Posts by HeadHunter67

    Maybe if people didn't keep posting "when will this be updated for version x?" the matter would take care of itself.


    I'm not keen on the idea of deleting posts just because one member finds them to be irrelevant, nor do I see the need for an arbitrary evcaluation of compatiblity when the user could do so on their own.

    Good ideas, thanks. I know next release will make it easy, but in the meantime, your suggestions are worth consideration.
    I'm always open to more ideas, of course.


    [EDIT: I tried the solar panel for "trickle" power with the EU detector/not gate combo on it, and looks like it's going to do just what I need it to do! Many thanks!]

    Here's what I'm trying to do:


    I have a nuclear reactor feeding an MFSU. What I want to do is to send a shutoff signal to the reactor when the MFSU is full. I know how to accomplish that much - an EU detector cable and a NOT gate does the trick.
    BUT, here's the part I can't figure out yet: When the MFSU goes below maximum, I want that signal to stop so the reactor turns back on and fills it again. Of course, the EU detetector and gate won't accomplish that, because the reactor is off and thus no current is flowing through the detector.


    The goal is to reduce fuel wastage when the MFSU does not need it. I don't want to just redstone the MFSU and then put a detector cable on it, because I do want things down the line to be able to use the MFSU before it's full (otherwise, there'd be no purpose th this whole exercise). Is there a way to get the MFSU to turn off that redstone signal to the reactor?


    I'm feeling like I'm missing something obvious - but I'm neither a programmer nor an electrician, so all these Boolean gates are kind of arcane to me.

    Actually, the problem isn't just one person asking about one add-on. It happens in every add-on and mod thread every time there's an update to the game or to the main mod.
    That adds up to a lot of irrelevant and useless clutter that doesn't get anything done any faster.


    It's obvious that he's too busy to even come here and post; what makes you think he should even have to?
    The add-ons will be updated when he's ready and able to, and not a moment sooner - no matter what we say or do.


    Serenity comes from learning to accept the things we cannot change.

    I dont understand people who use IC2 and complain about EE. IC2 with its UUM generation creates any block from nothing, given enough time, just as EE does.


    It's a matter of scale. To make a diamond in IC2, you need 9 UU-M. That requires 306 scrap, which needs 2448 cobble (38.25 stacks). To make a diamond in EE, you transmute 6 stacks of cobble.


    I'd say that a variation by a factor greater than 6 means they are hardly comparable.

    There doesn't seem to be much sense in "updating" a mod that you know is going to be updated anyhow.
    Alblaka had already specifically stated his intentions - it's not as if it's a dead mod that hasn't been updated in months.
    I wasn't aware that pointing this out made someone a "dick", and it's terribly unfair to classify "most" of the participants in the thread that way (IMO, there's only been one... until now)
    I'm not sure why reason indicates "problems at home". I'd be more likely to conclude that passing judgment in that fashion is indicative of underlying problem... but I'm sure you meant well.
    After all, you're such a nice guy to compliment one person at everyone else's expense. :rolleyes:

    The thermometer add-on is compatible, if you have the will and the wits to do even the smallest amount of research.
    (HINT: Look UP. If you don't get in the habit now, an incompatible mod probably won't be the worst thing you miss in your life) :P

    CovertJaguar mentioned an issue with the BuildCraft 2.2.x branch for 1.1 that may or may not have a bearing on the issue here:


    Quote

    The Liquid Loaders don't implement getCapacity() from the ILiquidContainer interface. Not sure if this will cause issues. That function probably isn't called by pipes. So it might not matter, I could be wrong though. And that only applies to the 2.x branch.


    Again, it might be another matter entirely, but it came to mind when I saw the current discussion.

    It takes 25W to push one item. All current redpower machines are 100V. Each solar is 2 Amps. That means you're pushing 6 amps with those three solars. That's 600 Watts per TICK. 12000Watts per second. We only need 50W per second, because our timer is 0.500s. One thermopile gives 0.5A per tick which is 50W per tick 1000W per second. We need 50W per second. We have far far more than that with one thermopile. :D


    Wow. Thanks for elaborating on that! I do understand the electrical math; I just don't usually pause to think about it very often. When someone lays it all out for me, it becomes very clear.
    I've always tended to overdo it on solar panels because I want my battery box to charge up quickly. I prefer to have a good reserve in case of unforeseen problems.


    But I really like the design of your horizontal thermopile array - it's an elegant means to provide 4 blocks of water to each thermopile to perfectly offset the heat production of the lava source. And it's very easy to implement, even underground!


    Something that just occurred to me... reviewing your vertical thermopile array, it's clear that the water needn't be a source block. I don't think there's any risk of evaporation in your horizontal array, but if there is, couldn't the water be provided from sources either adjacent or above (depending on the location)?

    It never gets hot enough to evaporate the water. As I said, I ran it for a full cycle and it never reached 5000 degrees.
    It's true that the best practice for water cooling is flow from outside the evaporation range, but one of the things I wanted to test was if that was even a possible concern. Looks like it wasn't after all.