Posts by MJEvans

    Under Linux and /possibly/ OS-X, you need to add the core mods (IC2, BC*, RP2) to the minecraft.jar file just like you would for manually patching in the other stuff that IC2 needs. You ALSO need the mods in the mods/ folder so that modloader knows what you shoved inside. This, as I stated before, is due to an erroneous assumption in modloader that all operating systems return a list of files in pre-sorted order; when that is not at all the case.

    I don't even mind having to extract the tin cell's contents from it in to something else (a bucket) that would actually be a /benefit/ since I could then use all that dredged up lava for something besides a geogen. I could make moats, decorations, etc...

    I think about the only way I could be convinced to run HV cable places is if luminators accepted 2048 packets for input, OR if there were something like a highspeed rail line/zipway/etc that required power along it's length from a wire...

    Rubberwood from an RP2 rubber tree does /indeed/ work in an /extractor/ but NOT in a furnace (well, it does, but it becomes charcoal). It produces rubber at a 1:1 ratio, just like IC2 rubber tree wood. Only the RP2 rubber-wood is vastly more abundant per tree (the trees are murderously slow to grow though, and don't have sap, so it's still balanced).

    MJEvans : you manually use a battery on the luminator in that case. That would charge it up to the full 10k. Or you just have dedicated batboxes to your luminators.


    I'd post a tutorial on how to do this except that I don't know 2 things : first, I don't know where the battery actually interfaces with the luminator, it must be in the client code only. Second, I don't know how to make it recompile since the MCP addon has not been updated.

    Invalid, also condescending (of course I know external storage boosters are an /option/; I don't want that though); candle lighting is not a daily activity; industrial /automation/ is the key. If there /is/ any storage it should be accessible directly. I should be able to stick this right on the bottom of a solar-panel if I want an odd street lamp or any other similar scenario. (Actually, now that I think about it, that /would/ look quite neat and the transparent block effects would prevent mobs from spawning on the panel.)


    I can however think of an alternate suggestion. If the luminator is redstone charged it will behave with the 'max' value of 1eU; otherwise it will try to fill up.


    This would actually be far easier if wires propagated redstone charge an extra (non-wire) block... but since it's /useful/ that would probably take something horridly involved like making wires also carry redstone signal outright... which would have other consequences.

    Im confused as on what bug is hindering the development of IC2 for 1.00

    A bug in reality.sys which mis-allocates the vast majority of the masses products to a select few who already have too much. Though if you were ever assigned 1984 and/or animal farm as required reading you'd already know the later half of that. For what's holding up the former, check out the plain www.industrial-craft.net ( yeah you'll have to copy/paste it ;p ).

    I beg to differ, renaming the file to load after IC2 will still work on Linux systems. Not sure about Macs, though. I'm assuming it still will work though.


    You just got lucky. It completely depends upon the underlying filesystem's native iteration; which is often over a hash of the filenames. The only way to be sure is to either fix modloader to /sort/it's input like a good program is supposed to, OR to cram everything inside the minecraft.jar and ignore the 'but I already loaded that' warnings.

    This is really, really easy to fix.
    EDIT : I get it. The reason it is done this way is to reduce CPU load. So, to make the lights instant would increase CPU load. The safest fix would be to make maxWiredenergy = 1 and no other changes.


    Yes, that type of logic is valid. However I think you're missing a critical use case.


    How do I make a luminator charge up when power is around so that it stays on if the generator is off/etc? This isn't critical for just solar panels, though it is the most obvious use case. It's also key for variable sources like wind.

    It is absorbed and deflected slightly by the water. The resistance is fairly nerfed, but as long as your power output cable has enough bends in the correct places to provide isolation that way it should work...


    Of course refueling this thing will then be a major headache.

    Pretty sure you've got some serious scaling issues here. According to ICW, each pulse a uranium cell produces up to 10 heat (depending on surroundings) and 200 EU, not 10.

    Good catch, I think you might be correct. It seems during my brief break at work I had a meters/feet conversion type issue. Heat is in seconds, power is quoted in eU/t (of which there are, IIRC, 20 per second).


    Doing the numbers again, 300 heat is 30 pulses. 30*200 = 6000 . Ice cooling would then consume roughly 25% of your reactor's output power.


    Still, with a number like 25% that equates to a 25% loss in eff; if you've gone to a CASUC do you //really// want to spend all of that extra iron and infrastructure to get a measly 3.285 Eff? (4.38 * 0.75 if you use 5 chambers filled with uranium except for a column of 6 ice) Or would 4.35 with buckets be better?
    http://www.talonfiremage.pwp.b…=1k10101011811i21s1o11r13


    Edit:
    Also, if you're shopping for ~3-3.5 eff there are designs in the best of the best http://forum.industrial-craft.…page=Thread&threadID=2963 which run at 3.0 full cycle and at 3.6 if you multiply the build by 10 and switch between them. I recall a design that I submitted a revision on that had 4 cycling as well; with the /vast/ array of ice producing machines (which probably wouldn't even fit in the chunk!) and gigantic energy grid required to service them you could /surely/ afford to build more reactors instead.