Posts by bbqroast

    I'd run the tin cables from your solar panels as far as they will go (no solar panel should be further away than 39 tin cables) and then either:
    Put it into a redstone powered MV transformer with the 3 dot face (HV out) facing a Glass Fibre cable and the tin cable running into a 1 dot face.
    Put it into a redstone powered HV transformer with the 3 dot face (EV out) running into a 4x Ins HV Cable and the tin cable running into a 1 dot face.
    Finally the HV cable (carrying EV) or the Glass Fibre woulkd run to the factory where it would be converted into whatever voltage the machines work at.
    My designs:
    SOLARS ---(Tin Cable, no longer than 39 blocks)-> MV Transformer --(Glass Fibre)--> MFSU Bank 1 & 2 (linked in parallel giving 1024EU/t out in 512EU packets) --(Glass Fibre)--> Transformers (into MV) --> Machines.

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


    The difference is obvious:
    Water is just a animated sprite, the solar panels are several parts rotating.
    We can expect to see thousands of these solar panels down causing massive lag- yes it could be turned off client side but what is the point if it always is off not to mention it will cause strange behavior on SMP (servers and clients will have different interpretations of the block).
    Finally this model consists of multiple parts. As Kane discovered even his beast of a computer (that normally sits at 500+FPS) struggles with large amounts of multi part "tile entities".

    To get one piece of UU Matter your looking at 1 million EU! But luckily scrap can increase the efficiency of the Mass Fab. Scrap comes from recyclers which produce 1 piece of scrap for (roughly) 8 items/blocks. The best source for "scrap fodder" is a cobble generator. Some people macerate and cook the cobble to make glass for BC pipes.
    Why bother with pipes? The main issue here is the speed at which you can recycle items not the speed at which you can generate cobble. Adding a Macerator just slows things up and wastes resources/power that could be spent on recyclers (and the Mass Fab itself).
    The formula is something like this:
    R = EU/18.86
    Where R is the amount of recyclers required and EU is the amount of incoming power.
    R must be rounded up.
    (You need 1 recycler per 17.86 EU plus 1 EU/t for each recycler)
    Assuming your pulling in 128EU/t you would need:
    R = 128/18.86
    R = 6.787
    R = 7
    Obviously if you are using solars you need to calculate night as well.
    According to the wiki you get power from solars 46.8% of the time (I may have screwed up here it could be 53.2%). So you only need to be running your recyclers at 46.8% the rate.
    6.787 * 0.468 = 3.18
    Or 4 recyclers. Providing you have the storage space:
    The recycler takes 45 ticks an operation. The 4 recyclers are thus generating 1 scrap every 90 ticks. There are (by my calculations based of the solar stuff) ~14835 ticks in a night so you will make about 164.8 scrap a night which is less than 3 stacks of space.


    Obviously this guide is assuming your generating 120EU/t but I'm sure you can adapt it for your own needs!

    Intresting. Not a big deal in terms of "M(_)5T B3 F1X3D N00000W".


    Out of interest shouldn't the Technic pack be banned from the forums due to it containing illegitimate mods (it has got permission from some but no where near all of them). Besides that pack is dropping in quality so fast (I mean EE and Thaumcraft are both good mods (well the second one at least) but in a technological pack!?!)- it's hit that point Fairchild was talking about when modders/pirates care more about getting as many people as possible than actually making good quality stuff (Fairchild gave the example of him adding a million wool colors to BTW to try and get more users).


    It is easy to do this without releasing the JAR. "Login and version protection" expand a bit? There is jack s**t when it comes to protection.
    To clear it up for you:
    I'm going to mod Skyrim tonight. I'll change the sky color and redistribute the entire thing. Which is perfectly legal because I'm just making it easy for people to use my mod, I'm to lazy to spend 10 minutes doing something proper but it's fair use!
    NB: Americas law system is more screwed up than a elephant riding a pony through central London.

    Mega quotes are making the mobile browser I'm on cry. My charcoal dust thingy got quoted by Al too, appropriately enough.


    If you guys think charcoal could be used to make diamonds too since both coal and charcoal are piles of carbon, why not make something to turn charcoal into normal coal?


    I swear somewhere I read that charcoal had to be used for steel or something because it was pure carbon and had less impurities. But I'm probably wrong.


    The main issue with charcoal is how easy it is to get it. Especially if a mod like Forestry is involved (I built a small log farm for biomatter and had stacks of wood by the time I finished that gaming).

    A friend and I are working on a little something to hopefully remedy that.


    Anyhow, on topic, I just installed the Boats and I friggen' love it. The Carbon-fibre is the cure for my boat woes (I hate those wooden POS's breaking), and the rubber dinghy is amazing. I usually have some rubber left over from cable making and now I have a use for it.


    Thanks a lot for this. I will actually be using this in my Let's Play that I plan on starting once I'm done with this massive assignment from school.


    TOR?


    Also awesome mod!

    *sigh*
    Industrial Craft 2 has some cool stuff in it. And Alblaka likes secrets (god there are still people wandering around the MCF asking for someone to revive IC) so he decided to make these rules (which are more enjoyable for everyone) about certain things like brewing and crops.


    That guide is incredibly informative if you read it slowly.


    btw machine has grown so big that moving it causes a serious lagg spike some secs right now ( really makes me worry i expect flames to emit from my harddisk any moment :D on the otherhand i can barbeque then)
    wondered if the lagg spike can become so big that minecraft is forced to quit ?


    How big are these lag spikes? From what I understand the program will freeze over if it is really long (like 5 seconds with no frame update) - but MCEdit for example freezes up when you do a big change/save- I just leave it for a couple of minutes until it finishes and it unfreezes.

    Well, 1EU/t is i think too much for solars, my idea is to make solars 0.1EU/t and have lifetime of 1M EU, before replacing photovoltaic panel (lets say you craft solar panel with CD - Gl -CD | Gl - CD - Gl) but that top layer would make photovoltaic plate that needs to be replaced after solar panel made 1M EU at 0.1EU/t rate, because sun burned it down and corrosion took its toll. I think this would make other generators more viable, and finally nuclear power to shine since you'll make more power with uranium than solar panels.
    Basicly solars would work like nuclear power plants with probably just 1 slot for photovoltaic panel that slowly wears out.


    Lets nerf manned watermills first, those laggy buggers!
    Anyway, solar is fine in my opinion since the last update it costs enough to justify its EU output and has decent limitations (the randomness of rain makes it very frustrating for solar users). If you don't like it don't use it.
    With RP2 or BC (don't give me the entire "we are talking about IC2 here" thing - nearly every successful server and LP uses these mods together) it costs next to no resources to build a compact 24/7 works-anywhere water mill farm producing 10+EU/t. Expand that and you can have 100EU/t at no cost except for a very large amount of lag.


    Out of interest why can't solars just check the surrounding blocks for non natural light sources (eg glowstone) on a block update and then assume it has direct sunlight if it has the right light level? Would save a LOT of CPU cycles.

    I believe they break when making more than 5EU/t... It really depends on whether you want to risk wind and storms. If the effective height is less than 80 it seems to never break :). That means your best chance is to work out the amount of blocks within the windmills area (9x9x5, will probably be mostly cables and other wind mills) and then add that to 80 placing the windmills at the resulting height (effective height = height - x where x is the amount of blocks in the windmills area).

    What server are you on? Also what type of system are you using? If your using snowmen there is a chance that the server admin is using a mod to kill server intensive activity (namely by destroying all the mobs).