You know why nobody should use Goto? http://xkcd.com/292/
Didn't get it.
You know why nobody should use Goto? http://xkcd.com/292/
Didn't get it.
Then back to my question (--'), what's the point of upgrading a Blast Furnace with HAMC ?
Currently, not much. [Also it is Advanced Machine Casing, dispite it has "Highly advanced" stuff]
If greg adds another ingot that requires higher heat (like Osram [OsFeW] ingot)?
WAIT WHAT ?
The HA Machine Casing does not require Chrome anymore ???
Talking about reinforced ones, a full reinforced blast furnace may smelt the majority of materials.
I meant "Increasing maximum heat for up to 4 blast furnaces blocks at once"
Yep, I didn't think I could do that, but then I looked at how transformers work and now I see just how easy that would be to split it into packets.It does give me an idea for an "ultra-hardcore" mode where its just one packet and the voltage spikes meaning you need even more safety features, or would that be evil?
Just give a warning on update (in-game message if possible).
It would be fun, and still allows us to run reactors normally by placing 2 or more HV transformers directly adjacent.
Or use GT machinebox/charger that can accept up to 8192 EU, given transformer upgrades.
Really ??? But ... what's useful with upgrading the casing machines ?
Maximum Heat to up to 4 blast furnaces?
Also its cheaper as it doesnt use chrome.
I'm still going to try and figure out how best to work this in. I am a little concerned about reactors causing small bursts that ups the output from LV->MV etc for even just one tick and frying the cable/transformer its connected to.
Just make those small bursts increase the amount of packets output instead of total output.
For example, a reactor produces 120 EU packets normally. It has a burst and produces 2 packets of 120 EU for some ticks. [240 EU/t], then it goes back to normal.
Display Spoiler
Seems like you wanna make a non-OP CC
I've always wanted to do some coding , but never had reason to do so. CC is too fuzzy for me.
Since i'm a "GT tester", i would play around with it, if it were added.
Also if GT had something similar, it would be much better, in both terms of balance and utility.
Robots would allow much more jobs to be done automatically, including some that may seem to not be automatable in any way.
I think BrainTech (if thats the name of the android corp) would like to have a factory working solely on robots =P
Hello, i would close this if i had the power to do so
.
My name is SpwnX and i'm a mechanics engineer and IC² forum suggestion section janitor.
But if you want to have 4 Ind. BF on the same structure, it may be as cheap (I don't know, since I didn't test that) as upgrading each Blast Furnaces.
Coils reduce energy usage by decreasing operation time, so it depends on what you want.
Suggestion :
We have ComputerCubes right? Why not using it for something useful, like programming?
So, i came with this idea which is basically a CC turtle, but balanced and improved (will require fine sprite artist to do it, if possible) :
Robots!
Programmed on GT ComputerCubes. [Use whatever language pleases you Greg]
Tier 4+ technology, expensive, energy costly, used for mid-late game extensive automation.
They are able to mine blocks , kill mobs (does not count as player kill) , interact with blocks (Insert" X" things on "Y" slots of GUI of a block located at "Z" once every "A" time) or simply rightclick with a tool given to it, do maintenance on stuff (turbines), build stuff and anything you can think of.
The program would be written on the GT ComputerCube. Program data is stored on Data Orbs, rightclicking the robot with a data orb loads the program (the data orb is stored inside the robot).
You can not transfer code using copy/paste. You can only copy them ingame using the ComputerCube. If the robot gets damaged while it is working, it has a chance that the program will corrupt (aka lose parts of code), causing fancy behavior.
The robots requires extra parts to work properly, like a nanosaber to fight mobs, a drill to mine stone/ores, a chainsaw to cut logs, a laser to shoot on targets around (alongside a heat sensor and a biometric identifier to make it not attack its owner), Nanosuit to defend itself, plating to increase health (Osmium plates would give the highest armor) [heavy plates decrease robot speed], rockcutter to slowly silktouch stuff, energy orbs for internal storage, wrenches/screwdrivers/hammers... to do maintenance, any tool that can be used on mod blocks (example would be TC3 wand to be used on a crucible, it simulates a rightclick). Robots can use non-electric counterparts, but those will get damage three times faster as it doesnt care about durability and uses maximum strength [doubling overall speed if compared to normal tool usage by Steve]
Robots could be programmed to be faster/slower, consuming more or less energy, requiring overclocker upgrades, can have upgrades to work on Michael Jacksons (MJ) and Steam, given it can recharge itself somewhere (TE energy infuser and Steam tank), will consume 3-15 (normal operation-overclocking) times more energy on electric tools, if compared to Steve.
