Posts by MJEvans

    Technically, an admin could give themself damage-valued rubber tree logs and have a good shot at getting one that has a 'living' (possibly even ready to harvest) sap hole. However as explained in the other thread, there is zero chance of building a rubber tree in game other than from a sapling.

    Okay! Thanks for the info. As I said earlier - Luckily there is a splitter cable :)


    Which, at the moment, still doesn't work (I think this is a known bug though). Use a transformer to step down/up and a second to receive and regenerate the packets, then you can switch the state of either of them so that it mis-matches and thus shuts off the power.

    Scaffolding + left click silently consumes scaffolding extended above world height limit.


    I had a stack of 64, was /very/ much above 64. I just left clicked the whole stack to extend the height up... and when I got to the top of the tower it was 129.62 (128 for the top of the last block [0::128] = 128 blocks + 1.62 for player head level).


    Placement of the scaffolding should in all cases check that the scaffolding can in fact be placed on the top block.

    Which also, of course, requires the thermometer addon so you don't accidently blow your self up guessing where your temperature is.


    I've thought more about automated breeding and have similarly reluctantly reached the conclusion that a closed-loop control system is required. This currently means a human must be involved since there is no in game way of reading the reactor temperature and making a decision based on it. Which isn't to say that it's impossible to make the reloading mostly automated; it's just that there are still observations and decisions which need to be made by hand.


    I disagree on the offset issue though. For automated setups you want everything to complete at the same time (even if your uranium reloads are synced to your enriching cells or not) so that you can do something like detect the reactor's power output via redstone to trigger an end of uranium pause, dump spent, push buckets (to fill cooling slots), push uranium (reloading breeding slots), suck enriched, reload renriched, reload and hold for human confirmation.


    Though that sounds like a lot of effort to program via logic gates. Worse-Better would be just pausing it whenever it detects loss of power and/or a retriever pulls a single re-enriched uranium cell. (You'd loose a noticeable quantity of temperature, but not a critical amount which can't be restored by cutting off the external cooling for a small duration.)

    It already said this, and the last edit is ~2 weeks ago.


    "There is some chance (Seems to be 25% in ModernCraft server testing, but significantly higher in some cases.) that when you do, the machine will not be successfully removed and instead you'll be left with a gutted Machine."

    This behavior is intentional; though I agree you would think that the highest level wrench tool would be lossless.


    If you want lossless wrenches, grab and install the proper version of the Superwrench / 100% mod from the addons section; hopefully we'll get a config file option someday so I can stop patching IC2.jar.

    The chances that someone comes up with identical designs is extremely large. Please consider that before you bash them for not making them. Many of my designs have fallen into this category, already been done before. It's because there is only a few ways to get an optimal design and everybody eventually gets there and they are identical to each other.


    Plus, a reactor design isn't really worth anything. It's not like you have a copyright on a design (the same way a clothing designer doesn't have copyrights on the pattern) and if it's fame and glory one is after then they really should stop wasting their time here and instead become an actor, singer or engineer and build the next world wonder.


    I'm not implying there's any such thing as copyright, I'm -literally- implying that they copied without giving /recognition/. http://forum.industrial-craft.…ad&postID=28634#post28634


    That design is beaten soundly by Dezuman's except in the area of time. Still, by the time you need to cool this down you should have more than enough spare power or another reactor...

    Quote


    2. http://www.talonfiremage.pwp.blueyonder.…001511621s1r11r A pretty famous reactor made by dezuman. Has 3 efficiency, 84,84 eu/tick average output. It produces 120 eu/tick while running but needs 70 mins to cooldown after each cycle.

    How about basic a solar panel's output on a sliding scale. Mounted at wind-gen max level it can produce a whole 4 eU/t, at 111 produce 3 eU/t; at height 63 it produces an average of 2 eU/t and at bedrock it produces 0.5 eU/t (Well something like that; a curve based on height).


    The explanation for that would be access to more radiation.

    You know, thinking about it; I didn't notice the material cost for solars back when they used copper wire instead of circuits (which bumped up the iron count too BTW); The awesome thing is, you can make 64 solar panels at /once/ -bam- done.


    The major problem with the nuclear reactors is that /nothing/ stacks except (the one reactor you make) and chambers which is an end product. None of the 3 chests full of cooling cells / IHDs stack, even when undamaged. If they'd just do that empty battery thing of stacking it'd be way less annoying.

