Posts by Cadde

    OK here goes... You have listed Forge 1.2.2 as a required version for IC2. Thing is, Forge 1.2.2 is bug ridden and causes issues with RP2.
    Is Forge 1.2.2 really needed or can we get away with Forge 1.2.0? If we can't then BAAAAAAAAAAAAAW!
    Because then we have to wait for.... Yeah you get my point ;)


    I shall test 1.42 soon (ish) and see if it works with Forge 1.2.0 but in the mean time i am just checking with others AND letting them know that RP2 might have problems with Forge 1.2.2... Bug problem for all those Nuclear Engineers waiting for those OP retrievers. :P

    I don't think timers where ever meant to be used as system critical components like that. They are a "lazy mans answer" to a problem.
    Sequencers work with


    if (worldTime % Interval) == 0;
    And is checked once every game tick.


    Timers with


    internalTicker++; If (internalTicker >= interval) { internalTicker = 0; sendPulse(); }


    And timers have an update interval that isn't once every tick but once every redstone tick or more. Hence the de-sync issues.

    The site you are using for your reactor calculations is outdated. Just be aware of that, three things have changed since that was last updated (AFAIK) and that is Buckets now cool 250, not 500. Ice now cools 400, not 200 and the reactor outputs 2x the energy.

    Umm, just wondering but how on earth did you make a 1740 EU/t, 8 BPS design before you were able to use RP retrievers? Just wondering... I'm just getting back into this. Still, that doesn't make any sense unless you were a beta tester of the latest IC version and had before the rest of us or something, because I can't think of any way to make a 1740 EU/t, 8 BPS reactor without 5 chambers, meaning you would need the insertion and extraction point to be one and the same. Am I missing something from being away so long?


    I have made a video demonstrating it, i made it for some other guy so i might talk about things specific to the thread where it was first posted.


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


    EDIT: Some explanations are probably in order. The "links" (those things that draw 1 EU and 12 EU) are a BC->IC2 conversion addon by the modder Power Crystals.
    I am using Additional Pipes for BC 2.2.5 which is important to be able to only extract empty buckets.
    It is a overflow loop system, any buckets that can't fit into the reactor core will get dropped at the reactor surface and sucked up by the obsidian pipe.


    The reason i am using that particular IC->BC energy conversion mod is because those links allow sending energy once every tick (that's 20 BPS maximum) unlike BC's engines which will send power at most every 0.65 seconds (13 ticks) and that is what makes the whole thing work.
    There are other power conversion mods that add engines that cycle fast enough for an 8 BPS system using a engine but those engines draw OMGWTF amounts of power.

    No, you cannot stop and start sequencers but you can adjust their timings by using a repeater. (and a pulser after the repeater if need be)
    Obviously, adjusting the repeater to cover more ticks than the sequencer is counter productive. ;)


    But it is very much possible to sync it with the reactor (if you know some redwire fu) and then you have solved the issue with timers.
    And if you want to turn off the output from a sequencer (simulating the function of a timer) then simply add an AND gate after the pulser.
    Each gate adds a delay of one redstone tick (that's 2 game ticks) but you already knew that... Just saying in case.

    Hrm... maybe make it so there's a recipe for making the teleporter using a freq trans in each state that it's in... I take it when you use it, it changes its ID number or something along those lines?


    Well, i don't know how many states it currently has but that is A LOT of recipes... People using Risus recipe book will be "happy" about that... NOT! (I dunno about the other recipe books but i can only imagine they would suffer the same issues)

    Agreed. I'm finee with the recipe being expensive, but the expense should be comparable to the results - and not require an investment so great that the return is far-off.
    Also, when you design a solar panel that outputs 50 EU by day and 10 at night, you should automatically forfeit the right to make ANY comparisons to "real life". :P


    Well, that depends on what the real life equivalent of 50 EU is considered to be... Just for fun then:


    50+10EU/2=30 EU is:


    30 Solar panels or
    ~10 wind gens (average) or
    ~? water gens (i have no idea!) or
    3 Coal based generators or
    1.5 geothermal generators or
    ~0.020833 Nuclear reactors at max (2,400 EU) or
    ~0.4166 Stable (non volatile) reactors doing 120 EU/t (my design)


