luckily the EU meter is working again and has several options ( though voltage does not work)
so you can check and see if you have overloaded a wire and prepare for later
luckily the EU meter is working again and has several options ( though voltage does not work)
so you can check and see if you have overloaded a wire and prepare for later
I posted it on the bug tracker when it was added, and it was meant to be fixed. So I posted it back a few hours ago.
And the pump now empties pools at the same level as it's on. So it's actually useful now
how doe sthe pump drain .. like the miner? how far of a radius
Also the universal cells are AWESOME!!! they take a bit to make .. but stackable and reusable.. much better then the old tin cans of yore
Nope this mod is for minecraft 1.7.2 and works for 1.7.10 also...
sadly it crashes when you try to place a spotlight
The side thing is to allow greater flexibility, where you choose between one or several magnetizers to do the same job.
I've mentioned upgrades for range, aoe and speed in the main post. Considering IC2 system stacking them would indeed amplify its effects.
I wanna try a superoverclocked magnetizer with a stack of speed overclockers now... (to the infinity and beyond!) that would be silly and fun.
Edit: added a horizontal magnetization option in the suggestion.
could work.. but would you use minecarts? IE a mono rail?
i would say make upgrade options for it.. to extend the range..
allow stacking of multiple ones to multiply the effect ( 2 stacked = 40 3 = 60 4 = 80 and so on) but using full power for each block for the trip
going to the sides would be imho too much..
Display MoreAm I correct that the mechanics of the OD/OV scanner has changed, along with the new GUI?
I was under the impression that the scanner used to look at all blocks below you, in a 5x5 or 9x9 square centered on you, and that the OD scanner reported quantity of ores, and the OV scanner reported value of ores.
It appears that now both scanners behave in the same way, except with a different radius. The OD scanner will search a 13x13x13 cube centered on the player, and the OV scanner searches 25x25x25.
Frankly, I find the OV scanner to be almost useless in its new form. Isn't the purpose of the scanner to help you locate valuable ores? Using it anywhere underground is likely to report so many ores from so far away, that it really isn't helping you find them at all. The OD scanner is more useful, because the scan range is small enough that at least you know the ores you've scanned are somewhat close. You can use it somewhat like TFC's prospector's pick, but it's still a lot of work.
Is there something I'm missing?
edit: I'm aware that using an OV scanner in a Miner is still a useful upgrade. I'm mostly interested in the hand-held usage.
On the chance that this turns into a feedback/suggestion thread (;)) I'd like to see the OV scanner have adjustable range, or an ability to scan an area *in front* of the player, instead of all around you.
agreed its no longer looking down to find diamonds and other things..
Would love to know why the change and if something is planned to change it?
its purely the handheld issue..
however, the miners don't obey the rule either and "miss" things
The mod author doesn't hang here. Ask him on twitter .
I suspect he doesn't play IC2 though, so I don't know if he's really fit for maintaining the mod. I'm considering making a CompactSolars Boner Edition with updated textures and a few new features, probably not going to though, since there's already this
would prefer someone update/maintain.. that mod.. has "sunnarium" which has no source ( if its a block it means regenerating a world which i don't want to do) and looks like its a end game only rather then middle game (and later) as this mod is. since it uses reinforce items and alloys and adv circuts
it adds in more then solar panels like a molacular transformer ( presume this is used to make "sunnarium" but not sure how)
the mod author there clearly is stating his mod is meant for replacing nukes.. not lower levels..
gonna stick with this mod till its dead.. and if needed i will cheat in the panels back and wire it up the old way
edit: i did send a msg out on twitter and hope he responds
what was in the last update from 2014-08-10?
Guide
appreciate it
This shouldn't have to be a guessing game. NEI plugins for 1.7.10 is nowhere in sight, and the lack of recipes either on the wiki or in NEI is making IC2x nearly impossible to use. Someone on the dev team should at least publish a list or diagram of all the recipes for all the machines so that others can do their respective parts.
crafting guide works for everything i can see
NEI can cheat things in if you want it to, but it does have a recipe mode which only shows you the recipes for things. NEI has much greater support mod wise, so you could see things like IC2's ore washing plant recipes, EnderIO's SAG mill recipes and thermal expansion's machine recipes. NEI is like craft guide, but better
crafting guide does show ore washing.. what does it do better that makes it more valuable to a survival mode? ( IE it should recognize your in that mode and not allow spawning of items)
I was playing in a creative world to see how viable luminators are for light.. and i still feel they may not be balanced fully to be used as a long term light source.
8 solar panels and one batt box can keep active 14 luminators forever.
They act i believe as a single torch but the only benefit is they can be placed on the ceiling.
