Posts by MJEvans

    RP2 releasing for 1.0.x and not yet having any reply to my question on it about 1.8.1 is weighing heavily on me. I'm seriously thinking of restating my server on 1.0.x and adding IC2 after it catches up. However my past experience in forward porting areas is that 'it really sucks'.


    Is there already a more generic existing mod to add in the non-renewable features (ores) in advance? Would it be difficult to make a mod that /only/ adds the placeholder ores at their correct depths and density? Well, it would be nice if it also added them to the Oredict.

    To be precise, those designs always have an inversion somewhere with the final segment of that process turning on to force the reactor off. You must hope that at that point your reactor hasn't burned/magmaed/flooded out whatever it is that you are using to keep it held off.

    Against creepers and anything else normal NPCs can throw at it; construction foam is 100% effective once hardened.


    Against a nuclear explosion, it's better than stone, but no where near enough; and for chunk loading issues, you won't be able to sufficiently contain a reactor within a single chunk, so it's out.



    You /need/ to use re-enforced stone. 3 layers should be enough for any normal reactor explosion. I've done stupid tests with a 6 chamber reactor filled with uranium cells; remove the redstone torch beneath and boom; 2 layers of Re-stone are abraded. The reactor actually pops it's outer chambers first, followed by the core with that explosion. It's more intense than a single nuke, but quad nukes make a bigger boom.

    The RP2 - PR4 release we hoped would save us is here (well here's a copy of the links if it's still hammered http://paste2.org/p/1810158 ) However it seems it may only be for minecraft 1.0.0 :(


    This really puts the pressure on IC2; I hope the next release is like a 'tock' release where only bugfixes and underlying technology get updated for a faster release.

    Ahh nice typo there... it was a 3x3 pen.


    Anyway, yeah; watermills as is are impractical. Windmills are unreliable (maybe fixed with rev b?). Solar was broken, and wouldn't work in a cave anyway.


    There are a few ideas I got from mode B of watermills; but they require features from the next version of redpower2; and trying to use them resulted in my server crashing every time I tried it fully automated.

    Luminators are fairly good at producing light, but not so good at making mobs catch fire. The mob more or less has to be in the /exact/ same cube as the light in order to catch fire.


    It would be much nicer if the 'fire' area of effect were a 3x3 box with the luminator in the center; any obstructions of course blocking the box by definition. Among other improvements, this would allow for different hallway configurations than luminator on the floor before a door.

    Some math during my lunch break:



    Plantballs use 4x cacti
    + 1/4th tin
    + compressor (-625)
    + extractor (-313)
    + canning (-??? 6 operations)


    A can of fuel requires 6 biofuel cells (canning + extracting + compressing) which is 24 cacti.
    That's 2880 EU if burned directly.


    (26040-2280)/6 = 3860 per plant clump/biofuel cell


    In order to break even, 1/4th tin ingot + canning must cost < 2.8K


    (old recipe, unsure of the new one) 5 tin ore costs 3 uum; which simply won't break even.


    I'd rather use the tin in a nuke.

    The empty fuel cans are returned. They're not wasted in the generators. Hence why I also have redstone engines hooked up tot he bottom of the generators. The problem I'm facing here is the empty fuelcans get "lost" in the tubing when they're supposed to be heading back to the canning machine for resupply. ?(

    Ok, so you get the empty fuel can back; is the same also true of the bio-cell? Is this really a completely lossless process?


    I just did a test implementation; the tin from the bio-cells is consumed making this a lossful process. Unless there's a way of making an automated tin farm this is thusly non-sustainable and unfavored.

    Well, RP2 /filters/ are cheaper than diamond pipes... Additionally you'd only need one as soon as you got the fuel out. The problem though is that the RP2 solution will /not/ work properly with a generator until there's a Retriever. /it/ can be keyed to empty fuel cans and will pull from anywhere on the attached tube network* (at least, that's what the video showed; I don't know about limits).

    You can optimize it most easily... by using RP2 tubes instead of BC Pipes for delivering the output to those machines. They will see machines holding fuel cans as invalid targets and not even /try/ to enter them.


    Or you could do what I do, and send 32 unit stacks of cacti directly to your generators; no more wasting fuel cans. (or is the empty can returned? I thought it wasn't, so never bothered with it; if the fuel can IS returned you'll need to wait for RP2-pr4 (any day now) since it has Retrievers)

    Use the 100% Wrench Addon.

    It would be nicer if there were a way of controlling this though. With actual config values (for the default value that is) it would be possible to set the brass wrench to 0.75 (success rate) and the electric to 1.00. Or to reverse them if the server admin wanted to reward use of non-renewable wrenches for important things, and make electric wrenches riskier for their ease.


    Personally I'd probably go for 0.95 and 1.00 respectively.

    I gave up on water-mills; if they output 1eU/t sporadically it might work out; though trying out wind-mills isn't fairing much better. At least they're powerful enough to send bursts directly down tin... however all of the variance and craziness of windmills returns as well. There's also something like stuttering when I'm near them, I'm not sure why as sound should be disabled and was supposedly fixed; possibly my character counts as an obstruction and it re-calculates the volume each movement?


    I guess this leaves the only viable luminator powering solutions as RP2 bucket-pump to watermill in alternate mode, and solar panels...


    Edit: This also doesn't count the fact that the AoE for the Luminators catching mobs on fire is //right// in the same cube.

    Since generators are out and it's down to windmills, water-mills, and solar panels for providing luminators power via tin I wanted to investigate how difficult each would be. Solar's I already know -quite- well.


    Water mills... I'm not sure if I'm doing right.


    I built a 9x9 pen out of glass, 8 water around the top, mill in the middle; one tin wire, one batbox, one copper wire, one luminator. Yet the water-mill; despite being surrounded by 25 blocks of water, only seems to produce around 0.2 eU/t of power.


    Even when it had a full charge while building; the thing only seemed to catch zombies on fire /in the same square/ as the light?


    Are these even effective?