Try opening the archives with a program that understands .zip files; I prefer 7-zip (it's free, http://7-zip.org/ ). Test the archives, see if any is corrupt. It's either that or you don't have the correct versions, or missed one of the steps mentioned on the Industrial Craft wiki's setup page.
Posts by MJEvans
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This is ugly, but the total heating is 192 and the total cooling is 48. 192/4 = 48.
http://www.talonfiremage.pwp.b…=101k101001101521s1r11r10
Design specs match the initial post. I recommend exploring designs that use 3x2 cells though, as they're slightly more uranium efficient. If you're using redpower2 you may as well go for a CASUC/CARUC solution instead.
Edit: Fixed URL
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Offhand I thought it was 10000 reactor ticks for depletion. 3600 seconds in an hour, so a little under 3 real hours.
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I agree with this being a config -option- but -not- the default.
The option should be in the form of that earlier suggestion for modifying generator output. However that suggestion has it slightly wrong. Instead of a multiplier just let us directly set the eU/t while in operation. 0 eU/t disables a generator.
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Completely agreed on both.
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Built a bat-pack.
I want a better bat-pack.
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For me external water-cooling or not has boiled (pun intended) down to: if I require stability I can't rely on it. If I'm OK with over-cooling I can provision a safety factor and live with occasional evaporation.
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I'm not shure what you mean but do you mean a block which destroys a forece field block if activated ?
would be cool, but here shoulb be some sort of checkbox to allow the other blocks to destroy some forece fields (of password) otherwise you could destroy every base ousing this trick ...If shield merging were added and the new shield simply 'snapped' in to existence around things that were there then the newly captured area would suddenly shift from outside to inside.
Similarly when the new shield were turned off that previously gained space would return outside.
You could use a redstone remote (I forget, that does exist in IC2?) to open/close the door.
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I think I got what you meant lol. Think if I put 2 field projectors 4 squares apart and put them both to radius of 10. That would right now cut off some of the area inside the field because of the overlap. Find some way to recognize that the field blocks are inside another field and have them disappear so that the entire area inside the field is available to work and live in.
What you're asking for is merging emitted force-fields. This would allow for covering non-cube areas with less energy.
Probably the fastest approach to this would be to keep a list of generators and their associated area of effect bounding boxes. If the bounding boxes intersect then more care could be taken when erecting/removing shielding.
Actually this would also allow for an interesting 'door'; you'd erect a shield to merge in to the larger one and thereby annex an area outside of it.
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You need to use buckets. You need something to fill buckets. The best single package to do this with is Redpower2. Redpower2 has blocks that do amazing things.
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The cost per teleportation is something like 20K * block distance. 1M per teleport isn't all /that/ much. (Ok, it's not something I'd want to do over and over; but once in a while is fine.)
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The water might save one or two of the surrounding blocks.
For the absolute worst case scenario of a CASUC/CARUC reactor you want 4x ReStone in every direction. There are going to be some areas which you'll want or need to expose in ways; so a perfect cube shell of stone around it won't work. You want to make sure you get all of that shielding in place AND fit it all, redstone, blast protection, within a 16x16 chunk (an actual game chunk, hit f3 and the X / Z coords must have the same non-remainder part for divide by 16; that is every X and every Z result must be the same, but the results of X and Z need not match each other).
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Additionally I've seen partial chunk loads on slower network connections. I'm not sure if it matters since the server needs to unpack the chunk anyway, but I also try to fit my reactors within a multiple of 16 on the Y direction.
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Yes, but redwire placed on a reactor /chamber/ won't do the trick? I suppose I should test that, but at any rate the repeater (normal minecraft repeater) is the solution I've been using.
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I've grown to steadily hate the poles more and more. I'm seriously thinking of just installing teleporter pads where my poles are.
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The modloaderMP download area also has a mod for administration that adds /i I love /i for dies/other stuff that can be hard to come by but aren't actually supposed to be a vastly limiting factor like they can be in situations.
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I noticed you didn't mention Optifine. I found some improvement and a lot of missing features and tweaks (the least critical but most wanted for me is texture swapping without reloading worlds). Given your lower system specs I'd go for either the 1.8.1 base or mid package; not the multi-thread HD thing.
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However at the level you're at when you can make an OZ scanner it's far easier to just automated mine your way to profit. This just sounds like more annoying tedium.
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Actually this list would allow for the whole set of machine states to be cached on the client/server sides and only /updated/ when a deviation from expected events occurs. That could dramatically reduce link use.
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I can see how that works too. However I've been burned too many times by the exterior cooling evaporating to rely on that being water for /stability/. As a user control for reducing temperature I can see it, but not as part of the primary system.