Posts by HeadHunter67

    Yeah, I discovered that when building my wind farm. I figured - batboxes > LVT> MVT>HVT and then send it down, where an opposite HVT downsteps it into the MFSU.
    Simple on paper, until it comes time to redstone the transformers so they upstep the voltage. Putting a torch on the transformer itself won't work. Putting it on a block next to it will also apply that signal to any other adjacent machine that can be redstoned - like, a nearby batbox or one of the other transformers.
    I wound up having to jink the wire a bit instead of running it straight down from the HVT. No biggie, but trying to work out redstone from underneath a platform at the top of the sky is no fun.

    Oh man, totally. It won't be an Evil Mining Corporation without the trappings of bureaucracy.. I should probably download the 1.9 pre-release so I can start building an army of snow golem thugs to deal with the anti-fracking and anti-coal seam gas mining activists! (sarcasm implied... Hopefully in real life, things will get better for all the people in the US, Australia and elsewhere who now have flammable ground water due to this stuff!)


    If they have "flammable ground water", it's because their water well is drilled poorly. A water well is only a few hundred feet deep - natural gas is extracted from pockets over a mile down. If gas is found in the drinking water, it's coming from surface pockets, not from gas that is presumably forced through thousands of feet of rock which is actually far less porous than the targeted shale. Generally it means that the water well shaft is either improperly sealed and/or was dug right through a gas pocket near the surface.


    There's a lot of misinformation going around about this issue, to the point that activists have even made a propaganda movie about it. The facts are simpler and very logical when you stop to consider them. Sadly, the same people who cry to end our dependence on foreign oil are the ones freaking out about fracking. They write about it on their blogs from computers that use electricity from coal-burning or nuclear generation plants, and then charge up their Prius or Volt with that same electricity. There's so much irony in that, you could build a steam engine with it. 8)


    But I totally digress. Nah, if you want "EEEEEEEEvil!", make the whole building an HR office. Back when I entered the workforce, it was called "Personnel", but it's harder to exploit someone when you have to verbally acknowledge that they are, in fact, a person. When they are a "resource", HR can look at you the same way you or I consider that stack of coal in our workbench chest.

    Yeah, I recall seeing a picture of the effects. The funniest thing wasn't the crater, it was the comments from people who believe that there's no way you could possibly have 54 uranium cells without using TMI.
    I was like "wut WHAAAAAT"? I've accumulated twice that (not counting the ones I've already used for fuel), mostly from using the automated miner. I've found that there are, on average, about 3 uranium ore per chunk - but because they can spawn at just about any level, people who typically mine deep may miss many of them.

    o ya sure a gate is np, should it act like a door or something custom?


    Hard for me to say - based on the behavior when placed, the fence panels are modeled like glass panes. I guess our options are: door, or fence gate. Given that you want to be able to make a gate that's either one high or two high, I'm wondering if it's possible to do one of each item - chain link "door" (2-high), likely made with 6 panels of fence; and chain link "gate", probably made like a wooden gate, either with two chain fence panels between 2 refined iron ingots - or better yet, two iron fence posts- on each side (instead of sticks).


    Would give use something else to do with iron fence posts while we are at it. I wonder how chain fence looks against them, by the way?

    Yes I looked at this as well. In short, recyclers need to be nerfed massively if you are playing with redpower 2, because redpower 2 cobble generators take no energy to run. So on my world, recyclers need 10x more energy to run, and I also make the diamond rate 1% instead of 3%.

    Sounds like a problem with RedPower2, then. Can't recommend changes to IC2 simply on the basis that someone "might" be using it in conjunction with another mod that allows one to exploit something. Better off lobbying the RedPower team to make the sensible change of requiring power for a machine that generates something... I don't know, I've never used it.

    I'd like something like that as well. Also, I'd like to be able to use it for traveling up and down. Not sure how to control that except with redstone at the magnetizer itself (if that even works).


    If it's a block I must stand adjacent to, the pole is not the best option. I can't put it in the wall (unless the wall is thicker than one block, I'll have this gap in it).


    This is a great idea but it needs further implementation. An elevator or lift of some kind would be better.


    Does anyone remember the old hidden water elevators, where you could put falling water in a corner behind a wall and shoot upwards? Something that had the same effect is what I am seeking. The hole in each floor was only one block, making it eaier to step off at the desired floor.

    Most people who use the Wiki probably aren't bothering to register - since it only matters on the off-chance that they might want to update it.


    It's not that it's "difficult", it's that it's not readily apparent to people who use a wiki simply as a reference source and aren't the sort to update them. It's another one of those things that seems obvious to people who know how, and unknown to those who don't. And the Wiki itself says nothing on the subject - you either know how, or you don't.

    Now that's more like it! (I had wondered what dinosaur costumes had to do with it)...


    Your design would indeed allow for 4 reactors to be run more or less constantly in sequence, providing you have the means to set the timer. The cooldown is just 12 seconds longer than the full sequence would allow, so for full safety and constant operation you might want to have a 4-second off time when switching from one reactor to the next. I'm not sure of how much excess heat it would build up over the course of a full cycle otherwise - it may or may not matter.

    :Force Field: You've basically got it right. But it is a 3x3x3 cube, centered on the reactor core. Additional chambers occupy portions of that cube and displace the water in that block - but they offer more cooling than the water would anyhow.


    So, for a 6-chamber reactor, it would look like this:


    Top level of cube (and bottom level as well):


    :Force Field: :Force Field: :Force Field:


    :Force Field: :Nuke TNT: :Force Field:


    :Force Field: :Force Field: :Force Field:


    Middle level of cube:


    :Force Field: :Nuke TNT: :Force Field:


    :Nuke TNT: :Nuke TNT: :Nuke TNT:


    :Force Field: :Nuke TNT: :Force Field:


    Also, to be sure your cooling water does not evaporate, set up a ring of water source blocks to flow into the chamber from a couple blocks above (a hot reactor can evaporate water in a 5x5x5 cube centered on the core). I hope this helps.

    No 1.9 either way. We either stick with 1.8 or move to 1.0 if other mod developers do as well.


    Eloraam and Player are quite happy about the upcoming "release", as they want to stuff in another load of hooks within MCForge without being afraid of another update frenzy.
    I seriously doubt the title "release" will change anything about Notch's update-madness though.


    Whatever Notch plans to call his "official release" (1.0 makes no sense, and is bound to cause confusion!), I'd prefer to stick with IC2 wherever it goes or stays. I honestly hadn't played Minecraft much at all in the past few months, but IC2 revitalized my interest in the game.


    I'd rather have my Macerator and my Quantum Boots than some silly enchantment table and potion stand, any day. 8)