Posts by Cadde

    Honestly, I can't understand why they should be able to store energy without batteries. GUI with a battery slot should be appropriate.


    Actually never thought of that before, that would be a great solution. Now only to fix the flickering from being powered by 1 EU packets.

    If only we had an official porter for bukkit. Nobody really does a vanilla server anymore as it's just not feasible with having a community. It only works for 2-3 people.


    Mind you my testing about this issue was on bukkit as well.


    Let me rephrase that... "If only there was a GOOD official porter for bukkit".
    Every time i have tried bukkit i have encountered bugs that doesn't exist in a vanilla server.


    We could just as well have said: "If only there was a good vanlilla server community mod that doesn't mess up other vanilla mods and didn't require porting them over"

    4 solar panels = 4 EU/t
    2 wind mills = 0 to 5 EU/t per panel, a total of 0 to 10 EU/t
    Combined that makes it 14 EU/t that can flow through the tin wire. I don't know the threshold for getting electrocuted but i have been electrocuted ona copper wire with one standard generator (5 EU/t, IC2 1.23) on it before.


    Now, how can 14 EU/t pass through a tin cable? Since each packet is <= 5 EU it doesn't melt. But the combined transfer rate is 14 EU/t from 4 solar generator packets and 2 wind generator packets. IIRC, it's the combined rate that hurts you.

    At a certain point, the amount of EU fed into a mass fab gives diminish returns. That point is somewhere between 3.5kEU/t and 5kEU/t and closer to the lower bound.
    You don't "save" power by feeding it scrap per say but the speed at which the mass fab operates increases greatly (86%) with scrap and it doesn't consume more energy when speeding up.


    If you where to (theoretically that is, it is impossible to gain the benefits) feed it with 166kEU/t you would need to feed it with 34 scrap/t.


    If you feed it with 3.5kEU/t you need ~14.2 scrap per second going into the mass fab.


    EDIT: At 3.5kEU/t and 14.2 scrap per second fed. The mass fab will generate one matter every ~2.38 seconds

    Yep, as i feared. It's a problem with IC2 using Forge 1.2.3... I will have to look into the source to know what is causing it but it is still up to the IC2 devs to fix it.


    Post in the bugs section with the title "[Compatibility] IC2 and Forge 1.2.3 crashes"


    With the information gathered here.


    Quote from Eloraam

    Myself and another Forge developer did a lot of work on Forge tonight, but we really didn't expect IC² to be accessing those fields in quite that way.


    Anyway, I've pushed a new version of the experimental forge binaries which should fix this issue.

    I have three monitors. One with the tutorial / information on it, another with Minecraft on it and the third i use for other stuff (especially when i am programming and working with videos etc)


    Nearly everyone who has owned a PC in the past 5-7 years have a spare CRT lying around that you can grab. They will probably be happy to be rid of it too!
    All modern graphics cards (Since the past 10 years or so) have dual outputs to allow more than one monitor to be used.


    The idea of an in game guide isn't a bad one. But implementing it is impractical to say the least.


    1. Make backups, try it. If it doesn't work then backtrack.


    2. See the bugs section of the forums since the release of 1.42, that is all the bugs I know of.


    3. Yes, deleting the chunks means new chunks are generated. However, biomes might get messed up when doing so.


    4. Have no idea.

    That is a strange one and it will be hard to trace it.


    Mind trying with just ModLoader, ModLoaderMP and Forge 1.2.3 as well as IC2 1.42 only.
    I feel it's a compatiblity issue with Forge and one of the other many mods you have installed.

    Let's break the condition for "sunIsVisible" down to it's core elements:


    Code
    if(!worldObj.isDaytime() || worldObj.worldProvider.hasNoSky || !worldObj.canBlockSeeTheSky(xCoord, yCoord + 1, zCoord) || !(worldObj.getWorldChunkManager().getBiomeGenAt(xCoord, zCoord) instanceof BiomeGenDesert) && (worldObj.isRaining() || worldObj.getIsThundering()))


    First, we need to know the values of the world you are in...


    !isDayTime = False
    hasNoSky = False
    !canBlockSeeTheSky = False (Assuming you have done this right, and it is NOT can see sky )
    !(getBiomeGenAt(xCoord, zCoord) instanceof BiomeGenDesert) = False (This is, Are you NOT in a desert biome)
    isRaining = True (Rain is global, you just don't see it visually in a desert)
    getIsThundering = False (You never mentioned anything about thunder)



    So now, the if statement becomes:


    Code
    if(False || False || False || False && True || False)


    Because of precedence we evaluate the "False && True" statement first... Which is False and thus we get:


    Code
    if(False || False || False || False || False)


    So, there is no logical reason (in code) as to why your solar panel shouldn't produce energy using the conditions you specified.
    However, if there is thunder then the compressed statement becomes:


    Code
    if(False || False || False || False || True)


    In which case your generator will not produce power. (Thunder in a desert biome is a sand storm i assume? Never experienced thunder in the desert before)
    So maybe you walked into another biome but never heard or saw thunder?


