Posts by Cadde

    Wow! That's a lot of power - though I can imagine they wouldn't use generators that took 44 MWH of energy to create, right? :)


    Actually, yes they would. Every transformation that happens in real life costs more energy than the end transformation can produce in a single day. For instance, making a diesel generator costs a lot of energy (not just in electric but joules as well) but over a perioud of hours that generators is capable of turning fossil fuels into energy that by far exceeds the energy spent in creating it.
    Which leads me to the next thing. Fossil fuels take several hundred thousand years to become what they are. It's a slow process that stores potential future energy for us to use. (and deplete)
    When we make a tree farm to burn in burner generators we pretty much convert solar power into burning power through the process of Photosynthesis (which takes CO² and turns it into C and O². The C part is stored in the tree and the O² part is released, allowing us to breathe.
    This too is a slow process but it does give us a source of Coal (albeit, contaminated with other plant material and humidity that needs to be "enriched" for us to get the most out of it) for burning.


    The energy spent in making the fuel for any generator (That includes solar power) is by far much greater than the energy we get through the generator itself. (Over a period of time, until they start paying off for themselves)
    Solar panels does not convert 100% of the sun light into energy. If they did we wouldn't need fossil fuels anymore. And to make such a solar panel we would probably have to use VERY expensive/rare materials which would pile on the costs (in energy consumed) to make them.


    So in short, they should be expensive. But since MC is a game it doesn't help to make them so expensive that people would decide to use something completely else because they see no gain in spending that much resources making a single one when they can simply go down under ground and stab a few rocks with a pickaxe and carry several metric tons of ore back to the surface in their pockets.

    Good question. It's probably a resource cost issue, iron and gold is more valuable than copper and if the recipes where upped then people would start doing wonky stuff on servers to save on resources where the MV/HV transformers are MEANT to be used to save server CPU cycles.
    But people still do wonky stuff with just LV transformers and bat boxes instead of upping their voltages to MV, HV and EV. They are soo greedy.


    Or you can think of it like this:


    Trnasformers work by wrapping large spools of copper wire around a drum, one large and one small. The difference in number of loops (and thickness of the copper) is what causes the voltage to be reduced/increased. Electromagnetism and all that. (how does it workz!?!?)
    You CAN use copper cables to transport any voltage you want. Problem is the thickness of copper wire required to transfer large voltages. Big crazy transformers doesn't have copper wire, it has copper BEAMS (pretty much) for the extreme voltage size and then copper bars on the lower voltage side.


    Open an old mobile charger and you will find a 240V-5V (110-120V for certain countries) transformer rated for ~400 mA. When you look at the copper wires you will see one THICK and one thin. The thick one is the 240V and the thin one is the 5V output.
    It is the same story for larger transformers, only they are a lot bigger. Has a lot more copper in them and are bathing in a mineral oil to prevent us from having fun watching stuff burn.


    Btw, while you are at it disassembling the mobile charger. Keep the transformer block from it. Hook up a 9V battery and a switch that alternates between the 5V two poles (there are two wires for each voltage)
    Lead two wires from the high voltage side and ask someone to hold on to them while you rapidly flip the switch back and forth (simulating AC) and whoever is holding the other end should be getting some up to 480 volt jolts of electricity through his fingers.
    This is perfectly safe btw, he will feel it but it cannot kill him. The amperage is way too low. (Otherwise you would have died from licking a 9 volt battery, which you clearly don't)


    Have fun?!?


    EDIT:


    Oh, if you make the contraption i explained above... Don't leave your home with it in your pocket. If your country doesn't like people who wears tazer guns etc then you are going to be in a lot of trouble if they find it. It is EXACTLY how a tazer works but it has a small motor in it to flip the switch REALLY fast.

    Yeah, you seem to know more about the mechanics you explained than me so i can't comment on that.
    As for the odd/even cycles of timers. I haven't read a single line of RP2 source yet, so everything is based on my experience with coding in general but a timer set on 250ms means it will pass into the boundary between two redstone ticks. That alone makes me think that they have to be early/late every other 250ms passed.


    But your experiences may differ so if you have more information on the subject then i am all ears because i am not all knowing. I just strive to know as much as i can about everything that interests me (and some that doesn't just in case)
    There is an easy way (i think) to measure redstone activity visually though. Install Fraps (whichever works, yarr or no yarr) and record with your frame rate limited to 20 or 40 FPS (40 meaning you get 2 frames per game tick) and run the recording in slow motion, frame by frame. You can then see what is happening each game tick and each redstone tick. Obviously you need to have some kind of "control panel" where you see all signals without any added extra delays etc.

    AFAIK, geo gens will only consume cells when there is room for a lava bucket in the generator. You can leave a stack of cells in a geo gen and get the same effect as manually refilling the generators before it gets empty.