    It would take 3 nuclear reactors (http://www.talonfiremage.pwp.b…=1o10101001501521s1r11r10) to match the output (ok just ignore the 10 eu/tick diference). Each uran cell makes 4 million eu so you would need 250 of them to get 1 billion eu which is quite easy to get in 31,25 cycles (87 hours).


    500 solars cost:
    LAGLAGLAG
    5000 iron
    do i really have to continue?....


    Yeah, I was asking for Tin and Uranium use. You've outright ignored the tin.


    Edit: My own math on fuel...


    As a suggestion, you might want to build an average 250 eu/t of these (5 of them total) in a single chunk with the timing circuits (should barely be possible if sharing water for reactors): http://www.talonfiremage.pwp.b…=1l10101001501521s1r11r10


    Run at a 1:11 ratio it averages 53.33eU/t as noted in the table here: http://forum.industrial-craft.…page=Thread&threadID=3189


    I'll accept a total of this, plus the non-redstone ore count for the 5 reactors + sufficient breeders to feed them at the drawn-out rate. Since the energy produced is constant you can skip the timing check (your eU/t is a little better using this setup so you'd win here) and just go right for the fuel costs; we can even assume you run a perfect breeder and manage to swap the cells instantly to get 16 out of 1 input.


    Actually why don't I just do the tin numbers for you.


    Eff 4.0 means each end-product uranium cell produces 8 million eU in it's lifetime.
    1000000000/8000000 = 125 cells used (though each reactor takes 16, so that's 128 total)


    128 takes 32 breeding clusters to complete, which means we need a total of 160 uranium cells in-system. Lets say that 8 of them are made from uranium raw and the remaining 152 are enriched; further let's state that 24 will be residue from the reactor. Now, this process will consume some coal, but we'll say that you've found it while mining the other stuff you needed and saved it.


    2 tin for 8 cells * (the other 8 go to the miners)
    8 batches of 4 tin each for the 128 primary cells.
    16 uranium + 8 uranium = 24 uranium (easily realistic)
    32 tin doesn't sound so bad either.


    Ok, the fuel is manageable, but what about the reactors, including glowstone dust and lapis luazi?

    Rick, how much does the cost for 1 billion power units cost, including tin and uranium, if using 500 solars versus a nuke reactor; go ahead and pick any non CARUC/CASUC design you like.


    Solar:
    3 glass
    3 coal
    12 iron
    6.5 copper
    13 rubber
    8 redstone
    8 cobblestone


    500 eU/t over 27.7 Hours of RL, 'daylight in game', hours in minecraft (during this time you could make an even larger array)


    Let's be conservative and say that you game for 1 hour a day on average, but that you are using a bed; lets also say you built in a desert to maximize sun use; that's more or less a month.



    500 Solar:
    1500 glass
    1500 coal
    6000 iron
    3250 copper
    650 rubber
    4000 redstone
    4000 cobblestone

    If you're like me, you want to make exactly one mining trip in to the depths of the underworld and then be done with it. You want to know exactly what to build, and what you need to build it the first time while wasting as little as possible.


    Based on recent forum discussions and undocumented redstone powering of machines, this is my optimal list of required items to get started (after you have, you know, shelter, food, and a place to store all this crap). It ignores food, ladders/platforms and fuel for furnaces, but lists exactly where you should switch over to the proper methods of doing things. There are some extras, but this is what I want to /start/ with (and dropping the electronic furnace only saves you 5 iron ore and nothing else you'd be scarce on)


    Edit:
    I've also uploaded a video form of this:
    http://youtu.be/GSEmKdRODss Episode 1.1 - the first machines
    http://youtu.be/UalrpoTHfzo Episode 1.2 - tier 1 completed



    (iron quoted instead of refined iron glitch still present, does not effect mining need totals.)
    Since I'll be a few more hours without being able to upload stuff, here's the table of directions and the totals the formula reached, in CSV format (copy, paste, save as file.csv use in the spreadsheet of your choice).


    http://mproj.net/img/ic2-startup.xls :: XLS link version now uploaded.


    http://pastebin.com/uDF0CSnn (save the file as something.csv not using *.txt mode)


    or