    Comparing that to the real world assuming each generator is:


    IC2 / IRL
    Solar panel (1 EU/t) - Solar Panel (200W)
    Wind generator (~3 EU/t avg) - 1m diameter Wind turbine (~1 KW)
    Generator (10 EU/t) - Steam electric generator (~10 KW)
    Geothermal (20 EU/t) - Geothermal power plant... (This is a weird one, there is no 1x1x1 meter geothermal plants...)
    Reactor (10 to 2,400 EU/t) - Nuclear Reactor (0.02 KW to 1,500 MW) EDIT: Oh, a 3x3x3 meter reactor, i don't have any exact figures but 800 KW is a decent guesstimate.


    Well, as you can see there is not much to go on to relate to the real world. Scale and energy output is very random across the board.
    How would we go at fixing this? Re assign all generator outputs to match their real world counterparts? Not only would that mean a single solar panel would at most power a small vacuum cleaner but a nuclear reactor of the size 3x3x3 meters would still only produce a very tiny amount of power compared to the real life applications we have (induction furnaces, rotary rock pulverizing machines and machines capable of producing high enough pressure to compress coal into diamonds.

    Hmmm.. didn't think about that, but yes, after you use a FreqTrans once, it cannot be used for crafting anymore. Cant see a way to fix this for now.


    Is it because it's pretty much impossible to detect it as a recipe ingredient if it isn't a fresh FreqTrans? Then simply right clicking on any machine besides the relevant ones it resets it? Or something along those lines, right clicking onto nothing?

    As far as I knew TMI had some issues working in SSP with Technic Pack. That may not be the case now.


    The point is that I'm not using TMI and wish to create the Lappack.


    Wait, if you are running Technic pack you should have said so from the get go so we could have told you to do the right thing and install all mods CORRECTLY before asking for support when something isn't working.
    Short and sweet. Technic pack? NONONONONONONONONONONONOOOOOOOO... Do it right.

    Well, isn't there two side to the story here.


    On one end you get 10 EU/t during day and 1 EU/t during night time per advanced solar panel. That is 5.5 EU/t on average 24/7.
    To meet that you would have to build 11 solar panels, but obviously that is cheaper than building the advanced one. But also laggier when several people build them on a single server.


    I kinda have to agree with them having a large price tag... They do provide free endless maintenance free energy. But as they are now, why would anyone in their right mind make one unless they already have enough EU's to power our sun?
    If i had to choose between regular solar panels and these advanced ones i would go with the regular ones because they are cheaper, so much cheaper that i couldn't care less about any lag.

    Thanks for the answers. Just noticed RawCode just updated EU on the WIKI. I asked because nothing can support 2400EU-Packets and it would burn any wire and device even EV-Travos.


    Well, a HV transformer on a reactor chamber that is converting to HV will survive the reactors output AFAIK. Even then, attaching more than 1 cable to the reactor will (AFAIK) split the 2,400 EU packet into smaller packets.
    Even so, I don't even think there is a >2048 EU/packet check on HV transformers converting down to HV... Only one way to know for sure eh?

    I see people are using timers to clock their reactors. Please be careful when doing so since timers are not world synchronized!
    For anything that is re-occuring you should be using sequencers (they ARE synced to world time) to prevent any random de-sync which could cause a lot of problems further down the line.


    This problem with timers especially shines through when you have them set to a short delay as each re-start of the timer, that is 0, has a chance of this de-sync happening.

    Kinda like where that idea in the picture is going.
    I could make my own suggestion thread about this but i doubt it would ever get implemented so...


