IIRC, uu-mater recipes are shape dependent (not shapeless), so that gives you 2^9 possibilities (512 combinations); not even considering using uu-mater to alter existing matter.
*edit, uu-mater
IIRC, uu-mater recipes are shape dependent (not shapeless), so that gives you 2^9 possibilities (512 combinations); not even considering using uu-mater to alter existing matter.
*edit, uu-mater
The batbox + 128 was a /test case/ designed to isolate the behavior of the system. Also yes, I can see how I was off by a few orders of magnitude. Apparently I shouldn't try to do math without caffeine.
I'm not sure how much that would help without a low fog setting.
Anyway, the best wiring solution for 300 blocks cost-wise /is/ HV iron. (2048 - 300) / 2048 will be something like 3% line loss. You'll still need four MFS units at each end to step-up and to buffer the incoming blocks. You might experiment with batboxes and 128 to see if a single batbox wired up to four sides of an LVTF will push 128 across the output; that might be possible. The recieving side may also be able to handle 32 per side for the full 128. However the algorithms might only give it 32 since it is one destination instead of 4.
Now, you also mention that you have 'things to keep remote chunks loaded'; I'm going to assume that's the extra buildcraft teleporter pipes thing. My understanding is that there's an /energy/ teleporter pipe too. If you used the 512eU energyTF from one of the pending mods here and the teleporter pipe you could get even less line-loss.
Also a great idea, however the other items are still impossibly rare if mobs are turned off. Surely I am not the only one who has done so, though my anti-endermen reason needn't be the only one for doing so. Without mobs there are no bones, without bones the other listed items are still rare (and lightening the other dyes is impossible). Being able to synthesize bones would also be challenging since you'd need lots of power to do so with any kind of speed.
Automated movement of stuff is part 2 of my recent upgrade, however I can't seem to figure out how to use this to power a wooden pipe extracting from a chest.
Frustrated, I finally gave up on trying to power it via forms of redstone pipe and instead put the f-ing thing right next to it, success at last.
Truthfully, I haven't even started crafting stuff in RP or RP2 yet; I literally just added the mod last night after seeing a release with ore dictionary support. However what the automated miner brings up looks slightly different, but not enough to discern which of the Copper/Tin ores are which. You can tell that they are /that/ kind of ore, you can see that they refuse to combine (until after maceration). I don't even mind coding it so that the rate at which a given material occurs is the same. However for storage it makes far more sense to store one type and then convert as needed from that. Since the macerators convert PR2 material in to IC2 material, it makes sense to have a way of converting it back and the crafting block is the best tool for that job since it's already designed to trade parts for a whole.
tin for conventional gens is too much, you can make 39-block row of these with tin cable w/o any loss
way too OP
Have you tried keeping those /going/?
The fact that your worlds happen to work for that or that you want to install those other mods doesn't change the basic premise or address why exchanging /uu mater/ for dye is a bad idea. It seems obvious to me that even one UU for one bone or bone-meal would still be more than balanced (look at the difference in potential energy). I don't know where the balance point would be, but it still sounds like a great idea to trade game energy for /my own time/.
Trying to tell the ores apart is quite difficult. Even if the exchange rate assumes a 2:1 ratio it would be great to have a recipe for converting the ingots between the systems (though even better would be if both systems just agreed they wanted a material of the same name and that it would be the same).
While converting blocks of metals might also be useful it would have to use a 2 block recipe since the block to ingot recipe already consumes the single block form. In any event it should be symmetrical if both are added so that there's one 'conversion' template that can be remembered by the end user.
justa little correction - it's fission, fusion is donut-shaped reactors in movies ( or Tocamak, which arent actually producing energy)
fission - is splitting of atoms to get energy (meltdown is essentially an unstoppable splitting, resulting in either melting or thermical explosion)
fusion - is combining atoms to get energy (IRL currently it produces energy but not enough even to support reaction by which it produces energy)
I suspect we need some sort of reaction catalyst/moderator like they do in startrek (as out there scifi as it's concepts are) which would make the reactions possible, and that as a closed system is (I think?) net positive. If it isn't net positive it's actually some kind of weird fusion/fission battery and they must 'mine' energy in some fashion.
