Posts by MJEvans

    There is still the 'luck' aspect of where and how you mine, as well as how you protect your self and your investments from creepers.


    One of the major drawbacks of using any kind of scaffolding other than glass for wind-gens is the 'local life' that it can cause to pop up. That's exactly one of the major benefits to denser solar-panel construction (less ground area to have as a base or otherwise lit).


    If you do decide to play out the test enjoy it. If you decide for a time-attack, the Q-boots are the easiest way of showing off that you had enough energy production capacity to create a discernible goal.

    Luminators with an internal operational buffer of one single 'time slice' of operation; timeslices 128 eU ticks ( 128 / 20 ) long. That cost should probably be something like 8 eU which would match a proposed 8eU energy tier. Up to 7 seconds of delay sounds OK for fluorescent lighting.


    The energy rate is then 0.0625 eU/t ; even a water-mill will be able to power a light with a reasonable number of blocks.


    More importantly; basic generators could then have an internal buffer of 8K and easily power a few lights across a day or two of bad weather.

    Bricked almost has a good idea there. You want the LV tin cable for the top 40, then a transformer capable of handling the entire maximum input (either an MVTF or an LVTF; it's actually easier (though not cheeper) to build an MVTF) then some proper cable to where-ever... of course you could also just thunk a storage unit at level 88 and call that your treehouse base.


    Still needs to /get/ there and build that stuff.

    I'm currently at the stage where I have a locally hosted server to put the finishing touches on this in. I generated 1024x512 blocks (2048 chunks according to MCEdit) and then copied, rotated 180 and pasted. The center has a gutter of bedrock filling in 3 tiles from each side (6 across) and 64 high; the 64 above that are empty air. In the middle are two chests.


    It looks like everything that doesn't have to think got copied correctly. Unfortunately it seems that rubber trees might need some extra data for the sap-holes; I'm planning on adding these things to the chests, but want some feedback before I customize that.



    Quote

    * Each person starts with a SINGLE diamond pickaxe, a SINGLE diamond axe and a SINGLE diamond shovel.
    * Each person also starts with 10 personal safes (or 20 chests if personal safe isn't available), a Generator, a macerator, a stack of logs and 4 stacks of glowstone. Nothing more, the rest has to be manually harvested and crafted. (The reason for the starting resources is to even out the extreme starting point "grind" and the fact that starting out can fluctuate wildly in time taken to get set up intially. Glowstone is added because going to the nether is very much beside the point of this test.
    * The map has a trench dug from sky to bedrock that is 16 blocks wide to prevent any accidental digging across borders.


    10 - personal safe


    256 - Glowstone dust
    64 - Wood
    64 - Charcoal
    32 - sticky sap
    8 - rubber-tree saplings
    1 - diamond pickaxe
    1 - diamond shovel
    1 - Iron axe
    1 - Iron hoe
    1 - diamond sword (I think mobs should be on, but don't want luck of the draw in facing them to be a factor in this)
    2 - empty buckets
    4 - slices of watermellon (I'm not sure what sections of mines exist within it; so initial jumpstart bonus)



    If you want machines there's enough stuff in this chest to make them, but I won't force a specific set.




    32 tin ore
    32 copper ore
    32 iron ore


    If I give -any- tech I'd want to skip directly to having all of the basic elements in play (to remove bias of favoring one process or another over the world's features); otherwise you should be making runs down to bedrock to grab initial supplies and proceeding from there.


    Edit: Inventory, revision #4.


    PS. Sorry for getting tripped up on the details last night; yes you did note that, however it slipped my mind in a quick reply.

    Yeah, no matter how you twist and turn it. Ping times to the US is >100 ms for normal people.


    Normal people live everywhere. European servers would have ~1/3 globe circumference speed of light delay and several tens of mS in total routing hardware delay for anyone living in my timezone (as a minimum).


