Posts by bbqroast

    Or... you could just directly trade the fuels by themselves, and let people throw them into their own generators on their own...


    Except with Oil/Fuel, as BC 3.x.x is not SMP, and only that for Forestry's Oil/Fuel Can integration...


    Most people don't have the guts to run a Eff. 5 CASUC reactor on their land and the start up costs are painful. Much better, once you have built it offer a iron and uranium pay plan. That way you get some of the resources you invested back as well as more fuel for future use. People are generally happier to split with uranium as they rarely have a use for it. The great thing is one uranium gets you what, 10 million EU? More if your breeding (80 million or something silly like that).


    goes for any "laptop" really. they aren't meant to be used on laps anymore as anything that gets them really working will make them kick off tons of heat.


    My laptop is cheaper than my friends i5 Apple MacBook, has a 540M + i7 and runs fine on my lap. I spent most of this morning on my couch chair playing Minecraft on it.

    You could get the charging bench mod?
    Simply hook it up to put the mining laser in the charging bench (the charging bench is connected via a detector cable to a MFSU), you use a detector cable to detect when power stops moving from the MFSU to the bench you activate a retriever. Alternatively couldn't you just have something like this?
    Trigger -> Deployer (fires mining laser) -> Retriever (pulls out laser, puts in MFSU) -> RP2 repeater (tuned to wait long enough for one charging cycle) -> Retriever (puts mining laser back in deployed).

    hmm, whats different with our versions? if I transform HV to EV an then touch an unisolated HV Cable with EV I'm dead.


    There are 20 ticks in a second, you get damaged once every tick. I had an MFSU linked to a HV transformer (up-converting to EV). The MFSU took 4 ticks to create the 2048EU EV packet. So it sent a charge every 4 ticks. That is still 5 very damaging shots a second. Even putting the wire in a 2 block deep trench and covering it up still killed anything that walked over it (it was completely hidden- no possible way to detect it).


    After I did those tests I had a dream about surrounding a giant (real life) nation with cables.

    When Eloraam says "It will use power" I think damn, I'm going to have to put some wires somewhere. When Alblaka says "It will use power" it actually seems like it is going to be a actual challenge. I mean I've seen bases with 5 or so RP2 solar panels that power the entire base, and then 1024 solar panels to provide the base with EU.
    I'm not sure what Alblaka got right, but he completely out shot everyone else.

    You read it right, if you have been following the news, testificates will actually be useful in the game with Trading, so why not use that with IC2?


    Let's remove the Einstein title off steve and remove his omnipotent recipe knowledge so he actually have to look how something its made in the first place before doing it?


    You could add a "Researcher" Testificate who sell plans of how to build stuff like generators and the like, steve just need to buy one of these plans, right click it and boom he can make whatever was in the plan. (thats just a little example of how it could be)


    No, trading to be honest sucks. And I will be writing a plugin to blow up NPCs who try to trade as soon as Bukkit comes out. I hope this is not implemented.

    Wiki I believe, you do realize I'm talking about EU/tick, as in the amount of recycling needed per EU/t. It worked out to be about 1 recycler for every 17EU/t, which becomes 18 once you factor in the power for the recycler.
    Update you were talking about R to EU/t. My bad.
    Should it not be R=EU/(16+1) or R = EU/17. Because 1 EU is needed for each recycler. Perhaps the wiki was providing the values including the recycler power (it says 17, so I added 1 to get 18), I'll check.

    Hi,


    I run a server using IC2, and have recently noticed a problem...most of our various generators are not emitting EU. I looked through the forum but didn't see anything relating to this, so I'm posting here. We did have a solar generator work, but that appears to be the only one...our nuclear generators have been rendered useless by this issue. The server is currently using BuildCraft, BuildCraft Additional Objects, RedPower 2, and IndustrialCraft 2. Everything else appears to work correctly so far. Any ideas as to what it could be, and how to correct it?


    Are they:
    Supplied with fuel?
    Linked to a storage device?

    I am going for the mining space ship challenge. To make it harder but also more rewarding, I am doing this on survival, not creative. These download links should be good until may 20 2012. Redpower 2 & industrialcraft 2, buildcraft.


    Mark I is currently in operation.
    http://www.filefactory.com/fil…oox/n/1_2_5_with_mods_zip.
    Also working on a side project, automated wood. almost complete. Use bone meal on the sapling behind the melons and pumpkins with a timer on it, then stand back and watch the show. Once that side project is complete, I'm going to make mark II, much like I did in this creative test world: http://www.filefactory.com/fil…kicb9g8j/n/New_World-_zip The engine is more compact and the bridge is complete, with an incomplete raising and lowering mechanism. Then I will improve and expand the mining module (4 miners, automated pipe/cobble, automated pump cell replacement, monitor for completion with an alert sound & light.) Then refinery. I wouldn't mind seeing links to other in progress worlds.


    Please don't use file factory, it is horrible. Use Mediafire or something else.

    This does sound nice. I am no coder, but I would think this might be quite hard to code, considering that the iron fence attached to a pole breaks it. Probably a reason (i.e. hard/not possible to code) for this.


    +1 though, I really like the idea. not a fan of the magnitizer at the moment as I cannot make it longer.


    Perhaps having a way to upgrade it? so that it does 40 or more poles before running out of power?


    Not really, should just be a matter of applying the same logic that is applied to poles above and below the magnetizer to the ones around it.

    I've been placing dynamite sticks for tunneling just lately, and using the dyno mote to set them off, the same way i have been since i started playing but now the dyno mote won't set off the dynamite? (no, im not using sticky dynamite)


    The method seems to be:
    Place the dynamite (not throw, right click on a block with it).
    Right click on the dynamite block with the remote.
    Activate remote (running away is optional, staying near to the dynamite guarantees enjoyment).
    How are you doing it?

    Count the amount of wires to the machines? Generators/batteries won't send power over cabling if there is so much loss it will not get there. Also remember every cable intersection uses more CPU time (from what you have said you have the machines in a grid which is very inefficient). Check my signature for my cable loss calculator, count the number of cables from the generator to the machines (shortest route) and check using the calculator.


    Also, get a BatBox between the generators and machines.

    Is this calculating glass fibre loss correctly? I was under the assumption it was 1 loss per 20 cable, and I put 45 in your calculator and it says -1 for loss.


    Wiki is broken beyond belief. In some places it has the right cable loss value (0.025EU/block) but the wrong max cable length (in some places it says 50, in others 20). In reality it comes out to 40 blocks (or 0.025EU/block, tested by myself) or 39 blocks because of the way it all works.
    Anyway point is if something contradicts the wiki create a new creative world (or get NEI) and do some testing, for science.

    No Magic Block


    Magic blocks are the death of most mods.
    If there is one thing Eloraam screwed up with it is blutricity, she made it use a ton of very low power generators powering low power machines, should have added some high powered machines and proper generators (instead of the "infinte" generates like solar and the thermophile).

    From what I know, not only is flowing water fine it is also recommended as you can have a source block out of the burn distance cooling the reactor (in some cases people build hot running reactors forgetting that the water will evaporate when it gets to hot making it heat up faster resulting in a nice crater).