Posts by MJEvans

    The extra chambers also give you thermal buffering, but that's not vastly important in light of either being safe to begin with or having automated cooling that will keep up.


    Far easier might be to make different /class/ of reactor core blocks (adding chambers to them on a crafting table results in a single block, but with an expanded 'internal' framework) and then also having neighboring reactors interlink to share thermal and electrical conduction; like packing batteries together end to end.


    I can see a column. Redstone kill signal in from one far end, power out the other. Each 6 chamber core connected to 2 input and 2 output systems.

    You're also ignoring the cost of producing material to recycle. The cheapest to come to mind would be buildcraft quarry fodder; but if you're mixing mods you've already intentionally chosen to step outside of IC2's balance. Within IC2 you can use a basic miner + cobble producer, but that still costs a few eU/block and you have to set it up to begin with. The effort for that seems vaguely fair; esp if you aren't using buildcraft (nor RP2) and therefore lack automated pipes.

    Hi.
    The way people usually get this to work (assuming you are on Linux) is to put all mod-of-mods into the .jar of Minecraft itself. If you were running a Linux Minecraft server with IC2 and Advanced Machines, you'd put the contents of the advanced_machine_server.zip into the minecraft_server.jar. while leaving IC2 in the /mods directory. Minecraft loads everything that is in the .jar last, and since you have all of the mods requiring dependencies on other mods in your .jar they are guaranteed to load after their required mod, assuming their required mod is in the /mods directory still.


    This problem is caused directly my ModLoader and the way it reads load order. It loads files based on how the OS it's running on does it, so on Windows machines it's alphabetical. Linux is (I believe) creation date of the files.

    Worse, Linux is like DOS in that it lists them off in the order they happen to be found by the filesystem. If you want things to be a /sorted/ collection you're supposed to do that your self by whatever metrics matter to you. (This of course makes sense from a design perspective; it isn't the operating system's job to do un-necessary work; if you wanted it sorted the standard library has the same routines it would have used had that been the design; you're free to call them your self if it's desired.)


    So yeah, that'd directly be modloader being broken instead of sorting the results it's self (or at the VERY least allowing a static list of 'must load these first/in order' in it's config file).

    Just to try /everything/ all over again....


    Oddly it seems to ignore the outward timestamps, the ctime on the files, the filenames of the files; yet is still repeatable.


    Filenames ls -lrt mods/




    I removed everything in mods/ then copied the files back over one at a time, in order (via for x in * ; do cp "$x" "destination/$x" ; done)



    ModLoader.txt log


    I -believe- the error is in the ModLoader.class (part of the modloadermp server package, but from Ritsugami's modloader?)

    Unlikely. However to be safe please do the following.


    1) Remove all fuel from your reactor.
    2) deconstruct the entire electric grid between your reactor and the first storage unit.
    2.b) Also deconstruct said storage unit.


    3) Carefully placing the items back together so that you are sure the faces work out:
    a. Count the cable sections in each segment.
    b. Make sure that the high voltage (3 dot) face of your transformers is facing correctly.
    c. Make sure that your initial off-reactor storage can sink (in a tick) the full reactor's output for that tick. The transformers won't buffer, and even if they did, the reactors tick 20 times for each of their pulses and then stop.


    Return to us when you can describe what A, B, and C, are.


    It may also help to mock up your reactor using the tools in the Nuclear Engineering part of the forums.

    I tried to get it up to 2.5 without loosing the -0 (infinite) production. It's doesn't seem mathematically possible. 54 cells - 4 in production, the math states that 39 are needed for cooling and only 11 are spare; but the configuration places enough space limits that maintaining the optimal 4:1 water to heat distributors likely can't work out.


    Models that will go at least one full cycle, and produce more energy on average do exist.

    BTW, the 'stack' of wood thing only reduces to planks (256 recycled items) before it looses recycling value. Sticks have no recycling value (always 0% chance of scrap).


    That still doesn't get you 256 scrap though; I think the actual chance is something like 8%; I recall scrapping whole stacks of stone before and getting less than 8 scrap.

    In my case the problem currently occurs before IC2 is even loaded; an addon module wants IC2 to load first, but everything I've tried (naming the files starting 0-9 then in alphabetical sections, and then re-uploading them in the order I want them loaded; etc) has failed to remove the problem that modules are not loaded in either the order I specify (to satisfy dependencies) or to automatically catch errors and retry the remaining modules in a subsequent pass.


    Posting logs of the problem is somewhat meaningless; the required solution is already known to me; I just don't know if there's a properly documented method that is known to always work (instead of behavior that /had/ worked in the past but now does not), or a proper place to report / obtain the loader's offending source and offer a patch (to sort the list of incoming filenames and operate on that).

    Well For the devs they firs want to confirm if its a sound or another issue. Since sound seems to be 80% of the problems when it does happen yes turn the sound from whatever level right to 0 and see if the lag goes away right away.

    I will try to remember to perform this test the next time it occurs (which won't be for a day or two since I'm learning how to do the buildcraft and redpower2 mods I added since last tuesday before pushing those to my server as well).


    If I see this lag spike, I will turn sound to 0. If the sound persists or if the lag persists I will note it.

    It appears that this "4.78 efficientcy" design has brought up something that my planner doesn't look for.


    Fun fact: All radioactive cells except Uranium Cell emit 1 heat into the reactor hull even if the reactor is supplied with redstone current. A design like this is causing the reactor to gain heat even when shutdown.


    I've altered the planner to spot this event.. I hope ;P

    Oh, wow. That would be /very bad/. So if the number of non-'fresh'-uranium cells is greater than the inherent cooling of the reactor, redstone cooling periods will not help. Additionally a previously hot reactor that completes with the same situation will continue to heat up...

    The very best (fuel) efficiency design seems to be a 6 chamber setup horizontally:



    4.78, intolerably slow/low power
    http://www.talonfiremage.pwp.b…b9=1k10101001501521s1r01r



    5.0 for an assisted configuration; except that this calculator doesn't seem to work for pulsed reactors. Given the lack of actual reactor components (just water) that is consumed I'd also not classify it as SUC (since the buckets are reusable) and also run it closer to the theoretical limits of multi-chamber reactor temperatures (ok, that is single use heating without the heater mod).
    http://www.talonfiremage.pwp.b…xr=1k10101011201521s1r01r