Posts by bbqroast

    Hey!
    So I was experimenting with dynamite (and stick dynamite) and I was quite let down by the way the dyno-mote worked. You see I always thought it would be a tool for running through your best friends house, throwing sticky dynamite on all his chests then hiding behind a wall and activating the remote. Sadly it isn't.


    My suggestion:
    Using the mode key you can switch dynamite/sticky dynamite between fuse mode which is what we have right now and remote mode. In remote mode the explosives would not detonate until the player who threw them down detonates them using the dyno-mote.


    I think this would be great fun, especially with that industrial conflict thingy (in future things like a bomb scanner could also be added).


    Let's say we have 10,000,000 EU (a full MFSU) to move over a distance of 300 blocks (from your reactor in town to your Fortress of Solitude out in the hills).


    Shouldn't it be from your reactor in your fortress of solitude to your town house? Most mayors I have played with on SMP aren't to keen on the idea of me plonking down a reactor in my back yard.


    Indeed, people always seem to assume the number is ten for some reason :(.

    Screenshots?
    From what I know BC2s power "network" is pretty dumb when it comes to the way it manages power, if you have an engine on it it will run at full power all the time even if there isn't enough machinery to consume the power generated. Make sure you have carefully balanced the requirement of your refineries with the output of the IC2>BC2 power converter (I seem to remember the industrial engine is VERY powerful and is probably overkill for four refineries).


    How much EU/t??

    So wait... your issue with solars is that they are overpowered, not because of the materials needed, but because of the space? :rolleyes:


    So you'd rather have a solar array taking up space... for what reason? You;'d rather have each panel updating the eNet separately and lagging out the server and the game?


    Ummm... OK? You do that. Glad that your opinion isn't the final word. :P


    Read his tag, I wouldn't be surprised if his full time job is to bitch on suggestions (and addons it seems).


    Anyways, great job! This will be a great hand on SMP where the equal of a single HV Panel laid out in regular panels would cause serious lag issues.

    Does it actually cause any issues? In my experience Java just noms up the RAM until the OS starts running out then it stops (and actually clears up after itself) and runs as normal. For some reason the JVM only frees up RAM when it is actually running low on RAM.


    Try using a Virtual Box container and limiting it to say 4GBs.

    Can I just say this, I got 9 diamonds in my first couple of nights. Lucky, but once I had these with EE I could be turning my redstone into diamonds, not a huge amount but probably a decent amount of them (this world has had hours of playtime). As such I don't use EE, but it's your choice.


    Oh and some of the toys in EE are very tempting (looks sideways at catalysts).


    And yes, solar + Mass Fab on SMP is pretty OP :D. NB: I would never join a EE server mainly because the use of IC2, RP2 and BC2 completely throws the balance. While on SSP I could simply ignore these methods on SMP I would get really annoyed when I find automatic diamond farms running 24/7 next to my base (I can't remember but some mechanic of IC2 allowed you to process something, transmute it back and get a considerable gain of EMC- enough to get a decent amount of diamonds quickly).


    It may be easier to calibrate. One torch = 1 tick, a torch will be on for 1 tick fuss a five clock would emit power 1/5 ticks (32/5 = 6.4EU/t).

    Just thinking. Animated water doesnt lag minecraft so why would a animated solar lag?


    It does if you have a crappy computer.
    Basically right now Solar Panels are one basic TileEntity with one part. If you add this they would become multiple parts some of which are moving. This would double, triple of even quadruple the amount of CPU/GPU time the solar panels use. As Kane discovered have a lot of parts (like the two parts that make up a sign) causes a decent amount of lag (they had a trade center with hundreds of signs, even Kane who gets 500+ FPS couldn't play smoothly in spawn).


    I guess animation could be client side, BUT then it would result in a ton of weird glitches (players walking along solar panels would glitch out because there computers see them as regular boxes while the server sees them as complicated models).


    Round down.
    Thats how IC2 does it i'm pretty sure.

    http://bbqroast.strangled.net/stuff/cableCalc/
    I just put together a percentage based cable loss calculator.
    Notes:

    • I am using my own server for now, but if my router crashes and my auto update script doesn't work I will end up with a different IP than the one the link points to (strangled is a freeDNS service). Resulting in it being down.
    • IC2 rounds up when the power arrives, for example if you have 4 blocks of insulated copper cable you lose 4% of 32 EU. This is 0.96 EU, so you have 31.04EU which is rounded up to 32 EU.
    • Note that the resources part lists the amount of materials that will be needed, not used. For example if you put in "13" it will say you need 9 copper for uninsulated copper cable which actually makes 18 cables (because you can't make exactly 13 so it rounds upwards to the nearest possibility).
    • The wiki is wrong about Glass Fiber cables. It seems to have wildly changing estimates (namely 20 and 50) however I have tested it myself and confirmed that the loss is 0.025 or 1 EU every 40 blocks (the wiki has the same loss value in some places, but says that that means it loses 1 EU every 50, not 40 blocks which is wrong (try 0.025 * 50 and 0.025 * 40)).


    Please report any bugs on this thread.