You could also just use the pulses to reset the timer and have the timer's pulse trigger something.
Posts by MJEvans
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Yeah, (sneek/)shift-clicking really changes the game. However I haven't tested encased redpower wires yet; those might be usable from the side.
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I'm quite glad you were able to fit that inside of that test chamber. The area he built it in is a 16x16x15 high (the floor already had a layer which would have been a pain to remove) chunk which has 3 thick Re-Enforced Stone walls and a semi-complex zix-zag entrance to prevent any explosions from escaping. The entire setup could probably be condensed in to half a chunk. Since I didn't do the work you'd have to ask Chronophaser if he's interested in sharing a .schematic of this. However this is effectively a small divergence of the breeder I was planning (I had planned to just keep it hot, stop bucket flow+reactions and automate swapping the enriched uranium cells /quickly/ but that needs RP4 stuff so I'd been holding off for 1.0.0 compat IC2).
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The redstone and rubber requirements of the circuit based solar panels /are/ probably quite intense. I suspect that I'll be taking a hybrid approach on the next world I make; the fact that a wind-gen is only ever so slightly more costly than a normal generator means I probably /will/ start with that instead of even a generator (esp while up an RP2 rubber tree).
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IC thermometer? Version 1.15 crashes on recharge in 1.337b worlds.
Probably someone tossed a thermometer in to a batbox or something and when it tries to charge it crashes. What happens when everyone removes that or uses the alternate thermometer mod from later in the thread?
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You should /really/ run a local server so you have /give or /i (via that admin pack that compliments ModloaderMP; MPUtils). Then you will want to make the same contents as the chest I had above. That should be more than enough to jumpstart you to an automated miner which is what you really need to level the field; otherwise interacting with cave-dwellers will skew results too much.
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I /think/ I've seen this before as a version mismatch/mods wrong... but am not 100% sure; which is why that's among the details I'm asking for.
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Minecraft disobeys conservation all the time. Don't try to think about it, it's a waste of effort.
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Did it work before, is their client using the EXACT same set of mods for you? What errors does the server console see?
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You can put in redstone dust, with a rate of 1 redstone : 1 macerator operation
Bottom slot for the redstone dust fyi
Undocumented feature! That seriously changes my preferred order of tech startup... I wonder if extractors have the same benefit? Though that's a lot of RS dust... I'd probably be better off investing coal in a battery...
Yeah. So if that's the case you process 9 iron and 6 rubber the old way while building the macerator; then your iron is conserved at the cost of 1 coal + redstone (and a copper cable) but you still need one more rubber to build your generator. Finally the extractor requires 9 more iron and 6 more rubber.
Given that you'd want 13 rubber, 17 iron, a bunch of tin and copper (you'll get more than enough in your travels, but you might want to make an iron over a tin bucket depending on your balance), at least one redstone block (but I vastly prefer 32+ dust so I can build a miner and never go down again; however that also requires several gold).
PS, you're going to want an iron pickaxe to mine effectively, so + 3 iron the old way.
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1 Huge thing i forgot here is that solars dont work at night and neither will they work with rain and thunderstorm. So to get the 128eu/tick average output you would need like 256 solars instead of only 128 doubling the costs for a solarfarm. This makes the solars so much more expensive that a competition would be completely pointless.Speaking of storms; what happens when a nice big storm or two rolls through and your generators have a chance of popping? Murphy's law does tend to strike at the worst moments.
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external heating is op thats why 0 chamber reactors are so imba. If each chamber would provide like 4 or 5 cooling things would change i think.
That doesn't seem likely. The reason that won out is because it offered the cheapest access period. Reactors are just plain expensive and the 'winning' design had the best balance of resources to power production while still having tollerable efficiency. If you check out the table and possibly use your /own/ requirements equation other options might be better for that case. The question here is more or less, 'how can I get the most out of my uranium without spending lots of resources?'
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How do you power your macerator without coal-dust to make batteries and without a generator to make power?
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Batbox is not a good idea; it can output 32eU/t in this scenerio. That means 4-5 windgens can max out that tower. You're probably better off, material wise, to build enough obstructing windgens to lower everything's effective height to 80 and just eat the generator efficiency loss for the scale of packing way more than 2x in to the same space to get that obstruction count.
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I forgot to mention earlier; the seed I chose for this 1.8.1 world was 'ic2' I moved the spawn point to about 0,0 and did the other stuff to make it a rotationally symmetric level. http://mproj.net/static/gen-compet.7z
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I'm looking for a bug-zapper, not a kill any moving object turret gun.
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Those RP2 Rubber trees do make nifty initial houses. Fuel and after an extractor rubber.
They're slow as sin to grow because of anti-griefing nerfs though.
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It would be nice if there were a Tesla coil that automatically treated anyone wearing any form of rechargeable armor as a friend and did not even try to zap them. If this is already the behavior; sorry I haven't had time to experiment.
Edit: oh yeah, tagging in the topic...
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Which decompiler is popular these days? It's been years since I knew of a good one and the last google search I did returned a bunch of stale results of abandoned projects from others who've touched java and then ran for the hills.