Posts by MJEvans

    I'd guess most of the tin would be most easily found between around level 25 and 30. That is a pure guess though. By that point I have automated mining and no longer care about /where/ but how /much/ is in each area.

    I do use optifine, but wasn't aware of an updated version. I wonder if that's also what allowed a creeper to glitch through my CF walls and then blow up. (of course I've seen them bouncing through stone as well, so /maybe/ it's not the CF but single-thickness; just that in the case of stone they get snapped back.)


    Ahh it's a -Forge- 1.2.4 update:


    When I try to light IC2 rubber tree leafs on fire with a flint and steel I get this client side:



    And a simple disconnection server side:




    Let's try some other combinations...


    Yeah, got this error from a fire block burning next to an IC2 rubber tree stump.


    The miner frequently stops AT bedrock but there can be material beneath it. If you want to be /sure/ setup a test case using a map-modding tool or creative mode (/gamemode username 1) to setup a testing area which is completely cleared. Bottom of the map is a good idea though.

    I spent about 10 min on this without looking at any other designs. I wonder how these work:


    (Effectively no cool-down (won't work for automated, but you want no mods so cooldown is within human work time))
    http://www.talonfiremage.pwp.b…=1k10101001501521s1r11r10


    Or this (more expensive, BUT perfectly 100% uptime capable):
    http://www.talonfiremage.pwp.b…=1k10101001501521s1r11r10


    Both output 100eU/t during operation, have eff 1, and 6 chambers.


    There's still 13 cooling, which means it might be possible to displace something somewhere... but I honestly doubt it'll be very easy.



    (PS, are these links broken for you, or did I just mess up java for chrome?)

    Ah, so it's normal distribution is highest near layer 40, and quite scarce near bedrock (well also obviously since bedrock is there to reduce the possible area).

    Actually most of my rubber trees dont even have sap-hole


    i dont know if its a bug or if it is intended


    Did they have one at one time? The IC2 rubber trees should nearly always have at least /one/ /somewhere/ (you might need to prune back leaves to see it). RP2 rubber trees (HUGE!!!) have no such holes.

    Oh this isn't anywhere near real nuke physics level. The reactors in IC2 are merely puzzles you must solve relating to numbers that move between related blocks and rules for reducing those numbers. /real/ nuclear physics involves knowing the effects of different types of radiation on material composition and subsequent performance; as well as the effect that has on further changes in radiation propagation and production. Real reactors are very much rocket science and art level undertakings. Grow a pair, read up on the reactor planner and designs and other threads and get an idea how to play the game.

    Not even a Q-helmet that's feeding you? I noticed that drained the fastest last version... (haven't reached that tech-level yet this version... I've been debating building a bigger reactor, but want to mine more... and I'd rather have frames)

    Actually it's worse; I found I had to place the torch /exactly/ next to the block with the hole to get it to update.


    Also, it's a bit unlucky; but I -have- had one or two rubber trees out of a few dozen grow in without any sap-holes at all.

    My experience is you want a safety buffer of RP2 solar panels feeding a few RP2 bat-blocks. 4 RP2 solar panels seemed to be not /quite/ enough for the retriever, so we went overboard on my server and haven't seen an issue since.