Red and yellow die require a lot of effort to find and/or produce; if I spend more time to find it than to cultivate industrial diamonds I consider it rare; besides there are absolutely no balance issues I'm aware of.
The bonemeal is an issue for non-mobs worlds. (Which due to endermen being crazy in 1.8.1, which this still is, I have turned off; other's may simply prefer peaceful.)
There are four items that are either needlessly rare, or impossible to come by in survival mode. It would be great if they could all be created (either directly or indirectly via a secondary yield recipe) out of UUmater.
Possibly it's just easiest to insert four new UU recipes which would create:
Red dye
Yellow dye
Cocco beans (I think they're used directly?)
Bone meal (it's used directly and a non-passive/neutral mob drop)
It would also be nice to create ink-sacks since killing squid to get them does not seem fun (and, if even possible, farming the squid adds more annoyance than fun)
Actually this is almost a requirement, as mobs are scarce and non-renewable resources in 1.8.1
This reactor is also inefficient for component heating since, IIRC, the heat distributors can only move 5 thermal/reactor step. It's a SUC design.
Nevermind that; I forgot to account for the (rare) case of a cell being surrounded by three cooling components only outputting 6 thermal/tick (and no additional pulses due to neighboring reactions).
You have to go down there for your first redstone /anyway/ so there's not really a huge deal about it being so low (as an automated miner /has/ to be one of your first priorities after making a basic workshop).
Is there a reason behind that? I understand it sucks that new worlds have to find new terrain and such, but new ores just add so much flavor to the game and add a lot of gameplay time.
Block ID pollution. Short version: new ores == BAD BAD BAD
You're more likely to have success lobbying for sandstone + compressor == silicon /item/ further crafting to get wafers.
Why everyone thinks a normaly functioning reactor should leak radioactive waste?....
When has the news ever seen fit to cover a well run, no-problems reactor? People only really hear about them in the face of events like Fukishima and Chernoble (sp), so they always have the worst cases possible in mind when thinking about things. Similarly to how we remember wars and other events but not the long periods of strained peace between.
However it does not make everything a power of 2 separated by 2^2. ( 8 > 32 > 128 > 512 > 2048 )
Would it really be so bad to allow basic generators and 1 uranium cell reactors to use tin cable too? 5eU/t is not that much and the only real change to gameplay would be delaying the need for rubber until either the your first geo generator or batbox.
Probably better would involve adding a mask of the low bit to the result of the existing check function (effectively always round up, but for integer and to the nearest even number).
EG:
Replace:
HeatDiference = Delta >> 1
With:
HeatDifference = Delta >> 1 + Delta & 0x1
Edit: I am presuming that calculating /if/ there is a difference occurs at a different stage than distributing the net delta.
Are you //sure// you aren't also using other add-on mods that might want to see IndustrialCraft installed first?
There's tradeoffs in resources, danger, and investment.
The lower tier energy production systems require less resource investment, but don't generate that much and require lots of input.
Solar/wind/etc are somewhere in the middle; they don't take any sustaining input, but require a much larger investment in material and infrastructure (cable/etc) to setup; once setup the subsequent energy is 'free' but the huge area taken to gather it is still costly in all the ways controlling areas entail.
Nukes; have huge potential, huge risk, and huge investment costs. I'm just on the cusp of resorting to that and probably would have already if wires were power (watts) limited instead of voltage (pressure) limited. However nuclear requires careful planning and execution to yield those desirable resources.
Also without the massfab I would probably only tinker with nukes; solar still does require input, while massfab of uranium is part of the 'game' for that infrastructure.