Posts by MJEvans

    Yes actually;


    http://www.eloraam.com/?p=218#comment-4201



    Quote

    One feature that I think would be -extremely- useful would be expanding Forge’s ore-dictionary to using the same damage ID multiplexing Redpower2 currently uses for ore consolidation. Add new ‘ores’ seems so common, in fact, that I think it would be a huge benefit if Forge not only handled allocating IDs, but also populating ranges with various density of ores. The interface should clearly have populating ores as a second step. This way ranges, possibly even overlapping, could be provided. (Eg, chance 1/20000 of a run length of up to N between 1 and 64 + 1/1000 for 1:40 + 1/250 for 1:20)
    It would also be awesome if the Ore Dictionary would store it’s configuration in a config file so that administrators might pre-assign ore names to IDs, and even over-ride mods from being able to add ores via this interface (so that administrator selected rules could be used instead). Further it might also allow for adding more vanilla resources in similar ways (e.g. more iron or diamond; in case you wanted to simulate a completely different type of terrain).

    Hum... diamonds were already a pain enough to find in 1.8.1... Even the automated miner wasn't getting /spectacular/ rates (just good enough). Maybe the IC game balance can swing a bit back the other way on glass fibre cable costs.

    If such a thing is planned; it's very likely you'll get no answer or the answer that if it were it'd be a future secret plan. Something like that is so far beyond the existing direction and next logical steps; plus you'd probably want it populated with people, and it's a virtually sure thing that any sane developer (not already working on such things) would rather wait to see how official villages work out.

    That sounds good, but let's be honest. Most of the clamor comes from people who can't even be bothered to read a sticky - you can be sure they wouldn't be reading the changelog, let alone understanding it.

    For those you setup a 'fake' download placeholder (where the real link will go); actually you might have it under a 'work in progress' section and a BIG BLOODY SET OF LETTERS (sort of like that) which mildly berate the user for clicking on the '1.0.0' compat release. To be honest, you're talking about a user that won't look anywhere else, and will then come here already 'knowing' they have a problem and flow directly in to the areas, past all the out of the way and off to the side sticky topics you wish to increase the gutter area with.


    User interface is surprisingly relevant here: http://www.codinghorror.com/bl…treating-user-myopia.html

    Right, I got the second/tick thing wrong this morning (zombie monday), but consistently so such that the same solution works.


    The problem is that it's 'wasting' (loosing/etc) the 'last' eU because it skips from 1 to off instead of allowing that final tick to leave the state on. (Also adding an exception to the likely one for /reaching/ 0 on decrement to turn it off to the on side for if it's /at/ zero to 'add one' fixes the off by one issue).

    Solar's are (were) actually my preferred (late Tier I) Tier II power supply, at least for base operations. A constant /predictable/ trickle is just what you want when you have an induction furnace or two locked on (now I'll probably have to go overkill (safety margin) windfarming to obtain that). It's also generally enough to keep a small bank of machines going once you build a small flower. Suddenly you no longer need to worry about running your base of operations, and instead get to spend time worrying about powering and upgrading your miner configuration.


    To make an extractor, you need a Circuit. To make a circuit, you need 6 rubber.
    Therefore, unless and until you can find IC2 Rubber Trees to tap, you cannot make rubber from RP2 Rubber Wood.
    Is the issue clearer now?

    Oh it's even worse than that; you also need rubber (exactly 1!) in order to make a /generator/ and you need one of those to make power of any kind; which is required for either extracting (to make rubber) OR for creating coal-dust to make batteries to power your extractor. So yes; until RP2 adds some process for producing rubber entirely within that mod...


    However as stated far earlier, the issue is less with rubber (which is renewable if annoying) which is relatively easy to introduce; and far more with the lack of ores.

    You still have sounds enabled? I outright just disabled it and will likely keep it that way. Apart from them being too loud, they were also the source of most of the bugs that disrupted my initial experiences. Thanks for reminding me to give out advice to disable them to new users.

