Posts by HeadHunter67

    Dude post 3.0 aswell fuck sake. Some servers still use it dumbfuck and it's nowhere over the internet. Common sense idiot.


    My, aren't we demanding?
    Forgive me for not recognizing you, but who the fuck are you? And who do you think you are?
    Do you expect you're going to get what you want by making demands and insulting people?
    News flash for you: You need this mod more than it needs you. If you ceased to exist, people would still use it.
    So stow the shit and jettison the attitude or your stay here will not be a welcome one.

    Exactly. In fact, I think EVERY mod should have the following disclaimer:
    "Having problems with items you conjured through TMI/NEI? Take it up with them - it's not our problem, even if it's our items."
    But I don't think that would in any way reduce the number of complaints - typically those people don't read FAQs, original posts, or intuit that the problem isn't with the item they didn't bother to craft, but with how the inveditor messes it up.

    That's the easiest generator to use - it's compact and mostly maintenance-free. Also, you can put three of them in a "U" shape like so:



    You don't even need that long pipe to the chest - put the chest in the middle of the three outputs and run one RP brass tube from each.


    My only advice would be this: Try and build it all in one chunk, and if possible use onee of Zeldo's chunkloader blocks. Because I noticed that if the chunk gets unloaded, the lava may overflow into the rest of the machine - dissolving the redstone and evaporating the water. When that happens, you need to rebuild part of it.

    Ultimately, I don't like the ability to crash my Minecraft even if it is by accident, because once a buggy block is placed you need to remove the mod or edit the world offline to fix it.


    Perhaps now you begin to see that any inventory editor will have the risk of allowing you to add debug items that are not meant for gameplay.
    That's like complaining that using a debug cheat code crashes your game. Simple answer is: Don't use it, then.

    If it isn't in your config (It should be automatically added, as it did when I loaded 3.1 for the first time, using the same config file I've had since the 1.23 version of AM), add this to the block section of the config, with whatever ID you have open:

    Code
    blockSolarArray=189


    Thanks. That's exactly what I needed to know. Because the game was crashing due to the ID conflict, it wasn't updating the existing config. I was reluctant to delete the config in case something happened to my existing machines.

    But if you change the block ID of something you've already built and/or placed, that item will change in your world.


    I know how to manually change block IDs but I don't see anything in the advanced machines config that allows me to change the ID for the solar array. I'm already using 189 for my Halogen Lights.

    This is not a picture "of" my setup - it's someone else's farm - but the one I had in my 1.81 world was set up just like this:



    Basically, the batboxes on the edges feed into the next ones, and so on (almost like a tournament ladder), then the primary batbox feeds into a redstoned LVT>MVT>HVT combo to ramp the output up to 2048 EU/t, which is run down an HV cable (because spending 15 diamonds to save 48 measly EU is silly!). That output is then stepped down with an HVT at the destination MFSU.


    The only change I'd recommend is to replace most of the flooring with glass, like so:



    This way the area below the farm is lit and you don't have monsters spawning in the shadows.

    [Also, do the math. that's 648 coal dust, 648 glass, 1296 redstone, 2,808 rubber, 1,404 copper, 1,728 cobble, 864 tin, and 2,160 refined iron. JUST for the solar panels. Plus the 36 lv transformers, 6 mv transformers, an hv transformer, 42 more machine blocks, 42 more regular circuits, 1 more advanced machine, and 1 more advanced circuit.


    It would still be cheaper than the absurd idea that is the original recipe for this version of the add-on!

    If a solar panel manufacturer could create energy to produce a panel at such a low cost as to break even at the prices they are selling them, they could make more money by selling energy on the open market.


    And that's called "opportunity cost", which was my original point in the thread. 8)
    If the energy (or the UU-M, or the materials) are better used directly on one's needs rather than invested in a machine, it's overpriced.

    Real-time.
    You're better off spending the time and resources to build a solid infrastructure, instead of what will amount to an overpriced gumball machine.
    Mass Fabricators are great once you get to a certain point, but making one early merely ties up resources that are better spent elsewhere.

    I typically use a little bit of solar power for "trickle" fillup on my storage units and until I get other generation going. Wind power can be very effective - I got more output from y 16-mill windfarm at the build limit than I did from my solars.


    I've never really tried water power, but it's just a matter of never finding the opportunity to consider its use. I'm sure it won't be long before I build a water tower and then I'll be able to compare.

    You can see it is an ID conflict by the miner turning into a peat engine, which means they share an ID, which mean BUGS.


    The reason the autominer and peat engine share an ID is because they are from independent mods. Kentington and SirSengir are not required to make sure that they're not using the same ID as another mod, after all.
    In general, it's not too difficult for the user to modify an item or block ID manually - if not in Rocket Science, then definitely in Forestry.