Posts by HeadHunter67

    I discovered something interesting - using PowerCrystals' Power Converters add-on and I put a petrochemical generator on top of my Energy Link - which was adjacent to the refinery. It appears to have taken fuel (or perhaps oil) directly from the refinery itself to fill its power gauge. The refinery and generator are not touching in any way (aside from both touching the energy link) and it's not next to a pipe.

    Keep in mind that using an EC Meter on a wire will show its continuous current in EU/t, but on a transformer you'll only get an average because it stores the power until it has enough to send a packet of the proper size. You're not getting more power out of it - if the wire is supplying, say, 64 EU/t to the machine, it's supplying the same to the transformer (which then outputs only once every 4 ticks).

    I wonder if it's possible for some talented programmer to make an add-on that works like a multi-tool - all the functionality of the BC wrench, the IC wrench, the RP screwdriver etc... and make the tool smart enough to use the right tool on each device.

    The main isue with solars are that they are inbalanced in a strange way that in the start you begin to make them and when you finaly got to the late game you should move to higher tier power suply, but there is no need to buid reactor or generator arrays or biofuel factories from needines of higher tier power becouse you have like 64 solars above your head and they already been placed so no matenence is needed so you usualy go with that. (Late game IC2 would be sufficiant material backup to make a reactor or two and Qsuit in play) .


    Then that would indicate the problem is not the solars, but that the higher tier generators (like the reactor) are underpowered. Lack of required maintenance is not the issue - a well-designed reactor doesn't need babysitiing, except to replace the fuel. I think if we focused all this attention on why people don't use reactors instead, we'd make more progress.

    Perhaps one method would be to stop them generating when no one's in the vicinity? Or take them down to the levels of wind and water?


    Never used a wind mill, have you? Placed at the build limit, a wind mill will generate about 30% more EU/t during the day - and it keeps working at night. It's just a little harder to set-up.
    Let me ask you something: Is it somehow MORE fun for you if your machines don't work as well? I have yet to understand the mindset of people who make recommendations that don't solve the issues but only introduce inefficiency and misery to the equation.

    I think it might be a little unbalanced if one could collect the full amount of resin each time the spot respawns. Perhaps 1 resin each cycle would be better.


    I notice this is the second thread where you talk about wooden treetaps. Have you heard of the More TreeTapsadd-on? It adds iron treetaps and even rechargable electric treetaps.


    This is what kept me from trying RP2 for so long... the "wiki" is a joke. The recipe list helped more than anything.
    I have to admit I do like RP2 but have found it of limited use so far (I don't use a lotr of pipes, even in BC).


    As far as the unused ores, I agree that it's good that I won't have to spawn a new world later. I haven't found any tungsten, so I'm sure I can save up what I do acquire until it's used. I'm not keen on the rubies/emeralds/sapphires beacuse they DON'T "work just like diamond", despite what they claim. You can't cut silicon wafers or mine obsidian with anything but diamond. My main objection so far is Marble. Sure, it looks nice to build with but it looks SO out of place underground.


    I'm honestly impressed with Eloraam's ability and vision - though things aren't adequately documented, I really feel she's moving in the right direction. I share her desire for one all-encompassing technology mod. I don't think RedPower will completely fill that need, but who hasn't wished that BC/IC/RP were all one awesome mod?


    I don't really see why someone wouldn't want both running on their server. "Stability" is a BS excuse - you were running BC before, it must be "stable" enough. I have yet to encounter any compatibility issues between the two.

    I used HV cable to run a line from my wind farm down to my house. I could have used glass fibre, but 60 meters would require 15 diamonds and it's frankly not worth the expense. Losing 48EU off a 2048EU packet is insignificant.

    I added 120:2 (and 21:2 as Lapis are not included to begin with either) to the valuableOres line of the IC config file and the miner successfully nabs them all now.


    According to my Redpower config file, 120 was the block ID for all of its ores. The :2 is for the ore value calculation which I made similar to Tin and Copper for IC.


    Thanks - I wanted to make sure I had it right. I had also assigned it as 120:2, but wanted to be sure so I didn't mess something up. But my config seems to grab Lapis just fine, 21:3 listed in fact.


    Looks like the miner is grabbing ores, as well as gems and Nikolite, so unless something like Tungsten has a separate ID I think I'm good. Thank you for the advice.

    You just need to set the ores ID from the redpower 2 config file int he ICs miner list.


    How does one do that, exactly? I just started using RP2 and while I have that brand of tin and copper in abundance, it would be nice to more easily find the rarer stuff.


    (I believe I know the file and line to edit, I simply do not know the proper values(s) to insert...)

    Sounds like it... BUT! I've noticed that sometimes certain machines can take the full packet, even if it brings them over their limit. Take an MFE or MFSU that's one EU short of full, and send the largest input packet they can take - you will notice it brings them up to 600,127 or 10,000,511 respectively. Not sure how other machines respond because it's not as easy to track the power transfer reliably.

    I was considering adding RP machines to my setup (currently just using core, lighting and wiring) but couldn't find much info (even in their Wiki!) on brass.
    How is it made? Do I need RP World as well? I really would rather pass on that part because of the wacky rubber trees and yet more custom ores to complicate my exiosting setup (and make me wander yet farther again to find).

    I believe that a /wrench/ should have a chance of destroying things, but even more so that an /electric wrench/ should -never- destroy things.
    The whole point of advanced technology is to make life better. It's silly to think that an advanced wrench might not return something (or that if it doesn't it should have the same pathetic success rate a normal wrench does).


    I am in complete agreement with this position, and have implemented the wrench mod into my game for that same reason.

    are they the same resolution as the HD texture pack you are using?


    Yes, I know how to upscale and resize images to match the intended resolution. Zeldo seems to think it's got something to do with the BC code itself, and not his mod - which may or may not be the case, but I would think it would be an issue that affects everyone universally in that case. I'll keep trying different things in the meantime, I guess.