Posts by HeadHunter67

    of course its going to limit their use. The more they cost to make the less people will make and use.


    Given that the world is infinite, all resources are therefore also infinite. You don't even need creepers for gunpowder - you can craft it in IC or use UU-Matter.
    As for the uranium? It's more abundant than you want to admit - though you did begin your first post by saying people already had a lot of it.


    So the material cost of the item is not a concern - they can and will be built and used regardless. It's not as if a lot of them are needed, really. I'm glad you have seen the folly of trying to control the IC nuclear arms race in that fashion. :)


    Quote

    I reviewed the explosive power of the nuke and its not so bad actually.


    I guess it's relative. A crater that's 53m across and 13m deep is pretty big - and that's what 1 nuke just did on my test world.

    Good times, eh?

    Well, it's been running for the past hour, staying cool enough that one of the water buckets remains untouched while two or three of them are constantly swapped.
    So that would indicate to me that it's running somewhere between 4500-4750 degrees - any hotter and it would use the other bucket (and possibly evaporate some of the immersive cooling), any cooler and there would be more unused buckets in the chamber. I really wish I had the thermometer add-on to confirm this!


    But it looks like it's stable at that heat level - no sign that the heat is increasing in any way. Next I'm going to test to see if I can set up the redwire and timer differently to give me a bit more immersive cooling.


    [EDIT: By the way, your total yield for a full cycle is 98 Million EU, not 49... remember that reactors were doubled differently than just generators this time around.]
    [Final Result: Found a 1.43-compatible Thermometer, heat is staying around 4300 degrees while in operation. When immersed in water, runs a full cycle at less than 50% heat, cools down in a few minutes and is totally ready to go again!
    Also, it's possible to wire the RP machines from below, giving a couple of extra blocks for immersion cooling. Thanks for the great design! I plan to implement this in my world as soon as I'm able.]

    And this is the "evidence" you think will "win" your argument? All I see there is that it "may be possible" but hasn't yet been done. You even go so far as to load the question and then expect me to buy the words you put into the developers' mouths. None of them said it's doable, they merely said it may be possible.


    I'll believe it when I see it - until then, your "point" is purely theoretical.


    Until I see proof of an unattended Nether factory transmitting items to the overworld, I remain unconvinced. Furthermore, I think you grossly overestimate what Ender chests and chunkloader blocks actually allow.


    You want to "win"? Well, if you are right, you should already be able to do it. Actions speak louder than words. Chop chop!

    OK, tried it again, this time with the timer running at .500 sec while I loaded buckets into the depoyer. I applied a lever to the reactor while I swapped in the cells.
    It did get pretty hot at first, but I was able to build a containment vessel around it and immerse it in 19 blocks of water.


    It's still running hot enough to create smoke particles, but not hot enough to damage me and there doesn't appear to be any evaporation in the containment vessel.


    If the tubing could be made a little longer, it might be possible to increase the amount of immersive cooling, but it might compromise the speed at which buckets are introduced.
    I'm also pondering ideas for a failsafe to shut it down if it begins to overheat - but I know very little about that sort of thing and I can't think of how to do it without removing at least one or more water blocks.
    Also wondering if wiring the machines from below would allow me to ue the blocks directly above them for more immersion cooling.


    I'm currently seeing if it can run an entire cycle like this without exploding.



    Again, I know how to identify and resolve block ID conflicts. It means nothing of the sort. It merely means that the block ID that was previously assigned to the portal spawner was later assigned to the oil mat - because now the ID was "open". The spawner blocks became recognized as the new item now assigned to the ID. It's odd that the blocks weren't removed when I took out the Portal mod, but I may not have loaded the world between taking that mod out and putting this one in.


    Just an odd manifestation of the change - I don't think it caused any issues, but I took the blocks out just in case.

    My experiences with IC teleporters have been none too enjoyable. For one thing, they draw way too much power - and they're not the most reliable in terms of delivery. They're probably fine between two locations that are within walking distance anyways, but they need a lot of love before I'll consider them worthwhile.


    F4113nb34st's personal teleporter add-on was a promising option (I primarily want something to port me home from the field) but every time I used it I wound up in the Void, even after he said it was "fixed".


    An odd thing happened with the Portal spawner when I removed the Portal mod and added the BC-IC crossover. Apparently, one of the portal spawners in a distant chunk became two Oil Materializers instead! It caused my most recent save to crash shortly after loading, but I went back to an earlier save, destroyed them and retrieved the chunkloader block from that area. Hopefully that solved the problem.

    I'm doing this in SSP. Construction is exactly as in the video. I begin by filling the deployer and reactor chamber with full buckets, so there are 27 to start. Replacing 13 of these with uranium cells means 14 buckets are in the loop, and I try to add as many of the others to the deployer as possible. The expected behavior is that the depoyer, and the reactor, should show as just one bucket appearing to be constantly refilled while the others appear to be sitting there full... this is not happening.


    I simply cannot see where I am deviating from the example, and with such an immediate and catastrophic result. I'll keep working on it, because I'm truly curious to get it running stable and then see if immersing the reactor chamber in water will result in additional cooling. It may be possible to get this to run a full cycle that way, but I won't know until I can get that far. It's unfortunate that the thermometer add-on isn't being updated, because that would help immensely.

