I prefer reading the shortlog my self.
Posts by MJEvans
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The miner pump produces and however I don't know of any way to get them back in to bucket form. A recipe would be great; better would be said recipe conserving the cell.
While modifying cells it would also be awesome if (reactor coolant cells, without damage bars) could be stacked so that I could create a stack from water cells without babysitting the extractor or using other mods.
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Not true; you can use 4 tin to store 16 buckets worth in cells.
However if you're already doing that why not just use a lava river in the normal world?
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Difference from ladders is self-supporting; difference from scaffolding is thinner.
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When the reactor 'explodes' it will have already burnt up any cooling cells and IHDs; they simply don't exist at the time of explosion.
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'more dots' is the 'high' side. Single dots are the 'low' sides.
With a transformer this is easy, since there can be only one high side.
Redstone energy to the transformers switches them from step down to step up (so they want to suck up low volts and put out high volts).
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Doesn't the miner suck up *any* damage value matching the block ID if it's not specified? It seemed to work with marble at least; but I don't know it's damage value (might be 0).
Also, the number after : is value of the ore to the scanner. Any number > 0 will be sought after by the miner.
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You're better off editing the list of blocks (see the tutorial section of the forum for info) for any other mods and then using the automated miner from industrialcraft to get resources. Unless you like cobblestone, gravel, and dirt; or want a large open pit for your base/mob trap.
The /filler/ however is excellent at getting rid of caves.
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Also a question.
Obviously the client needs this mod (for SSP), but what of the server? Same mod file in to the same place (well different .jar..zip but...)?
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The idea is that an improved wrench should /not/ have failure rates.
A normal bronze wrench yes, but not an upgraded one.
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Since there's a GUI for the block now, can you please also add a way of dialing in a specific rate of energy delivery? Comparable levels of buildcraft engines would be interesting. To display along side the setting.
I've found that chests work just perfectly with a single LV converter, but I'm not sure if my quarries are running at full speed or not.
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I also am a fan of the RP2 style 'custom ore gets id, damage value determines what thing it is' method of ores.
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The problem is users who run PVP servers and thus want all potential
toolsweapons of mass-destruction nerfed. They really need a server-side nob in the config file. -
You're on the correct track with different /levels/ of miner. However your ingredients are off.
The advanced miner should require at least an advanced machine block, and maybe an advanced circuit (or more glowstone dust and a few lapas); it should accept at least 512eU/t voltage, possibly higher (like an MFS unit). In fact all 'advanced' machines should accept 512eU/t voltage and discharge all current types of storage.
The medium level miner? Isn't this already covered by the pump and scanner/drill upgrades?
Though maybe for the medium miner and advanced miner integrating the ability to store the addons would be useful. It -would- also be useful to integrate a pump in to the 'medium' miner and another in to the 'advanced' miner to get dual pump action.
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Those BC pumps extend down practically forever and seem to suck up any connected source blocks off of a flow. Granted, this worked wonders for recovering some natural water after it made all the lava under it natural obsidian...
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When in doubt, start from scratch and follow all the directions exactly. If you're not sure what a direction is; check to see if someone else asked about it (and if not /then/ ask your self).
If it /still/ fails to work and you've tried that properly a few times then it is time to post in detail exactly what environment, tools, and versions of everything you are trying to use.
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I would /really/ like these as things that add on to IC2 instead of replacing core files.
Now I'm going to have to repack IC2 in addition to minecraft.jar.
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Clearly this is pre 1.23 somewhere given the symptoms.
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1: The simulator already does that, note how the '9000 heat' option disables on a 0-chamber reactor due to the 85% max heat mark being only 8500.
1b: Depleted cells can only charge via pulses from uranium cells. The heat produced is a byproduct of this process.2: There's a checkbox near the water supply speed to alternate between "Seconds per water" and "Water per second".. if you want a long delay, set it to "Seconds per water" then give it a high value. (if you're using ice, then set the initcial ice per stack to something low too)
Request: The simulator will stop the cooldown timer when the temperature reaches the limit set in the Breeder Options. Although if you supply a reactor with water/ice then it will consume them without consideration for this limit.
Also, I assume by 'temperature delta' you mean the temperature increment/decrement per tick on the hull itself?
1: Oh drat. I guess I'll build a few geo generators to use up my saved lava cells.
2: I completely missed that it did that. I thought it turned it off/on.
2.b Though I can't seem to set fractional values.I was actually asking for the whole process; that is if you applied a redstone signal to freeze the uranium, reloaded all of those cells, and then removed the redstone to thaw the reactor, what would the difference in temperature be when the uranium was depleted? The 'idle' delta is what you were thinking of though (but it should be calculated, at worst, assuming all the uranium is replaced by depleted uranium waiting to be re-enriched to recharge).