Posts by MJEvans

    You don't need to make a switch. Either way of making cables is equally efficient for the /same number of insulated cables/. The trick here is that you don't need the extra insulated cables.

    Actually with my 'starved' reactors (running at equilibrium) I /did/ know exactly how many buckets would be produced; exactly N per second. I ran the filter full-tilt pulling out empties, and the full buckets would slot in to the empty spaces nicely.

    Exactly on the correct track. Your fixed operations (or at least long term ones) should be powered by the easiest methods possible. It /is/ possible to power mining with a generator; there's not much wastage as a normal drill + OD scanner will be starved (but still finish). After that you'll want to upgrade to a batbox and geo-gen for the miner.

    You're using the wrong versions of things.


    Download the last 1.8.1 versions of stuff. There is /no/ 1.0.x release yet.


    IF you still have a problem post the VERSIONS of everything you are using and the order in which you're trying to assemble them.

    As I know of no way of generating initial power that doesn't require first building at least /one/ generator to put inside something else...


    Generator (always first item, irrespective of anything else).


    Typical:
    Macerator


    Extractor


    Rubber-shortage:
    Extractor
    Macerator



    I will -typically- build an electro furnace if I have a lot of resources; but if wood is easier to come by than iron I will plot along with the old stone furnace for my fuel and smelting until I've built a miner and mined more iron. A pump is next.

    Ah, I'm sorry, I mis-calculated based on the 6 rubber. I for some reason (maybe making it so bloody much) associate '6 cables' in a recipe with an Electronic Circuit.


    You only need 1 insulated copper cable. Therefore you got the copper correct but rubber count wrong. You can make uninsulated cable, then insulate just the one you need.

    It's /possible/ to engineer long glass-fibre runs if you 'reboost' the signal (read the forums). Otherwise glass-fibre runs 39 blocks without loss Tin also runs 39 blocks without loss. copper runs 4 without loss (IIRC), and HV cable is more or less only lossless at one block (with at least a bit of insulation; but you'll want 4x insulation for other reasons).

    Probably, food + the same basic stuff you'd make in normal minecraft.


    I'd make a treetap really soon and start collecting sticky resin + saplings and seeds/etc of things you like.


    Then you gear up for the journey to the center of the earth (for resources).


    It's all in the FAQ somewhere...


    However you'll end up cooking some treesap (not all, just enough) to make a generator + macerator, then extractor, and finally your initial bootstrapping is complete at that point. After that personal preference dictates more than requirements. However I'd personally go for a mining kit at that point. If you only want to make one manual trip to bedrock I suggest totaling up what it will take to build your first basic miner and making sure you get enough to do that.

    Nuclear reactors are /horrendously/ expensive to build compared to a generator. I usually don't build a nuke until around the time I've got a quad-miner. If cooled elements stacked, I /might/ actually just use nukes instead of lapotronics + an MFSU to power things at that point. However as it stands my typical curve is to get solar going as soon as possible so I can worry about other aspects (like transporting power) instead of /producing/ power.

    The thread ventured in to a slightly tangential, but still on topic, discussion of 'what kind of reactor would be possible with the next version of the mods in question'.

    Conveyor belts are not the mod you are looking for.


    Try either RP2 or Buildcraft2. Tubes are awesome, pipes are OK.



    As for the 'villages' thing... you've a better shot of having the abandoned factory implemented (please contribute to /that/ idea).

    The old luminators have been long broken by the lighting changes in 1.8.1 Ignore any recipies or hacks you might have use to try and make them.


    The -new- luminators I have no idea about since they are not yet released. If you have somehow managed to acquire a copy of that which I cannot yet experiment with, please post in relevant sections for that item.

    It might help if I laid things out like this.


    In order to get the three basic 'required' machines for normal production rates you need these items. The electro furnace is included for completeness but is in fact optional at this stage (I'd rather build a miner which more or less requires a few gold and a few full redstone blocks).



    The 'basic circuit' is a trade; valuable (At this stage fairly so) tin and some wool you can find off a sheep in order to unlock rubber production without needing to find an IC2 rubber tree. This way you can get started on bootstraping technology without going for a full Basic Circuit. Given the cost of tin if you /do/ have rubber this is a non-preferential route. However if you have a few good RP2 rubber trees (which have rubber -wood- but no resin to cook) or any other item that equates to 'extractable rubber' but no or very few IC2 rubber trees (maybe it didn't drop a sapling or maybe you messed it up (oops)) you can get over that initial hurdle to unlocking the local rubber source.


    This can be crucial when the world you're on only has 1-2 rubber trees within a game-day's run (which makes /quite/ a search domain at a time when you are struggling to get food growth going).


    Generator
    8 Cobblestone
    2 Redstone
    * 4 Tin Ingot
    * 3 Copper Ingot (for 1 wires)
    * 5 Iron Ingot
    * 1 Re-Iron
    # 1 Rubber


    Extractor
    5 Wood
    2 Redstone
    * 3 Copper Ingot
    * 9 Re-Iron Machine Block + Circuit
    # 6 Rubber


    Macerator
    2 Cobblestone
    3 Flint
    2 Redstone
    * 3 Copper Ingot
    * 9 Re-Iron Machine Block + Circuit
    # 6 Rubber


    Electro Furnace
    8 Cobblestone
    4 Redstone (generator upgrade) + Circuit
    * 3 Copper Dust
    * 6 Iron (generator upgrade) + Circuit
    # 6 Rubber



    edit: Fixed ingredient count for generator.

    Your calculator got the cost of a basic generator wrong; it forgot the insulated copper wire for the top of the battery.


    That should double the copper dust and add one more rubber (you can coat 7 out of 12 wires and have it work out)

    No, the animal breeding is also good... so you don't end up with zero bacon.


    Of course with a Q-helm you don't need bacon, and those mooing monsters are gone leaving the nice lovely sound of machines.


    I would like some additional sheep though. Wool is useful to me.

    The overflow issue is entirely in IC2.


    From another discussion I remember that IC2 specifies a 'chest' size of X for the reactor core. This is tied to the block ID, irrespective of damage value/etc. It just happens to /show/ us only the number of columns for the chambers we have installed. Every so often (every reactor tick?) it ejects the things stuffed in to the spaces that are unseen by automated insertions (which just take the next numerically open slot).


    The easiest way of fixing this would actually be to just have the reactor stuff it's self with some (near) useless item. Wooden shovels for example. However I guess even those /burn/ which is exploitable... so something even /less/ valuable. Maybe a stone shovel with 1 HP of damage left.


    Second easiest is a variant on the above, but simply not process the items in the hidden slots (leaving them to fill up until the unit is removed or something else empties them).


    Third easiest is to, on each tick, have a 'pre tick' that goes through the 'hidden' spaces and stuffs whatever was in them in to the open slots within the reactor... before evicting the rest.


    I -suspect- option #3 is what was chosen.