    I don't think you get it that some people don't need machines on both sides to be running constantly, I'm perfectly happy to go to the nether build a base that pumps lava, nether wart, and blaze rods into ender chests while I'm building, hunting, and or exploring and then when i return to the overworld my Generator tanks become filled to the brim, My brewery stand begins production of the many potions i might have use of along with any number of other thing all without me ever having to worry about having to stop, empty out my inventory, and fill it up with whatever nether goods where produced.


    In short, It doesn't matter that they don't work it the same time, it would be nice if they did, but they don't and that doesn't negate the usefulness of the ender chest


    I don't think that you get that we're talking about something entirely different here. It's never been a question that things will work when you're actually in the same dimension - and all the Ender Chest does is allow an inventory from one to be opened in the other - seriously, it's not all that different from having to carry the items across yourself, you just don't have to empty one chest and fill another is all.


    The topic we are discussing is that some people think that the Ender Chests mod will allow their Nether lava cell factories to operate unattended and magically fill the chest when they are not in the Nether - and that's not at all how the mod works.

    The universal rule of programming: if you have to ask, it is possible. If you didn't ask, then it's still possible.


    That's a nice pat answer, but the universal rule of modding is: If the base game doesn't allow the means to make it possible, then the only way to make it possible is to change the base game.


    Certainly, anything is "possible" in a game. Whether or not it's "possible" in Minecraft as it stands is another story. As for the alleged mod you speak of that makes such things possible?


    The First Rule of the Internet is: Pics or it didn't happen.


    I await your "proof" that it not only "can" be done, but apparently already has.

    A discovery I wanted to share with you (you may have already changed it in an unaired episode):


    The timer next to the retriever between your macerators and furnaces should be set to a shorter delay. The reason for this: If the macerators are all occupied, any newly arriving ore is not sent up the green pipe - instead it is sent down to the recyclers! I discovered this to my horror last night when I watched some iron and gold ore get recycled because it couldn't be admitted to the macerators. So I set the delay to 2.0 seconds and that seems to be working.


    Alternately, you could go back to the overflow pipe and chest you had before - that might work too.


    (Also, the collector next to your relay would still benefit from having a glowstone block placed atop it, for faster processing).

    I did watch the new video - I guess I just don't know where that fine line is between "not enough buckets in the system" and "too many".
    Not sure how to tell if it's on a chunk border, but the fact that it happened twice in different locations makes that less likely.


    It's clear that the trick is in getting the right number of buckets moving through the system, but how many and how to accomplish that aren't clear in the video.

    First rule is: Whenever possible, don't change the ID of anything you already have in your world. Change the ID in the new add-on you're adding to your build.


    If you're unable to do that for whatever reason, then go with what you've got and rebuild whatever got changed. Even a MkIII Charging Bench isn't that expensive - 5 wood, 3 iron and an Advanced Circuit.

    I built it exactly as you show in the tutorial, loaded as many water buckets into it as possible... before adding uranium the reactor chamber and deployer were completely full of water buckets.
    Shortly after adding the 13 uranium cells, the reactor overheats and explodes. Any idea what went wrong? Buckets were still moving through the system but not every slot in the reactor was full. I did have it set to .550 seconds on the timer and seriously, it blew before I could even make it tick faster.

    It's possible that I could, sadly the Portal Gun mod is not as clean and concise as yours. There is a bunch of crap I don't know anything about and would never use anyhow - I think all I ever used was the Portal Gun, the Portal Spawners, Advanced Knee Replacements and Weighted Companion Cube. Everything else was useless to me. But I couldn't find a way to install just that stuff, and disabling parts of it in the config might not change the fact that it doesn't play nice with your add-on.


    I don't think it's a config-related issue, at any rate. The error report seemed to indicate something deeper within java, and I'm no programmer. But I do know that it wasn't anything as simple as an ID conflict - those are simple to resolve.


    So I ditched the portal gun mod and I think I'll get by just fine with the TF2 stuff instead.

    OK, here's how things go:


    1) Minecraft is updated
    2) Before ANY mods can be updated, Minecraft Coder Pack (MCP) must be updated to de-obfuscate the new code
    3) Modloader must be updated
    4) Modloader MP must be updated
    5) Minecraft Forge must be updated
    6) Any Forge based mods (such as IC) can then be updated.


    (Step 7 would be where any add-on authors can finally update their mods)


    We are currently at Step One. Nothing else has happened, so I'll leave it to your imagination to figure out about how long it will take.

    Looking forward to seeing what you do with it. I've gone through most of the lava in the area so using what's left to fire up a biogas engine sounds good to me.


    Also, I noticed that the Portal Gun mod was causing conflicts with Silentdeth's BC-IC Crossover addon - considering this and the other problems with it (such asd the bloated use of block IDs and especially iChun's possible abandonment of the mod), I've removed the mod from my build. Instead, I'm using the TF2 Teleporters and Sentry Guns. Check them out - you may want to change too!
    http://www.minecraftforum.net/…rter-sentry-pitmans-mods/