    Instead of having chambers etc etc, make uranium rods that can be controlled by a piston like block to push/pull them.
    What you do is you push them into a containment chamber (A bunch of blocks that you have placed) and they start reacting with other uranium rods.
    Then you have a new kind of liquid (that is finite) that we can simply call reactor liquid. If the uranium rods heat up (due to them reacting with each other) the reactor liquid is evaporated.
    This evaporation event is picked up by a steam collector (It just knows a reactor liquid evaporated because it was informed of the event) which will produce EU's for every evaporated RL that "passes" through it. (Maybe make it more efficient the higher the energy of the evaporation event is)
    If there are more "steam" being produced that a single steam collector can handle then the evaporated RL will instead turn into a fog block. This is BAD because this fog block cannot be replaced with a coolant block. If you start getting fog blocks then your reactor will run out of control unless you pull the rods out (a slow process perhaps?)


    Since RL is finite, you have to produce it using IC machinery and feed it into one or more coolant injectors. These will replace any air block inside the containment with RL, which cools the uranium rods and turns to reactor steam.
    Any evaporated RL that goes into the steam collector / generator is either stored in the collector (to a certain point where it cannot store anymore) and to extract it you need to feed the collector with empty containers (a special type of item designed to contain the radioactiveness of the RL that has been through the reactor.


    To re-use RL you have to process it, you get one part clean RL and one part reactor waste (which can be used in the nuke recipe or used to heat up breeders.


    Well, you probably get the basics of this idea by now. Make the reactor a 3D experience, using lightweight code to implement it. Cache everything and only update that which has been changed when it changes. A complicated process but worth it IMHO.
    Such a reactor will also need to have it's update interval reduced. But it doesn't matter much though, the steam collector /generator can still use collected steam as "fuel" and output a steady flow of EU's.


    So far, this only implements the SUC/CASUC part of reactors. As for self contained reactors, you can add heat sinks in the reactor core to reduce the overall heat in the reactor. Reactor Liquid will be formed slower and any fog that would appear is taken up by heat sinks and re-converted to reactor liquid. Of course having heat sinks will reduce the rate of evaporation in the reactor chamber but that is needed unless you want to feed your reactor with fresh reactor liquid throughout the process.


    So, how does this design differ so much from the GUI version we have now? Well, the longer the rods, the better they perform but you also need to have a good mixture of reactor liquids and heat sinks etc.
    It's equally important to balance the energy generation with energy consumption in a reactor design, certain components will draw precious EU's to operate. Creating RL is a costly process in both materials and energy but with an efficient reactor design this will still give an overall gain of EU's.


    I leave the technical details/math unexplored right now since like i said, i doubt this will ever happen. But if it was to be implemented i would be willing to help out with that.

    You should /really/ run a local server so you have /give or /i (via that admin pack that compliments ModloaderMP; MPUtils). Then you will want to make the same contents as the chest I had above. That should be more than enough to jumpstart you to an automated miner which is what you really need to level the field; otherwise interacting with cave-dwellers will skew results too much.


    Well, i have TMI installed. I was using it to give myself the IC2 specific items such as rub saplings and copper / tin ores. I then used INV edit and saved my loadout and started a new map.
    What i ran into was the issue with finding redstone without running into lots of mobs. Plus mining for the stuff will take a long time no matter which side you are playing. Since both side will need redstone more often than say Iron and copper. (Tin is also pretty rare considering the batteries you need to make to make bat boxes and generators.)


    So in that regard, both players will find MORE than enough of the other resources before they have the redstone they need.
    And what really matters in the end is if it takes longer to set up a wind farm than it does to set up a solar farm. Will the solar farmer have enough time to mine more resources to make the resource requirement of solar panels moot?

    Maybe the reason it pulses is because of the lag caused by transferring power to something that requests it and it requesting another packet?
    But initially i thought of the need to build the packet. For instance, if you are going to send a 512 EU packet and you feed it 128 EU/t it will take 4 ticks to make that 512 EU packet.

    Actually the laws concern the conservation of energy, but because energy and matter are interchangable, you can create matter at the cost of energy (like the mass fabricator does). Of course the famous E=mc^2 comes into play here, mass at rest simply costs E/c^2, which requires E to be ridiculously huge. The mass fabricator's principle doesn't violate laws of physics.


    Maybe you should read the parts you quote before you quote them and make a reply... It helps to do that to avoid looking like a total woolhead.