    The bed is made out of blocks (planks and wool blocks to be precise) and as such has blockID and BlockMeta. They are separate from each other and the recipe uses blockID and ignores blockMeta for wool.
    It's not as simply with items (non block stuff) because they don't have an itemID and a meta to separate them. That is a Forge thing, bug Eloraam about it. (But be aware that Eloraam in turn could give you the cold hand and blame someone else!)

    Yep that is true but the benefit is like i pointed out earlier, humanly readable MC source instead of "aa.bb.xyz()" you might get "AwesomeClass.AwesomeClassChild.AwesomeFunctionToMakeAwesomeThings()" and if you are in the market for awesome things you wouldn't miss that for SURE.


    And MCP does decompile, deobfuscate and recompile and reobfuscate just fine. As long as you can fix a few errors that crop up along the way. So that's the price you pay for readable MC source code. You fix a few errors or apply the appropriate patches (since others have already gone through the hassle of fixing them before)


    Once upon a time i did all my modding in obfuscated MC classes. The whole "ea.tm.yp.oop()" ordeal. Something as simple as altering the ore distribution was quite an advanced feat as you had to look up each ore type. Then i tried MCP and all of a sudden i didn't have to do any lookups and remember any "ga.y" names.

    It could happen in IC2 1.23 and possibly in 1.337(b), what happens is you take damage (possibly from drowning for a moment) and that makes your bat pack work like your body armor. When it's damage value is less than a certain number (damage value is how much charge it has in IC2) vanilla Minecraft thinks it's a body armor and removes it from the inventory.


    When that happens to me (and only when that happens) i open up my TMI gui and give myself a new batpack because that isn't intended. The only problem with that is i am now given a full bat pack and being fair to my self as i am i now have to sacrifice 15 charcoal to the TMI gods (15 charcoal is 60,000 EU, which is the amount of EU a bat back holds)
    It will probably take quite a while before this bug is fixed and it isn't an IC2 bug really but a Minecraft "bug" that affects all modders dabbling with armor items. That is probably something for Forge to solve, bug Eloraam and SpaceToad about it.


    EDIT: On an equally interesting note, you can lose anything that is rechargeable that you can wear this way... Jet packs, batpacks, lappacks, cfpacks, q-suit stuff etc etc.

    Well, an unexcepted End of File occured when reading the mods folder. So ONE of the files in the mods folder is corrupt. Open one at a time with your archiver and it should complain about the corrupt one. Then re-download that mod file.


    Well, you might not understand the lines but some of us do... Hence why you select and right click and press "Copy". Then you go to the forums here and make a reply and press Paste. Finally you select it all and wrap it in Spoiler tags.

    EEEK. Oh well, good to know!


    I just hope RedPower 2 will be running smoothly on 1.2.2 then.


    And what happens if Forge is updated to 1.2.3++?
    You say it's hardcoded, that means we can't update forge now if an update is released that fixes a bug or two?


    worldTime is the number of game ticks that has elapsed since the start of the world. Which happens to be 20 each second. (0.05 seconds)
    A redstone tick happens every other tick (to allow for other updates to happen between redstone ticks, otherwise redstone intensive stuff would really bog the game down. (A mod was made a long time ago that made redstone operate on each game tick. Which not only made the game very sluggish but also caused a lot of issues with redstone torches etc. Either way it's besides the point.


    It is important to know that any RedPower component set to a .05th of a second will run one cycle .05 seconds early/late and the next late/early. With a timer that makes the issue even worse since it needs to reset. Running it at 250 ms intervals means it will "tick" once at say 300 ms and once at 500 ms since it's first activation. A sequencer on the other hand will not have this problem, instead it will be set to "EmitSignal = 1, 2, 3 or 4" for each side (I made that up now) in a half redstone tick and the redstone will activate 50 ms late on odd cycles. But since it never needs to reset itself as it is synced to world time it never experiences any of the desyncing issues.


    To answer your question(s) in short:


    * worldTime is the number of GAME ticks elapsed since map creation. That starts the very moment you click "create world" in the menu and it starts generating the new world. To get Seconds from map start you take worldTime / 20. To get Hours, Minutes and Seconds since world time you do the same kind of math, for instance, minutes would be ((worldTime / 20) % 60) and so on.


    * worldTime doesn't return seconds, it returns 50ms intervals passed since map creation. But that isn't the entire truth. If you suffer an FPS that is lower than 20 FPS at ANY stage in the game then your real life second just turned into a fraction of a minecraft second. Hence why, if you start a new world and start a stopwatch at the same time. Then set off a bunch of TNT til your PC lags and pick up the blocks. Your in game statistics will show a time elapsed that differs from your stopwatch.
    That is also why making real life clocks (that is a clock that is synced with real life) is really hard. There is always the odd game tick that is "skipped" for whatever reason. (or as they say, late)


    * A sequencer set to 1 second with a pulser on each side of it will pulse exactly once per second on the wire around it. (Every 10 redstone ticks)


    ...