A hint to reduce power usage and increase efficiency is to upgrade the furnaces with heating coils (both automatic electric furnace and blast furnace accepts them).
First 4 Kanthal Coils, then 4 Nichrome Coils.
11 energy system! wow! Including the magic energy system?And how can you convert them?
Sometimes the converting radio between two different system is super high....
Are you talking about mods electricity or what?
Like MJ, EU, J , EMC , Vis, Essence ...
Offtopic : Nice reference to "chuunibyou demo koi ga shitai", with both nickname and avatar image. [I did watch it]
Display MoreI would still love having industrial craft2 and better dungeons.
Here´s the crash report, maybe you can help me out:
Display Spoiler
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 11.07.13 03:10
Description: Failed to start game
java.lang.IllegalArgumentException: Slot 249 is already occupied by ic2.core.block.BlockSimple@6ab29b when adding chocolate.mods.BD.block.BlockCapsule@12b0019
at net.minecraft.block.Block.(Block.java:340)
at net.minecraft.block.BlockContainer.(SourceFile:9)
at chocolate.mods.BD.block.BlockCapsule.(BlockCapsule.java:24)
at chocolate.mods.BD.BetterDungeons.registerBlocks(BetterDungeons.java:584)
at chocolate.mods.BD.BetterDungeons.load(BetterDungeons.java:218)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 327683184 bytes (312 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.23.738 Minecraft Forge 7.8.1.738 40 mods loaded, 40 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{5.2.23.738} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge{7.8.1.738} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore{0.8.7.3} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
CoFHFramework{1.5.2.5} [CoFH Framework] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems{1.5.2.28} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
PowerCrystalsCore{1.1.6} [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_bspkrsCore{v2.09(1.5.2)} [bspkrsCore] ([1.5.2]bspkrsCorev2.09.zip) Unloaded->Constructed->Pre-initialized->Initialized
TreeCapitator{Forge 1.5.2.r13} [TreeCapitator] ([1.5.2]TreeCapitator.Forge.1.5.2.r13.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized
CoFHCore{1.5.2.5} [CoFHCore] (CoFHCore-1.5.2.5 (1).jar) Unloaded->Constructed->Pre-initialized->Initialized
CoFHWorld{1.5.2.5} [CoFHWorld] (CoFHCore-1.5.2.5 (1).jar) Unloaded->Constructed->Pre-initialized->Initialized
GalacticraftCore{0.1.36} [Galacticraft Core] (Galacticraft-1.5.2-a0.1.36.410.jar) Unloaded->Constructed->Pre-initialized->Initialized
BetterFurnaces{3.2} [Better Furnaces] ([1.5.2]BetterFurnacesV3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap{v3.3_06 [1.5.2]} [mod_ReiMinimap] ([1.5.2]ReiMinimap_v3.3_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Core{3.5.3} [BuildCraft] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Transport{3.5.3} [BC Transport] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Silicon{3.5.3} [BC Silicon] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion{2.4.6.0} [Thermal Expansion] (ThermalExpansion-2.4.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
IC2{1.115.348-lf} [IndustrialCraft 2] (industrialcraft-2_1.115.348-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
AppliedEnergistics{rv11.c} [Applied Energistics] (appeng-rv11-c.zip) Unloaded->Constructed->Pre-initialized->Initialized
BetterDungeons{1.8} [Better dungeons] (BetterDungeons.zip) Unloaded->Constructed->Pre-initialized->Errored
BuildCraft|Builders{3.5.3} [BC Builders] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Energy{3.5.3} [BC Energy] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Factory{3.5.3} [BC Factory] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
ComputerCraft{1.53} [ComputerCraft] (ComputerCraft1.53.zip) Unloaded->Constructed->Pre-initialized->Initialized
CCTurtle{1.53} [ComputerCraft Turtles] (ComputerCraft1.53.zip) Unloaded->Constructed->Pre-initialized->Initialized
