Diamonds (and possibly redstone) are much rarer in 1.0.0 worlds. Worse, both seem to be very sporadic.
Posts by MJEvans
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Sweet; though I'll probably still modify it to also add in wood/etc; at least until RP2 frames are ready.
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I already proposed something on Eloraam's blog about this, but servers should be authorative about block IDs (that is, send the client a list of idX=name which the mods could use to key their stuff to). However making it so that saved information it's self is interchangeable without other effort the list of block IDs should be global; AND new minecraft IDs must not conflict with existing mods. If the 256 block ID limit is to be kept, /serious/ compaction of existing minecraft IDs would be required for more than a small handful of mods to be compatible.
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Should be fixed in the next IC2 version.
Just for clarification; which part is wrong? The machines not storing the over-packet in the first place?
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Work on that MVTF portion. You're loosing ~10% of your transferred power in that section alone!
Next order of business; put bloody storage devices at the other end of that HVTF link! Even a batbox would soak up the extra energy transferred.
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It needs to be 'next' to the MFSU. As far as I know you can't unload electrolizers to anything other than an MFSU however; which makes it really /not/ worth it IMO. You're better off finding a constructive use for that excess power /now/ like a massfab.
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Torches are a 'free' light source. It takes more than darkness to have bad stuff spawn RL; get over it.
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I pretty much /only/ use RP2 pipes in the 'factory' fashion. I have yet to harness mining resources with them though, and I suspect that there may be a few algorithm tweaks which could more effectively be expressed through memorization of search results. (More or less caching possible destinations past a given point. The issue you might be running in to could be scanning over all the destinations.)
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10 geo-gens output 200eU/t total. Thus, sadly, you'd need two completely parallel copper lines run for this. However that isn't so bad; you still come out ahead on rubber even making the LVTFs.
As for the EV situation, it does make sense if you need an extremely remote site for something, or if you didn't already know about the 128eU/t exploit for LVTFs (I'll gladly admit, I hadn't thought of it and presumed you needed to step the packets back up, thus making it even more annoying than it needed to be.
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A more complete spoiler section encased quote of the log and modloader logs would help.
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hmm... interesting, last I saw you had to add something like this for RP2 ores:
140, 140:1, 140:2, 140:3, 140:4, 140:5, 140:6, 140:7
so does that effectively mean that if you don't care a whole lot about them showing up on the OV scanner you can just put in 140 into the valuable ores list and it'll snag all of the RP2 stuff?No, you -have- to include some value (unless it assumes non-zero as a default); 140:5 gives all RP2 ore (IIRC, this might be the default value of stones (marble/basalt)) a value of 5. I even edited the miner and OV scanner pages on the wiki for you.
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You seem to be missing the 0.61 % cycle completion time. This means if left running unattended --boom--.
This link has better options for full-cycle reactors without external cooling mods.
http://forum.industrial-craft.…page=Thread&threadID=2963This is one classic design (not mine) http://test.vendaria.net/index…CCCHUCCHCCCCHCCCHCCCHCCCH but I favor Dezuman's over it.
If you let the water flow from above it won't evaporate
Edit: http://test.vendaria.net/index…CCHCCCCCCCHCHHCCCCCCCHCHC
less heathttp://www.talonfiremage.pwp.b…=1k10101001501521s1r11r10
This is a mirrored variant of Dezuman's design. It produces 120eU/t at 3.00 eff It requires 70 min to cool down, but will complete a full cycle. As explained before, mathematically this is the highest possible eff design which will complete a full cycle. You may or may not be able to do so with less cooling resources (IHDs) but that too is unlikely and very likely not worth the effort of making any better.
Of course it's still possible to use vanilla redstone to make reactors cool down /during/ runtime. With that it's possible to build core only designs that have 3.83 Eff and produce 28eU/t http://forum.industrial-craft.…page=Thread&threadID=3189 Given their compact size and the possibility of sharing water-cooling; an innovatively compact redstone design beneath a multitude of chambers should yield up to ~1408 eU/t (averaged) within a single chunk. Beware though; the design I mention /requires/ glass or better output cable since it's pulses are 460eU/p.
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Quite agree on the quantity transferred. Glass fibre is for reactor grade connections and primary backbones. The windgen tower will at most produce between 128 (worse case for 8 gens) and 256 eU/t, so packing it up in to pulses... actually I'll probably go through the effort of rebuilding it with copper and just stuff an MFE at the top for buffering. However that's later, after I get a working breeder reactor and build up much closer to it so that it makes sense to better integrate it in to the rest of my infrastructure. Right now it's powering miners and overflowing to a Massfab...
As for the 'hung up' energy. Just make sure your input is close to a multiple of 2048. If you use a full batbox (40K IIRC?) the 'hung up' portion would be... 1088 (40000%2048) however there are also other factors, like storage units secretly hoarding a bit of 'excess' charge and not displaying it. If you want to be sure, fill it with full batteries alone.
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It's a bug, the batpack shouldn't function as armor but it does. I think I recall hearing that this was something that needed to be fixed at the Forge level?
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http://en.wikipedia.org/wiki/Galvanization -- Literally a zinc (probably tin since as Eloraam pointed out, there's already a few kinds of soft white metal in the mods) coating to prevent rust. That's all it does. Refined-iron tools would be a better option (logically like galvanized structural steel).
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Removing parts of the core game is probably more effort than it's worth; even if those parts are logically more like 'extras'/addons. I would be extremely surprised if anything more than making 'magic' not work with 'technology' happened.
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It's really painfully obvious this is an NEI issue; wait for their forums to come up and try again there.
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At a glance it seems your problem is either with EE or railcraft; please go complain on their forums.
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I'm running a much longer EV system; with around 32 eU/p lost out of 2048eU/p the ~1.5% loss rate of 3 rubber insulated HV cable really beats the cost of rewiring it with glass (esp since it's temporary). Now, for powering a remote quad mining rig I'm finding that a string of LVTFs and copper wire quite managable; though in the next mining phase I think I'll have the power strip inside, rather than along, the ceiling. That got annoying fast.
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This actually prompted me to re-consider things; I'd thought transformers only took in one packet/tick on their high side. With the high side /literally/ acting like a storage buffer this does work -quite- well for getting my burnt out tin windfarm at ~127 back up and running freeing some prime real-estate for a reactor .