I increased the burn time on my nuclear fuel by a factor of 4. What do you guys think of this tweak? As it is right now, nuclear is pointless compared to solar because you burn through fuel so relatively quickly.
Posts by BrickedKeyboard
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It's a matter of scale. Sure, a generator gives 5x more energy, 8x if you include the night.
But have you ever tried to keep an array of 20 generators fueled? At a certain point, you end up spending most of your playtime just getting more generator fuel.
Hence, at a small scale, renewable energy is weak but at a large scale solar dominates because there is only a limit number "Steves".
The same applies to lava generators. On my server, I have a friend who has a bank of about 40 lava generator mark IIs. He's making over 600 EU/tick, and i have no problem with that. However, at that rate of consumption he's actually draining entire, 15 block deep and 100 block wide, lakes of lava. He has to extend a pipeline to a new lake of lava every few days. It balances things.
A 600 EU/tick solar array would run forever without maintainence.
By nerfing it to half, it still means solar is quite good on a large scale, but it makes using nonrenewables a much more viable option til you can come up with the iron you need for enough solar. Whenever I've played, or seen others play, I notice that going to a solar array to run everything is the first thing people do after making a generator.
Rick, you already admitted that wind was better than your small, early nuclear reactor and you cannot get enough fuel for your big nuclear reactor without cheating. There's no way to legitly come up with 28 fresh uranium every 2 hours 40 minutes. Now, that same reactor gives a lot more energy for the same amount of fuel over time, and requires less babying.
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I investigated this further. Whatever you did to tin, it now has cable losses. The farther away the solars are from the receiver (batbox/mfe/etc), the more energy is lost. I did take a look at the decompiled code to see what you did but it's kind of a nightmare of functions...would take a long time to figure out how it works.
For short distances of cable and then a batbox, it works fine.
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I made the following changes to power generation on my server, through decompiling the server jar and tweaking a few constants :
Solar produces HALF the energy output it did before. Solar NEEDs a nerf...it's stupid how OP it is.
Wind is halved as well, since with the nerf it's still twice as good as solar and it is renewable energy that requires no maintenance.
This makes Water Generators just as good as solar (they were half what solar was before). I made them work ONLY if there are flow blocks adjacent, still blocks no longer count. That nerfs them a little.And finally, to compensate for the fact that nuclear reactors always sucked and were a waste of materials compared to tons of solar, and now you can no longer massfab for uranium so they are not even a renewable energy source, I made nuclear fuel last 4 times as long.
Opinions?
Also, I made recycling take 10 times as much energy. Recycling was the most OP and broken thing in all of industrialcraft 2.
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How could automatic reloading possibly work?
Assuming you are using RedPower 2, since I am not entirely familiar with the things buildcraft additional pipe mods add.
You have 2 filters pulling buckets. You build a complex mechanism to remove from one of those filters the bucket it has and to replace it with a depleted uranium cell. That lets that filter take out the depleted uranium.
Ok, so now what? If you try to force a bunch of uranium cells into the reactor, most of them will end up in the invalid slots and pop back out. You have to force a huge number in really fast. So you'd have to have a counter system to count out the number of cells you need for a row and then to force them all in at once.
Your NEXT problem is that buckets will be on the second and third row in the reactor when you try to do this. If you set up the other filter to remove the filled water buckets, you could then build a series of tubes that would count out exactly 9 empty water buckets, followed by 9 depleted cells, 9 uranium cells, 9 depleted cells, and so forth. It would put this pattern into a chest. Then, you'd have 4 transposers n the chest all attached to a 0.4 timer that would come on and flood the reactor quickly with all this stuff.
Still would have problems. The reactor code will check for excess items in the wrong slots at intervals based on I think an iterator varible that starts counting the moment the chunk with the reactor is loaded. This would be difficult to predict. So, you'd get your stuff thrown out of the reactor at the wrong time.
We could just wait for the patch, or simply edit the source code for industrialcraft so that a reactor with fewer chambers than 6 will have secret 'filler items' in the excess slots.
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This is a totally different case here, and for all practical purposes it is a bug.
