV packets at 2048. using that it doesn't lose all that much, relatively. Above a certain distance it loses less power than glass fibre.

    Nope, glass fiber is better in all circumstances. The ONLY time glass isn't the best cable is in the game is at 3 EU/tick or less. Then tin is the best.


    Consider this : go 20 blocks at HV (512 EU/tick). You lose 1 EU, or 1/512 of your energy. Go 20 blocks at EV (2048 EU/tick) in a 4x insulated HV cable (1 EU/block loss). You lose 20 EU, or 20/2048 or 5/512 of your energy. So glass is best.

    I just tested it on your server. So far, so good. All of the addon blocks work now.


    MAJOR BUG FOUND :


    If you find a shield guarding something you want to break in to, you can easily break in with 2 minutes work.

    1. Just set up a batbox, an area shield, and an inhibitor upgrade.
    2. The frequency of the area shield does NOT matter
    3. Turn on the area shield. It will cause the shield that it overlaps to vanish. Now you can just sprint on over (before the batbox runs out of power) and get inside.


    I just tested this on your server. The fix is simple : a shield with the inhibitor upgrade should NOT be able to inhibit another shield if that shield is on a different frequency. Then someone could still break in, but they would have to guess one of 9999 possible shield frequencies.


    Limitations


    1. The subwater upgrade removes water permanently if the volume removed is large enough. If you log in and see, I have permanently removed the ocean. The fix for this would be to save in a separate file the exact coordinates of every source block that the subwater upgrade removes. That way it would put things back exactly as they were.
    2. You made it so that none of the projectors or generators can be damaged or touched with anything but a wrench. You could just map the onBlockRemoval() event so that if a projector or generator is ever broken, it calls the same code that you call when a generator runs out of power or has it's redstone turned off. This would make is so that generators can be destroyed in PvP, and also so that if an admin accidentally removes a generator in creative mode the shield blocks won't remain. Look in BlockMultiID.java in src\Minecraft_server\ic2\common


    Suggestions :
    1. Allow adjustment of the EU requirements for the shield in the config file. I do feel that you have the balance just about right, but some people would want to tweak this
    2. Add a variant of the shield block that has a BLACK texture. Add an addon block called a "fog of war" addon. It would use a recipe with squid ink in it. This makes the shield not transparent to light, and would make it so that players who are using a texture hack will not be able to see your base.
    3. Ask Alblaka to add this mod to the normal codebase for IC2. It is really well done even with the problems above, and it would be awesome if it were throughly debugged and tested by the IC2 beta testers, and it had sound effects. It could also use recipe tweaks.

    Looking at your code, it looks like you only create the field ONCE when you power up the shield, updating the generator every 10 ticks. However, there's something called "forcefieldworldmap" that does something I have yet to figure out, but there's a loop that does stuff with that. It seems to somehow iterate over some or all of the shield surface to be sure there isn't a gap. And the shield blocks themselves will create new ones on neighboring block updates. It does like you made a reasonable effort to take performance into account, I'll have to carefully analyze your code line by line to be certain.

    I just did some basic testing in SMP.


    The mod does seem to mostly function. The EU injector was working, I tested a couple of projectors and they worked, and the core worked.


    A large dome consumed 110 EU/tick which seemed about right.


    Now, things that didn't seem to work :


    Neither the Inhibitor, nor the dome, nor the subwater upgrade seemed to do anything at all. I tried placing them next to an area projector, above one, below one....nothing seemed to happen even when I turned an area projector on and off. The hardner upgrade DID work...my client crashed when I used it, but it didn't crash the server and the items dropped properly when I logged back in.


    Things I worry about : every tick, is your mod checking every single block along a shield? How else does it know when you break a block where a shield should be? I didn't seem to experience any performance difficulties, but this is on my local test server. I worry greatly that this will lag my main server.


    Also, I discovered that if you break a projector in creative mode, the shield is now permanent and cannot be removed. You can't break the shield blocks in creative mode, and putting a projector in the same spot and turning it off and on doesn't work either. This is a relatively minor issue.