Posts by SpeedDaemon

    I'm having this happen quite often as well. Miners can't path to ores through fenceposts from the side, and will shut down until you go down and clear the fence.


    It might actually be the half block above the post that's the problem, because I've had them get stuck when there's a post in the block right below and to the side. In that instance, it actually mined the plank block that was on the fence post before shutting down.


    Really annoying, because the fence post isn't necessarily right next to the miner, and sometimes takes several trips down to find the problem.

    ... and hell of a lot smaller then some of the water bucket designs ive been running across... next phase ill test it personaly :thumbup:

    Really? The water bucket-cooled reactor and breeder that I built were pretty small... Heck, the breeder is really only a 4-chamber reactor, 3 filters, and a deployer, with some redstone and tubes to tie it all together.

    Ok so here's what iv'e come up w/ so far for Ice generation idk exactly how long 1 cycle for nuclear reactor is and if some one can tell me ill tweak the system so that it enough ice.. little info before i show is it only using 2 obsidian generators to make the ice(as of now tweaking may be needed after more info). and the obvious EE conversion to make it into Ice. for a 5 min test it fill 3 1/2 double vanilla chest so 54 x 3.5 = 189 stacks of ice in 5min.. so w/o any further interruptions heres what it looks like.

    Uranium cells will last for 10,000 reactor ticks (10,000 seconds or just under 2hr 47m)

    Someone in the armor ideas thread suggested "Static Boots" that charge up your Batpack as you walk. Sounds like it would be similar to this mod and equally useful - especially for those of us cave dwellers who seldom see the sun!


    Think you can do it, RichardG?

    I like this idea... Piezoelectric boots that generate like 1EU per step, but make you use food at a slightly higher rate (maybe +10-15%).


    Not part of the quantum suit, though... I think by that point your tools should just use the q-armor's energy storage as a batpack, which is plenty of energy to not have to worry too much about it.


    But I totally digress. Nah, if you want "EEEEEEEEvil!", make the whole building an HR office. Back when I entered the workforce, it was called "Personnel", but it's harder to exploit someone when you have to verbally acknowledge that they are, in fact, a person. When they are a "resource", HR can look at you the same way you or I consider that stack of coal in our workbench chest.

    Ok, now I *definitely* have to put Catbert's office in my Evil Lair... In this case it's "MR" (minion resources), though...


    (if you like building evil lairs, check out the game Evil Genius... it's a few years old, but it's great!)

    I don't think you'd actually need the transformers... just wire up the outputs of both MFSUs to the cable, and run it into the mass fab. Cables can handle as many EU packets of the correct size as you can send.


    The mass fab can only handle 512EU packets, but I think it can accept more than one per tick (which is why you'd see ~1024EU/t there.. one for each MFSU)


    *ding* *ding* *ding* we have a winner
    for "1.9"/1.0 you'll have to restart again as any 1.8.1 worlds won't work right. (they'll work but you won't get the new features)
    so better to just wait for the new version, forge to be updated and the next IC2 version before restarting.

    Hopefully it will be faster than the 1.7->1.8 update... Since the pre-releases have been out, I think some of the prerequisites are more or less done already. I know Eloraam said that she was able to get RP2 to compile for 1.9 very easily. Hopefully the same will be true of IC/BC, etc. :)


    Quote

    Eloraam: I managed to get RedPower running in 1.9pre5 last week, and it didn’t
    take all that long. I’m expecting that the 1.0 version should go pretty
    smoothly.

    Seems high...
    Here's how I got to that number:
    1 ore can be used to make 8 depleted isotope cells
    In a good breeder, you use one cell (2 cells over 1/2 cycle) to recharge 8, so you net 7 (87.5%)
    That gives you 28MEU in a 4.00 eff reactor (plus the bonus EU from the breeder)
    From what I can tell, you get 50% near-depleted cells back, and 87.5% again from breeding (43.75% for each use/recharge cycle)
    After about 3 cycles of use/recharge, you only have a 50% chance of still having one of the 8 original cells left, but that gives this:


    First charge/use cycle
    7 cells
    28,000,000 EU (4 eff reactor)


    2nd cycle
    3.0625 cells
    12,250,000 EU


    3rd cycle
    1.33984375 cells
    5,359,375 EU


    4th cycle
    0.586181641 cells
    2,344,726.56 EU


    Total from 4 generations: 47,954,101.6 EU


    48MEU, plus the bonus from the breeder, per ore... that would mean my 100MEU CASUC reactor really is only burning about 2 ore per run. 8|


    and people are saying that nuclear needs a buff? :P

    Since I learned about the cascade water cooling system, I have no worries about evaporation any more. Basically, place the water source blocks 3 spaces up from the core (so they are just outside the 5x5x5 cube in which evaporation can occur). The falling water continues to cool the entire containment vessel, and since the source blocks are never evaporated they constantly replenish it.

    As an additional safety factor, I've been using blocks above the reactor to get the water to fall in a ring, so I don't have to rely so much on water physics. I had a few problems with it not flowing into all of the spaces sometimes (esp. if using pistons to control the amount of water around the reactor).

    Yep, a few solar or wind... I hate big unsightly wind/solar farms, but with solar, it's easy to build enough into your roof to handle a few power vampires like that.


    Edit: Lots of storage and a good nuclear reactor works, too... 100 mil EU will keep an induction furnace warm for almost 2 months of 24/7 playing :P

    I've been blowing up 3-chamber 30 U-cell reactors for an hour now, and haven't been able to get through more than one layer of re-stone or re-glass... Granted, if the second layer isn't also re-something, there are problems...


    Seems to be two layers of re-glass or -stone, or about 4 of obsidian or c-foam. Seemed like it took more the last time I was playing with this.


    Also remember that the farther your wall is from the reactor, the more spread out the explosion energy is. That's assuming that the explosion physics are the same for reactors as for vanilla TNT, etc...

    Quite; while your probably won't blow up (for a while; I suspect the cooling water may evaporate enough for it to slowly heat up), it will swing through the zone where the reactor hurts the user. My reactor design replaces exterior water cooling with a little internal cooling and the IHDs also act as dampeners for the thermal swings to keep the reactor in the sweet zone without going over 70% max temperature.

    Oh, it was evaporating water quite regularly. :) The cascade above the reactor pre-configures the flow so it drops straight down in a ring, and the evaporation doesn't budge the temp at all (checked regularly throughout the run with the thermometer mod... it was always exactly 9770 (the tick after a bucket went in), or 10020 (the tick before a bucket went in)).


    This reactor doesn't hurt the player until 10640 heat, and since the temp is stable with the reactor off and 20 DI-cells inside, you can avoid going that high.
    The startup procedure is:
    - Check timer/counter config, reset timer, and make sure reactor is redstoned and pistons are in the heat-neutral configuration (11 external water)
    - Add uranium and depleted isotope cells. This brings reactor up to 20 heat, with 20h/t heating and 20h/t cooling
    - Add 5 lava buckets, which brings it up to heat-neutral 10020 heat
    - Add two water buckets to take it down to 9020 (going to try to automate this part)
    - Turn it on. It takes about 3-4 seconds for the first bucket to get into the reactor, getting you up to 9770 or 10020 heat, where it becomes stable again.
    - You can add another bucket manually to bring it down to 9270/9770 (or 1 bucket and 1 ice for 9020/9270 if you're really OCD), but it's not necessary
    - If you're really, REALLY OCD, after you have it down to 9020, open the -1h/t piston for 19 seconds to bring it to 9001/9251 :P