    I'll have to prepare a vanilla + IC2 client first, my usual package includes BC2 and RP2; shouldn't take all that long now that I'm actually home. (though the map editing will be painful enough in MCEdit that I'll probably need up to and possibly through later tonight to complete it)

    Why? Solar output 1EU/t which is enough for my change above? The luminator turns on when it has 2 EU stored and doesn't turn off until it has LESS than 0 EU stored.
    The problem though is you can't split the power output from a single solar panel. So it can only light ONE luminator if it's storage isn't full. Simply filling one of them using a battery will make the other luminator turn on.


    Or am i missing some odd code path here?

    You are missing a usecase path; the solar/wind gen charging the luminator during the /day/ so the luminator can act like a street-lamp /at night/ (or when cloudy). Specifically disabling storage when wired is your problem; hence my proposed solution for making different case paths for the source of the power (did it originate from a storage device or from a generator; or possibly just a test to see if there is a switch cable upstream).


    In near 100% of the cases where there's a storage unit or a switch cable upstream the internal buffer is not desired; yet in 100% of the cases where there's a /generator/ upstream the buffer /is/ desired. Alternately do this and make the generators augmented with a battery (or have that much internal storage; I don't actually know how much storage a solar/wind gen has...).

    All of the possible host systems I have access to are on the pacific coast of the US. I'll investigate if it'll fit within my 512mb Linode in the Sanfran area, otherwise the next best option is the slightly more overloaded (but lower cost for more memory) option from a different data-center in that area. Both are quite close to the backbone netwise, so ping times to Europe are about as ideal as could be expected. If you're both in Europe then it makes more sense for someone there to host the map.

    For the record:


    1) The above designs /can/ be controlled with just IC2 + normal minecraft redstone (it's just a total /pain/).
    2) I tested out RP2 redstone wires, if uninsulated redstone wire is routed on to the underside of the block beneath the reactor (or presumably a block /beside/ the reactor, this I did not test) it can replace the redstone torch you'd otherwise use. Insulated redstone wire -did not work- for shutting down the reactor (in case anyone asks I did test this too).

    Having not seen this code my self (actually I don't even know where to find it... though I didn't look /really/ hard), are you sure that's 11% chance of increase and then 11% of the remaining time it will have a chance of decreasing? Or is this more like a single random-number which is compared and then 11% of the outcomes it goes one way and another 11% it goes the other with 78% of the time no change?

    That last change /still/ breaks my idea design of tin wire with a solar on top and two luminators dangling on the sides as as street lamp. Maybe the EU network could be split slightly so that it can tell the difference between packets originating from a generator and those from storage? That would allow for devices to operate with 'a single work unit' charge level when attached to storage, and otherwise buffer fully if taking from a generator.

    I would be highly interested in seeing the result of this.


    However I do have one additional suggestion. Select (most of) the chunk and duplicate it across (rotating it) in to the other chunk. This way trees and mineral resources are asurred to be even.


    Also post the seed of the starting area.


    I can produce an official map as described above after work tonight if you're interested. This way an impartial third party will have done the work. I'm also debating offering up a semi-laggy server to host it on.

    I was seeking the height to place a windmill at /after/ obstruction calculations (IE as if producing power and shipping it nowhere were the goal)



    Quote

    80.64 > height - obscuredBlockCount



    For every block above 80 you want to obscure that many blocks if building a perfectly safe windgen system.



    So Height = 82 - 2 obstruction down to out of range wire == safe; everything I said was correct, you simply misinterpreted it.

    You're both forgetting that it's possible to build windmills at levels other than 127 (it's just not quite as effective). It's also rare for me to keep non-nuke power generators within a single chunk.

    Yeah... seems to me all the extra wind gens you'd have to build to make up the output could just be made later (and rarely) on demand to replace broken ones. :P

    You only /need/ to double your windgen count to get above this 'loss' of potential power; you needed to fill in those spaces anyway while above 80. Plus that helps compact your wiring grid (you may as well mostly fill in with mills). Finally once built you /never/ have to go back to check it or fix anything.