I know the limit of light is one of the major issues. ( can't get above 15)
I saw someones mod before about flood lighting but its stuck on a old version i believer http://www.cosc.canterbury.ac.…craft/mods/GregsLighting/
I wonder if luminators could have a new item that gives something like this? as a upgrade from luminators?
One problem i found.. in the test world.. when i would have 36 luminators 2 rows 4 spaces between each (so 90 blocks x 10 ) sometimes when i went back to it.. it caused the game to pause/move slow due to updating all the lighting.. I am not sure if its a issues with IC2 or minecraft itself
thanks guys
from what i can tell NEI seems to add alot of "CREATIVE" mode options that are available in survival..
Am i using it right or not understanding whats there?
It feels like the addon Too Much Items ? ( i am sure i am missing something)
I feel i see the addon Crafting Guide just shows how to make items.. nothing more..
I am sure i am missing something!
can i suggest dates or something to show which is newer on the first page? ... i know i have to stop and look and see version #'s to tell the diffrence
doubt it.. but i am sure they should let you have access to update if you ask here?
portable teleporter looks good.. but how do you know the teleporter has enough energy reserved to teleport you back?
Display More
Quoted from "Kye_Duo"
I too have no problem with the current cable setup...minus the voltage max on copper, but that's another issue, and the cost of the glass fibre cables as well. the recipe is fine except the output. it needs to be increased.
as i understand and have picked up.. glass fiber's MAIN benifit was less loss over distance! period! HV cable carried more but lost alot quickly!
What i understand is All cables will loose some over distance HV Gold Copper Tin! its that the higher costing will have less resistance ( i belive he messed up on that since it makes no sense to have higher cost offer lower reward) so over a 40 block strech you might loose say 20-30 eu/tick for HV. 45-55 for Gold 70-90 for copper and 100-150 for tin.
Also as i have picked up its no longer packet based, IE you can't send a million packets of 5 and not overload anymore. Total traffic will be a consideration along with the resistance?
i feel its a good solution, and able to be worked around.
No, it's going to change.
"Voltage" (i.e. packets) will come back. Resistance will be variable depending on the amount that is passing through the wire OR the maximum "voltage" tolerance of the wire I believe (not entirely sure on that).
Proof (albeit somewhat outdated, from November):
Quoted from "Player"
As I stated multiple times already the energy net is nowhere near its final state and voltage isn't implemented yet. The simulation does already use the correct algorithms, but the voltage values are being ignored atm.
Machines still explode by receiving too much energy at once, but right now current == energy and currents sum up. Later on the voltage will make machines explode and higher currents just mean more throughput at the cost of higher conduction losses.
when they do add the losses back in, it better be on the current side.
IRL what they do to overcome the losses in long distance power transmission is to jack the voltage way up to lower the current.
I wouldn't mind having to step up the voltage to prevent power loss, provided I don't have to do it just for going 40 blocks.
What we need honestly are numbers.. things we can start plotting for so we can make sure it works as needed.
I too have no problem with the current cable setup...minus the voltage max on copper, but that's another issue, and the cost of the glass fibre cables as well. the recipe is fine except the output. it needs to be increased.
as i understand and have picked up.. glass fiber's MAIN benifit was less loss over distance! period! HV cable carried more but lost alot quickly!
What i understand is All cables will loose some over distance HV Gold Copper Tin! its that the higher costing will have less resistance ( i belive he messed up on that since it makes no sense to have higher cost offer lower reward) so over a 40 block strech you might loose say 20-30 eu/tick for HV. 45-55 for Gold 70-90 for copper and 100-150 for tin.
Also as i have picked up its no longer packet based, IE you can't send a million packets of 5 and not overload anymore. Total traffic will be a consideration along with the resistance?
i feel its a good solution, and able to be worked around.
Indeed you aren't the first to think of this, but the lag generated by zillions of chickens may not be server/client friendly .
You could try maybe mob grinders?
true mob grinders would work if you did not need there output..
my thoughts would be more.. 1-2 scrap every few mins.. so max 10-20 chickens!
though i realize this could be abused to a insane number but you would need multiple recyclers and such.. possable but headache causing.
Actually power is being split according to the resistance of the path like real electricity, not just some sort of packet delivery.
Transformers are one-way with some internal buffer for the excess.
will it be a good use of transformers to moderate the voltages to avoid overloading a wire?
IE windmill farm makes 130 eu/tick transformer drops it down to 128 max ( I presume 4 windmills attached to transformer to avoid blowing up a wire) so the wire can be copper.
1. will that work to prevent blow ups?
2. how is energy loss handeled.. IE copper wire right now goes 4 before loosing energy.. does this change? ( IE does it loose energy on each wire part )