ExtrabiomesXL{3.13.4} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.5.2-3.13.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
factorization{0.8.01} [Factorization] (Factorization-0.8.01.jar) Unloaded->Constructed->Pre-initialized->Initialized
factorization.misc{0.8.01} [Factorization Miscellaneous Nonsense] (Factorization-0.8.01.jar) Unloaded->Constructed->Pre-initialized->Initialized
factorization.dimensionalSlice{0.8.01} [Factorization Dimensional Slices] (Factorization-0.8.01.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forestry{2.2.8.3} [Forestry for Minecraft] (forestry-A-2.2.8.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
inventorytweaks{1.54b} [Inventory Tweaks] (inventorytweaks-1.54b.jar) Unloaded->Constructed->Pre-initialized->Initialized
IronChest{5.2.8.446} [Iron Chest] (ironchest-universal-1.5.2-5.2.8.446.zip) Unloaded->Constructed->Pre-initialized->Initialized
Natura{2.1.1} [Natura] (Natura_2.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
Natura|CompatMineFactoryReloaded{0.1} [Natura compat: MFR] (Natura_2.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
NetherOres{1.5.1R2.1.5} [Nether Ores] (NetherOres-2.1.5-75.jar) Unloaded->Constructed->Pre-initialized->Initialized
Railcraft{7.3.0.0} [Railcraft] (Railcraft_1.5.2-7.3.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
StevesCarts{2.0.0.a122} [Steve's Carts] (StevesCarts2.0.0.a122.zip) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct{1.5.1_1.4.dev.14} [Tinkers' Construct] (TConstruct_1.4.dev.14.jar) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct|CompatMineFactoryReloaded{0.1} [TConstruct Compat: MFR] (TConstruct_1.4.dev.14.jar) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: GeForce G210M/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null</init></init></init>
You got a block ID conflict, change betterdungeon ID to something different than IC².
That conflict is stated here : "java.lang.IllegalArgumentException: Slot 249 is already occupied by ic2.core.block.BlockSimple@6ab29b when adding chocolate.mods.BD.block.BlockCapsule@12b0019"
How would it distinguish between air and projectiles ?
(Before you say "speed", just look at the average speed of molecules of O2 at 25°C, I think it's about 100 m.s^-1 ^^)
Speed would also be a valid distinguishment, i think.
Molecule speed is different of total speed anyway.
Or Atomic size filtering. Anything bigger than oxygen doesn't go through.
EMP could severely damage the field (or destroy it temporarily, alongside partially draining internal storage)
Greg told on his profile (not edited for ages ^^) that Magnetic Force Field would maybe be used for "enchants"-like ^^.
Btw, do not make any mistake about Magnetic Fields: it's not what you imagine, Magnetic fields = a field that involve a force, which depends on the speed (vector) of an object, and of its electric charge(aka, not somthin that can stop any attack)
Just call it a Forcefield. That holds energy particles, able to block anything excessively intrusive.
Agreed, it seems a good Idea ... especially since it make the MatterFab needed again
Although, if it has to bee so expensive, it should be buffed, and not only for storage (I think it should give invincibility once again)I especially like the fact it makes Max Heat for the Ind. Blast Furnace useful
Mix this suggestion with mine for a Quantum GraviMagnetic Field Suit =)
It would grant invincibility, given you can regen the field within time.
Each Quantum GraviMagnetic Field Suit would work alone, fully protecting the player, but all parts together has a bonus of 20% total shield (f.e chestplate only would grant X total shield, all parts would grant 4X + 0,8X)
[Thus you can't take nearly infinite damage in a very short time and stay alive]
javascript = Browser Language
java = Programming LanguageAnd they are not even close to each other Code wise.
A quick google search proved that.
It seems that the word "java" on both words, made me think they would be something similar. ¬¬
*MEGAFACEPALM*
Javascript != Java
oh wait, what did i say? ![]()