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java.lang.NoSuchMethodError: buildcraft.core.PersistentWorld.getWorld(Lte;)Lbuildcraft/core/PersistentWorld;
at buildcraft.transport.TileGenericPipe.bindPipe(TileGenericPipe.java:125)
at buildcraft.transport.TileGenericPipe.n(TileGenericPipe.java:81)
at jf.a(Chunk.java:612)
at jf.a(Chunk.java:590)
at pi.a(SourceFile:188)
at ix.a(SourceFile:42)
at ja.e(ChunkProviderServer.java:105)
at ja.c(ChunkProviderServer.java:56)
at ae.<init>(PlayerInstance.java:28)
at so.a(SourceFile:184)
at so.a(SourceFile:250)
at gm.c(SourceFile:95)
at fi.b(NetLoginHandler.java:121)
at fi.a(NetLoginHandler.java:41)
at dr.a(SourceFile:94)
at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:369)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:287)
at ce.run(SourceFile:417)That's what happens with the duping fix in SMP. You really should have taken the 30 seconds to test it...your fix is useless in SSP (someone duping there is just cheating themselves)
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No. Evans, sorry I didn't see that. I choose "5" because I was going for the top slot but apparently the numbering system isn't like I thought.
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I was trying to build an auto-reloading system for geothermal generators today, and I discovered that you cannot stick lava buckets or cells into anywhere but the bottom slot. This is a problem because there isn't a way to insert a bucket and then remove a bucket using buildcraft or redstone power because you need at least TWO sides that can access the bottom slot : one to insert a bucket full of lava with a tube and another side to remove the empty bucket.
Looking at the decompiled code, I found the error in "TileEntityGeoGenerator.java" There's a switch statement that makes every side of the machine go to slot 0, the top slot, except for the bottom slot. This is a bad decision because if a player is trying to access the inventory of this machine from a side of the cube, they will most likely be trying to insert or remove fuel - it would be rare for a player to want an automated battery charger.
So I just added case 5 : return 1; to the switch and it works now. The machine also accepts lava buckets from the left side if you are looking at it from the front, and it works great.
Please take the 30 seconds to copy this fix into the next release.
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This is most likely from a buildcraft bug. I was getting the same crashes on my SMP server, and I turned off buildcraft pumps and it stopped crashing.
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I can tell you from experience that this IS bugged.
The fix I found was don't have the power cable come out from the bottom only - also have it come out from the side.
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Looking at the source for the scrap box, I found that they produce good loot more often than the junk. There's only 32 items possible, and only dirt is listed twice. Everything else has an equal chance of appearing - meaning that diamond appears 1/32 times.
Looking at the energy costs for recycling, it only costs 280 energy to make a piece of scrap and 2520 energy per scrap box. Since you need 32 boxes on average to get a diamond, that means that for a mere 80k energy you will get a diamond AND 16 pieces of good loot as well. You do need 36 stacks of cobblestone to make this happen.
On the other hand, it takes 9 UU-matter and 9 million energy per diamond with the mass fabber, or 1.5 million energy if you use scrap.
Where this becomes horribly broken is when you have quarries or cobblestone generators.
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On my server, I built a legit one in SMP. I had the same explosion problem due to chunk boundaries it appears.
I feel like you guys stole my credit : I've been using 2 filters for extraction with a maximum power level of 640 EU/tick the WHOLE time. It's ok, though. I considered the item detector like Rick is using, but I haven't bothered because either RedPower is going to work or it isn't. I'd prefer a more robust design, in 1 chunk apparently, that has excess cooling capacity.
I did end up having a torch under the reactor and a wire going to it to invert that torch. So if the wire is cut, the torch turns on, and the reactor shuts down.
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Kane, how did you remove them completely? A decompile/recompile of the code or some other method?
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The recycler is a really cool machine. And the ability to get even good stuff from the scrap boxes - such as diamonds and ore - is also cool (though I would like the ability to disable scrap-boxes)
However, combined with cobblestone generators from Redstone Power 2, and the recycler is horribly broken. It allows you to generate huge amounts of scrap and the resulting diamonds and slime and ore far too easily. I appreciate how you handled the ability to make iron from buckets with RedPower by allowing us to disable the crafting recipe for the tin bucket.
I'd like a similar feature for recyclers. If each recycler took 10-20 or so EU/tick, mass recycling would be far more energy intensive and the energy costs would be closer to those for mass fabrication.
Obviously, most players don't want 1 recycler draining power like that (especially since they aren't unbalanced when used with cobblestone and dirt from miners) and so this needs to be an option in the config file.
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I can confirm this bug.
On my server, 3 separate quantum helmets have been lost to this glitch. Lag may have something to do with it.
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It's a feature. Mass fabricators are delicate, expensive machines and the risk you run every time you wrench one is that you may lose it.
I was using one earlier yesterday like that and while I did break it, I was also able to wrench it successfully several times when it was powered. So I know it isn't a 100% chance, it's a random number generator and just a coincidence that the time you lost it it was powered.
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You don't need rubber for copper cables, gold cables, or high voltage cables either...