Posts by SpwnX

    Hello,
    I have two MK1-O reactors, both having 12 uranium cells.
    Reactor one has a remaining time of 11 hours, and the other has the usual 2 hours 47 mins.

    So I looked inside my reactor, and with NEI on I found out that one of my uranium cells has a negative damage value, which makes the time much longer.
    I have no idea how this happened...it just did.


    Anybody know this bug?

    It is NEI which spawns items with negative damage to last longer (kinda infinite). It is Ctrl or shift click that spawned them , just cant remember.

    I like the electrolizer the way it is, at best the only change i would agree with, would be making 3 tiers of Electrolized Cell with different EU capacity, LV-MD-HV Electrolized Cells.

    And tin pinchers should just use the stupid tin, its there for a stupid reason and its not like you are going to lose the cell, electrolizer is the only machine who does not eat it up.

    I don't like electrolyzer because it needs to be adjacent MFE/MFSU and charge/discharge water cell too slowly.

    If that is a RP2 repeater, then that would be 4 ticks. As each hit on the repeater doubles the amount of ticks.

    1,2,4,8,16,32,64,128,256,512.

    The design is for useful however, no more lagging RP2 timers, the only flaw is how do you turn off the system, asides from breaking the torch, which might be underground.

    To turn off you can destroy the black wire ^^. Or use AND gate or something like. (alexthesax you are using one right?)

    RP2 repeater works slightly different.
    Unofficial Redpower Recipe list (Look for repeater)
    It will show this:
    An upgraded form of repeater that takes full advantage of RedPower. In addition, it supports 9 different time constants: 1, 2, 3, 4, 8, 16, 32, 64, or 128 ticks.

    Energy condenser :
    A machine that when powered will produce single-use energy items (Like the unused single-use battery). (For energy storage and trading)

    Feed it energy and it will condense energy in matter form, similar to UUM.
    But it is not usable for item making. Only for item energy storage\transfer.

    Item produced is EnergyMatter-1 (EM-1), a blue version of UUM which holds exactly 10K EU.
    Energy consumption is 1 EU every 200 EU condensed.
    Energy condenser accepts up to LV (and has one upgrade slot, for Transformer upgrades)

    Transformer upgrades increase tier of EnergyMatter by 1 and Voltage accepted. (3 for EV)
    Energy consumption (EC) increases every transformer upgrade.

    Energy condenser with one Transformer upgrade makes EM-2, a green version of UUM which holds exactly 50K EU. EC is 1 EU every 180 condensed
    Energy condenser with two Transformer upgrades makes EM-3, a yellow version of UUM which holds exactly 100K EU. EC is 1 EU every 160 condensed
    Energy condenser with three Transformer upgrades makes EM-4, a red version of UUM which holds exactly 200K EU. EC is 1 EU every 140 condensed
    Energy condenser with four Transformer upgrades makes EM-5, a black version of UUM which holds exactly 400K EU.EC is 1 EU every 120 condensed
    Energy condenser with five or more upgrades makes EM-5.

    EM-1 can only be used in batboxes, MFE and MFSU. Other machines can't turn it back to energy.
    EM-2,3,4,5 can only be used in MFE and MFSU. Other machines can't turn it back to energy.

    A "secret" if it is implemented

    placing a overclocker in the upgrade slot makes it produce EM-0 without energy cost. EM-0 holds 1k EU

    Display Spoiler

    It may be expensive, but so far all of my buildings have been MOSTLY self-sufficient using solar energy. My cobblestone processing plant has multiple overclocked macerators and electric furnaces, but I put an array of 25 solar panels on the roof and that has still been more than enough to maintain its power. Even with all 5 production lines running constantly, the facility can self sustain for ABOUT 10 Minecraft days, assuming you start with a full MFSU. Note this is very rough, I didn't use a timer, I just counted Minecraft days. Granted, this takes TONS of copper wiring to make, but it's definitely been more than I needed for that plant.

    I'm working on an automated cactus factory right now, one that produces dye and buildcraft waterproofing, and it will use much less power even when both production lines are active. I expect to use even less solar power for it.

    Of course, my next project after this is going to be a huge recycling plant to turn all the excess cobble and cactus into scrap, and a huge array of mass fabs. That will probably require more than just solar power could provide. For that, I may either set up an ice-cooled CASUC reactor, or go the super manly method and build a giant lava tank warehouse and start draining volcanoes to power a huge array of geothermals. There's something magical about the loud hum of 50 geothermal plants taming mother nature's lava fury into raw power!

    And of course, for the awesome factor, I may build an underground nuclear plant for backup power, and hook it up to all the completed facilities for emergency power at the flick of a switch. I certainly have enough Uranium saved up for it now, over a whole stack! But since I also have about 3,000 buckets' worth of lava also stored in my home base's basement, that's something for waay down the line.

    I suggest you to use wind power for mass fabrication ^^ [It isn't harder than nuclear in my opinion and lasts forever]

    Its kind of cheating in my opinion but if your in SSP i suggest going to the config and enabling lapatrons in miners, it cuts down on the tediousness of moving mining rigs.

    I'd rather use Mk3 charging bench (holds up to 13 items) + MVT + LVT + lapotrons = It can power lots of miners.

    Hmmm, I'm still not hugely experienced with a lot of RedPower machinery, but would it be possible to move a miner with a Frame Motor without any complications?

    This is assuming OP is even willing to use RP2 though.

    RP2 frames bugs when moving miner (if pipe hasn't retracted) and duplicates pipes.

    Not bad! What power source are you using to run the recyclers? As far as I can tell from the screenshots this seems to be underground, so it's probably not solar or wind power. Does it use overclocking?

    I'm also curious how fast the transport is through the RP2 tubes. I have been using BC pipes and redpower engines to move items in my own factory and it took some tinkering to make the system just barely fast enough to keep up with the BC engines.

    RP2 pneumatic tubes are kinda slow. Try Magtubes from RP2 item speed is 20 blocks per second (but requires blutricity).,
    Probably he is using geothermal or watermills.

    There are many better systems to make a scrap factory. [Lag-free tutorial has a clockless cobblegenerator designed by me]

    5d. Actually there are almost no wind users. So i'm the only one of the clan ^^
    Wind is good, but people don't like to use their brains to get the max from stuff they can build as you said.
    Actually 5d should be windspammer\solarflamer (I got 6400 wind gens SMP, [100 Wind towers])

    you should add a new category on the generators clan :
    5g. The UUM maker, which has no other objective rather than spamming generators of all kinds to just get UUM.

    I would fit in some clans : 5d , 4, 7
    some comments about:
    5d : I'm the wind engineer of this forum, kinda. So why i wouldn't say that wind is good? [It is cheaper than solar, outputs more energy than it, and its completely safe if you use your brain.]
    4 : I need tin for my generators, i'm always running out of it.
    7 : Due extreme engineering to get maximum benefits of everything.
    I could say some "engineerings" i know, but i'd better keep it for me :P .

    I wanna be in a new clan : Inventor (or suggester), a creature that comes with ideas that can be either brilliant or stupid and they usually are "judged" by the 1k clan. [Who knows one day i join it ^^]
    I have exactly 24 suggestion threads started by me.