    EDIT:


    AHA! After some additional checking, isDayTime is directly related to the subtractedSkyLight value. When it's raining and/or thundering the light level drops (and as such the subtractedSkyLight value increases) and if the subtractedSkyLight value is greater than 3 then isDayTime becomes false. (Thus making !isDayTime evaluate to true)

    As always, the problem i have with EE is it makes all other resources besides Obsidian, diamonds and lightstone completely redundant. They might as well replace all other ores with just Lightstone, Diamonds and obsidian because you can get everything else (without having to lift a finger) by transmuting into it.


    EE is interesting as an economy tool but the conversion rate from one resource into another just breaks the whole game. There is no penalty in converting and no cost what so ever. If we where to turn led into gold in IC2 i bet it would cost several hundred thousand EU's to do so... Oh wait, we already have that in IC2, it's called the matter generator! We can convert 374 charcoal and 306 of anything else into a diamond using the matter generator (Not counting the EU's spent in making the scrap). We cannot covert it back to energy though but that is kinda the point! EE just makes converting any block into anything else for free.


    EDIT: Oh and of course... all the matter creation in EE is based on FREE stuff such as light levels. (Hence why i don't like Solar Panels, Windgens or water gens... They are too powerful in comparison with real work)
    Have a few lightstone generators? And a few obsidian aggregators etc etc? You now have everything you would ever need. It's just a matter of getting more of it faster now so you can make a bunch of klein stars.
    you spend all your time creating something out of nothing. There is no challenge in that. Mining only speeds up the process in the early stage of the game.

    You are not supposed to revert coins... And i think whoever is the "major player" in a MP world should be the only one capable of creating coins. (That is, remove the recipe for coins and an admin issues the give command to insert coins into the economy)


    One could use IConomy but it is a bukkit plugin and nobody in their right mind wants to play IC2 on bukkit.


    Nah, instead use IC2 coins and set up a PROPER economy that fluctuates. People will trade 1 iron ingot for say 50 coins. Someone might have a lot of iron in store and will happily sell that iron for 45 coins per iron ingot.
    You get a great economy model going where people buy low and sell high.

    You could do it in many different ways. Since you have buildcraft installed you can make tree farms that automate a power plant of 40 generators. I recommend the BC addon "additional pipes" which makes working with BC pipes a whole lot easier.
    There are many other possibilities of course but most of them call for redpower 2 to be installed or another kinds of power conversion mod...
    If you wanna see what a 1740 EU/t CARUC (hi Evans!) design looks like then see this video:


    http://www.youtube.com/watch?v=9SQCc3N71FM



    I have yet to see anyone else do anything that produces as much power... Mainly due to nuclear reactors being bugged at the moment ;)

    I beg to differ, a MK II EC is AS GOOD AS a MK-I because you will never be at the reactor just as it depletes. (Unless you have a timer that makes you return just as it does.) In which case he would have to do that for 24 consecutive cycles and refill it in 0 seconds...
    He would have to keep that up for 2.7 days non stop to make that reactor go boom. And with the (soon to be updated if not already) thermometer addon he can check to make sure the reactor is at 0 heat before he reloads it.
    Either way, that reactor IS safe and you don't need to make it a MK I, just give it some time to cool. That is, if you notice it has stopped producing power then give it at least 4 minutes before you refill it. But like i said, you can mess up 24 times in total over a period of 2.7 days before you make an explosion happen. If you think you have messed up 23 times in a row then let it rest for 92 minutes. (1.5 hours) and you are good to go again.

    The internal storage is only meant as a buffer to allow you some more control of the generation. You are supposed to add a bat box to a generator or a bunch of generators.
    The only time you use a generator without a bat box is before you can afford a bat box.


    EDIT: Oh, and changing it to output x2 the energy if energy is stored means re-writing pretty much all generators for a single use case that isn't even meant to be used.
    If anything, generators shouldn't even have internal storage. (Real life generators don't) and all stored energy should be going into batteries and putting it in batteries should be slightly lossy.
    Generators run ON DEMAND. AC energy grids have a feature that makes all it's generators sync up and produce nothing more, nothing less than the energy that is being spent at any given time.
    And there is a schedule that predicts high energy draw at certain times during the day which starts more generators to meet demands.


    A generator generates 10 EU/t, no more, no less. If you have that many machines that they draw more than 10 EU/t combined you need more generators to meet demands. Or a bat box to give yourself a buffer.