    Actually, I suspect the issue is that it's using energy level 0 for off and any other energy level for on. Thus the bug is that it constantly wastes the 'last' eU of energy. The correct behavior for this case is, if the energy level is 0 and an energy packet arrives, increment by one, then store the packet.


    Sec -: 0 eU
    Sec 0: + 1eU generator packet (solar/water) + 1eU because energy was 0.
    Sec 0: Decrement energy value by 1.
    Sec 0: eU > 0; Light is on
    Sec 1: eU > 0; Light is on
    Sec 2: eU > 0; Light is on
    Sec 3: eU > 0; Light is on
    Sec 4: Decrement energy value by 1.
    Sec 4: eU !> 0; Light is off



    In the above case handing the special case of energy arriving /while storage was 0/ allows it's preservation as a sentinel value.

    The evil mage cast a curse; it's turning parts of our lovely smoothstone walls in to semi-precious metals!


    However it would be even better if the quantity of RP2 copper/tin were increased in the areas it would traditionally overlap, and also uranium were added as one of the damage values; Then 3 IDs IC2 were using could be freed. Hence the suggestion for having ore+dammage value added to Forge instead of keeping it locked up in RP2.

    Let's try this again; you've listed the mods, but we still need to know the versions of each and every mod. You might also want to re-download every mod you're using just in case the transfer got interrupted and you've only got a partial mod.

    I think you'll find that the /energy/ and /time/ portions of my calculations cannot be reduced. As far as the efficiency that was based on looking at the maximum possible power production and then seeing what level of ice would be required to cool it; though I did /roughly/ calculate the numbers I greatly doubt you'll get less than a 20% hit to efficiency, AND you'll still be using all of those resources to produce the cooling ice.

    Using the older ones, the closest it could have been would be 50eU/t and 2.5 eff (otherwise you run out of space)




    This contest is pointless. Mark-I reactor has a maximum 2.33 efficiency and that's made several times. For efficiency of 2.5 is required to place four of uranium in a row. For this it is necessary to internally cooling the 39 heat. It is not possible to deploy HT and coolant cells for cooling that much heat.


    My best design with effeciency 2.5 is Mark II-E: http://test.vendaria.net/index…CCCHUCCHCCCCHCCCHCCCHCCCH
    This produce only 3 heat.


    Here is his design in the new reactor planner.
    http://www.talonfiremage.pwp.b…=1k10101001501521s1r11r10




    Here's are two new designs which compromises efficiency in numerous aspects to reach your goal:
    http://www.talonfiremage.pwp.b…=1k10101001501521s1r11r10


    http://www.talonfiremage.pwp.b…=1k10101001501521s1r11r10



    You'd probably be better off building four of these; they each average ~28eU/t (including cooling time) and you can even run them to all pulse at the same time off of a single timer circuit.


    http://www.talonfiremage.pwp.b…=1o10101001501521s1r11r10



    HEAVILY recommend RP2 for making a time circuit the super-easy way (you'll need the last 1.8.1 compat. release; which is RP2pr3); but you (should be able to; untested) build one within a single chunk if you use multiple levels, a 1 second base clock, and a counter.

    Ppl complained about solars being op and now they complain about solars being up. Will it ever end? I already told solars where fine they way they where but no they had to change it.

    Before solars were -right- powered, the other 'renewable' generators were under-powered (wind more so for variance/size of effect measurement zone) and nukes were -way- under-powered/inefficient. Now solars are arguably more expensive per energy than nukes (except nukes need glowstone dust; that's and ease of use once installed are the only positives to solars now).


    Now the generator/geo is more effective, which makes the nerfing to solars even /harsher/; Nukes are more powerful though, which makes the timer-gated reactors I explored in a recent nuke-eng thread far more viable.


    As for nukes; they've gone in the correct direction, but over-all power is now more-expensive than it was before. Base/geo gens are just a bit faster (meaning you need half of them); they aren't really more effective at producing power from fuel though.