    Now i will have to look at the IC2 source... *sigh*


    Code
    updateTicker = randomizer.nextInt(tickRate());


    That will be your BIGGEST problem. So i was slightly wrong in that the reactor uses worldTime but still, timers are NOT to be trusted.
    And what really happens with Timers isn't that they de-sync. It's that they sync, it is irrelevant to the problem at hand but i strive to be correct whenever i can. You can observe the same effects with BuildCrafts Redstone engines. Even if you start them with a 1 tick delay between each of them they will sync up with each other when they turn red. That's just the way things work and to find out exactly what is going on behind the scenes i would have to read a lot more source code. (And I'm not going to be doing that, i know Timers suffer from the issue but sequencers don't)


    OK, before i finish this post off. The above random.nextInt(tickRate()); means that reactors will pick a random tick (between 0 and 19) on which to run on. That updateTicker is increased each game tick by one. So you need to figure out which of the 20 different game ticks the reactor is using no matter if you are using timers or sequencers. Build one and sync your machines to it, then remove the reactor and build it again and you will notice that it isn't in sync with your machines anymore. (20 BPS doesn't sound so bad anymore does it? ;) )


    Oh well, i am tired. I am sure that, with the information given, you will be able to find a way to make it work.

    I never dreamed of having TOO MUCH UU-Matter... And to be honest, a stack of UU-Matter is ~10 million EU and 2,176 scrap. That's as much as a full MFSU in power... Then we add the fact that a double chest can store 54 stacks of these. That makes it 575 million EU and 117,504 scrap stored. That is MORE than a 6 chamber nuclear reactor with ONLY uranium cells (54 of them) in it can produce.
    You must have insane amounts of UU-Matter production if you need to conserve space by making UU-Matter blocks.


    And as always, there is the Iron Chests addon in the addon section of these forums that gives you diamond chest capable of storing 108 stacks (double the storage space) and only takes one block space and can be placed next to each other. (thus in effect making them 4 times as good for storage.)
    Now, that might not be as good as 9x the storage but why are you making so much UU-Matter if you ain't using it? Make diamonds blocks if you foresee you are going to need lots of diamonds in the future. Or just build a massive warehouse to store all that UUM in, that in itself will be somewhat challenging (if you intend to automate it) which is pretty much the point of playing IC2.

    No, I simply made that point to illustrate how "real life" can't possibly be used to justify this insanity. But at any rate, imagine how much energy is output by that hypothetical 800 KW reactor over the aforementioned 11 hours (Well, you needn't imagine, it's 8800 KWH). That's enough electricity to power an average household for a year. "Let's invest our entire annual allocation of energy into one generator - which, in and of itself, will be insufficient to power everything in the workshop on its own". It's insanity to even look on this as an "investment".


    But it doesn't really matter, there'll always be someone who doesn't bother examining the math and thinks this is a fairly priced recipe. In fact, there's one born every minute.


    Yeah, the post was just meant as a fun train of thought. But there are industries that require large amounts of energy to operate. An average forge uses 400 KV power lines. They use induction furnaces to smelt metals. So my comparison to the induction furnace (which smelts 128 m³ in a minute) is that of a 400 KV forge ;)


    EDIT: 400 KV @ 10 amps is 4,000,000 watts (Or 4 MW) ;)

    Ok, so from my own experiments and from what I've read here, here's a list of what's screwed up thus far:


    • Zippinus is banned :(
    • Forge Ore dictionary doesn't work at the moment, but is currently being fixed (I hope)
    • In Zip's version, the advanced machines only receive direct redstone current (the indirect redstone thing made life tons easier; and, funny story, when I switched from 1.23 to Zip's version, my Rotary macerators weren't being redstoned, so I stuck a lever on it, and turned it on, and it blew up! :D Thankfully, none of the other machines broke, somehow, and I eventually determined it was because my charging bench MkIII was right next to the macerator, so the lever gave it redstone current too... if you have the charging bench add-on, you know what that does!
    • Lastly, the buildcraft pipes no longer work as expected with any of the advanced machines: so go unhook your contraptions now! For example, items pumped in through the top land in the slot where you put batteries, etc.


    1. Wow, my curious self wonders why that is.
    2. mmhmm, but Forge 1.2.0 should be ok i think.
    3. Yeah, that's one of the reasons i still use CPW's version.
    4. Yeah, that's one of the reasons i still use CPW's version.


    Well then, since Zipp is banned i think CPW should resume work on this or at least release his own version now that there is a huge demand and nowhere to have that demand filled.

    Well there has been some mentions of Forge 1.2.1 and Forge 1.2.2 being bad with RP2 but i can't recall what those issues actually where and the RP2 thread is going like a wildfire where the firefighters accidentally filled their water buckets with jet fuel.