Posts by SpwnX

    Go for wind + scrap generator (you probably have one right?) + mass fabricator.

    Then you won't need much energy to make a UUM.

    If you don't have scrapgens :
    Lava + RP2 breakers (lava flow probably disabled, right?)
    Miningwell + RP2 breakers
    Quarry + RP2 breakers(with these two you will get mining pipes)

    or

    Make an endertrap [Automated Ender Pearl farm in the end (RP + IC²)] in the end to get an excelent EMC generator.
    Enderpearl = 1024 EMC -> 512 EMC when transmuted.

    or

    give me server IP (and thread if possible) so i can join it and help you. I will find many ways to get emc/eu when i join it.

    Crash Report


    This happened when i tried to retrieve fuel can from centrifuge (shift-click).
    {
    2012-11-01 16:59:17 [INFO] [STDERR] at gregtechmod.common.containers.GT_ContainerMetaID_Machine.a(GT_ContainerMetaID_Machine.java:131)
    2012-11-01 16:59:17 [INFO] [STDERR] at qy.a(SourceFile:249)
    2012-11-01 16:59:17 [INFO] [STDERR] at qy.a(SourceFile:127)
    }
    This thing above repeated on crash log 100+ times.
    Edit : Someone ninja'ed me, but now i see that it is purely related to shift-clicking in centrifuges/maybe all your blocks.
    Edit2: @Post above : I want H-Bombs instead, these were never tested on an open anbient, as it could fuse the hydrogen in air causing global destruction =D.
    Edit3: Fusion reactors should have something like a meltdown, since whenever the coils fails containing the fusion reaction plasma should keep fusing atmosphere hydrogen and causing an H-Bomb explosion which vaporizes an EXTREME area [Anything is vaporized (mobs/players/items/blocks, even bedrock [in a smaller radius] if you want)]

    Don't measure transformer directly, measure the cable directly connected to it (waiting some seconds to increase average time) and you will get the right value.
    Are you using MV transformers or HV transformers?

    Reverted MV transformer (redstoned, 3 dot side connected to cable) = HV transformer (not redstoned, 1 dot side connected to cable) if they are being used as a energy relay

    Those IC² armored mobs are good for fun (in my opinion), makes us scared of mobs once again =D. However i think those mobs should have a better AI (hide themselves, ambush and such), use more IC² items and ...

    From suggestion section

    To addon devs (and IC² ones maybe) : make those quantum/nano armor mobs drops have a special feature (either enchantment, ability or anything that can't be made). This will encourage players hunting those mobs [One more thing as time-sink (like IC² crops)]. Also possibly make those dropped armors be "damaged" ,which needs repair (cost slightly less than making one from scratch).

    Villagers could also have a better interation with IC² with villages grow up in tech and size as you trade with them (trade-o-mats) [maybe some kind of millenaire integration?]

    As i said before make IC² crops check for activated luminators above it and it is done. If there is an activated luminator directly above it (and only above) crops states "skyview" value as true.
    If luminator is not directly above, crop will not interact, only consider its light level.

    To addon devs (and IC² ones maybe) : make those quantum/nano armor mobs drops have a special feature (either enchantment, ability or anything that can't be made). This will encourage players hunting those mobs [One more thing as time-sink (like IC² crops)]. Also possibly make those dropped armors be "damaged" ,which needs repair (cost slightly less than making one from scratch).

    Those zombies just have a lot more health/armor and deals 6 damage (hard/unarmored). Still easy since it is only one, if a horde of them could possibly spawn, then runaway or you are dead =D .

    @Greg : Make Quantum/NanoSuit zombies/skeletons drop "damaged" parts of respective armor they wear, those needs to be repaired by player using lots of stuff, but less than making an armor from scratch. Possibly those armor dropped by mods are "upgraded" (enchanting), making players look for those [motivate mob hunting].

    Quoted from baturinsky

    Finally made it work... Filler+miningwells generate pipes at a price of 50 mj/pipe. Procesing them at recyclers and mass fab takes 45 + 166000/34/8 = 655 eu/pipe. So, you can fulfill need for junk by spending just 1/6 of your energy on it (at 2mj/5eu ratio).

    Price of setup is minimal, and you can get more pipes by increasing mj that you give to filler and wells. Just make sure that filler gets more energy than wells, even if just by a tiny bit. It can be done by adding stone conductive pipe to wells wiring. With one filler, you can get maximum of 64 pipes/second, which is enough to feed 2000 eu/t mass fab.

    I use MFFS here to keep filler green. There is exactly only block of forcefield in filler area, and this is enough, regardless of filler speed. Force energy consume is minimal, one full load of bluewhateverthingie is enough for over three years of real time.

    If you don't have mffs, but have turtles (or any other block breaker), you can tune system to have wells getting tiny bit more energy than filler, and put block breaker somewhere in the middle as regulator (Fig.2). But it requires much finer tuning.


    That setup can be improved by simply making mining wells try digging straight into MFFS fields (with block cutter upgrade).
    It will spam 20 mining pipes (in item form) per second per well (if fully powered). You can collect it either with RP transposers or anything else you can think.
    Tested with MFFS (immibis ones) + RP2 transposer + BC mining well + fully overclocked recycler (20 operations per second).