Posts by Cadde

    Depends on the cost of making the wire, does it not? Glass Fibre costs 1 Diamond for 4. Teleport Costs 2 Glass Fibre, 2 more Diamonds, and etc for 2? Can vary a lot.


    Yes but you only need two of them. So if you are replacing 20 fiber cables with 2 of these 20 blocks apart then that would be 5 diamond to make 2 to make the costs even. Then consider what people would really use them for, that is transfering power over really long distances. You still only need 2 of them. Over a distance of 100 tiles at a 0.05 EU/b means you lose 5 (out of 512) EU at a fraction of the cost it would take to use fiber cables (25 diamonds in total). Now make that distance 1,000 blocks and you get 50 EU loss (still less than 10%) and using fiber that would be 250(!) diamonds...!


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    I don't see how it can't be a feature of IC2- But that's purely opinion. And I'd rather not rely on another coder (although there are some great ones that hide around here).


    Because of what i said above. It messes too much with the balance of other cables options. Why should anyone use the other alternatives when this becomes the best alternative? It's specifically about the "teleport" feature. You don't need to dig a trench, you don't need to make room for cables. You can teleport power into the underground without having to clear a single block. Do we really want one "cable" to rule them all?
    And at long distances, teleport cables will be cheaper to use than any other cable type which only makes this imbalance even more prominent.


    And addon makers tend to update rather frequently all things considered. Plus, new versions of IC2 are normally compatible with old addons. It's only addons that rely on IC2 "non API" base code that breaks when IC2 updates. And that doesn't necessarily have to happen either.


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    Whether they were meant for that or not- That's an amazingly good reason to use them, regardless of CPU cycles.


    You are not making much sense there, sorry.


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    Like i said, great for an addon. Not so great to impose on everybody. Even if they can be disabled or have to be enabled...
    But you can think of it this way as well...


    Why should Alblaka spend his time making these when they could just as easily be made as an addon. Don't we want Alblaka to work on more pressing issues?

    0.05 EU/b is waaay too low.
    Further more, i don't see a reason why this should be a feature of IC2, make an addon suggestion in the addon section.
    The teleport pipes are not meant for "easy, unobstructive and cheap" transmission of items, liquids and power. They are meant to save CPU cycles and they do that well.

    well, i meant normal people around where i live. I just didn't put my thoughts into text.


    And you don't have to but if you could then that would be very appreciated. However, wait until Rick actually wan'ts to back up his "facts".

    I think the OP simply made a typo when they mentioned BC2. He clearly knows BC and probably is use to typing up BC2 instead of IC2. Mentioning cells, I don't think he made a mistake and assumed the BC2 pump would consume cells sitting in a chest next to it or whatever. :rolleyes:


    However, we can't really help unless we know what his setup looks like and can replicate the problem. :(


    As for the oil deposits, I've been fortunate enough to find an ocean geyser that went from water surface to y-coord 98. That oil reserve lasted me the entire time I spent in that world. The bad thing about ocean deposits is you gotta border off the oil area in the water, otherwise it'll refuse to pump anything out. But once that's taken care of, you got an oil deposit that won't soon dry up. It really is a pity that we can use BC2 oil for generating power in IC2. I imagine them to act similar to coal fuelcells. Slap them in the canning machine and get a fuelcan that'll be worth something like 120kEU when you put it in a generator. That sure would be nice. :thumbup:


    Eh, you meant to say "It's a pity we CAN'T use BC2 oil to generate power in IC2" ?
    If that is the case, then there are addons that allow you to generate IC2 power from BC oil.
    There is also an addon that will clear any spill water from your pipes so you can pump from ocean oil deposits. Though you still might want to shield the ocean off before pumping because all that water will slow down your oil flow rate.

    Are we talking break even here in power?
    What are the resource costs?
    Doesn't copper cable lose 1 EU every 5 blocks, thus making the wind gens at the top never able to reach the MW transformer?


    Maybe i am just having trouble imagining it the way you do...

    Clear evidence you didnt read my post AGAIN. Solars needed like 2x more iron than the windgens.


    Also give me a good reason why i should waste my time to proof to you that solars cost tons and tons more resources. Its already in the numbers and its a really big diference. I dont see a reason to spend more time than i already spend on this forum to proof this oblivious fact.


    You are not ready to stand behind your claims i see. Oh well then we are done here.

    Well, people DO use them for power transfer and like i said. Making them stackable when empty solves the problem without having to make any additions or changes to the recipes. RE batteries are stackable when empty thus it makes sense to allow the crystals to do the same. Why complicate things in a suggestion needlessly? It only means that suggestion is less likely to be included.


    If however you had another good reason as to why all power transfer should be in bat packs instead then maybe the suggestion would make sense. But just FYI, the normal bat pack CANNOT be used to fill a batbox but a bat box can fill the batpack. This is by design!

    Ah i see. AFAIK making Energynet aware of the source of the power sent is not possible without a major rework. What if you could place 2 RE batteries, 3 glass panes, 2 coal dust and 1 redstone dust together with a solar panel in the crafting grid to make an "Advanced internal battery solar panel" that, during night time, will switch to battery power. During the day that solar panel will emit 0.5 EU/t and send another 0.75 EU/t into it's internal battery to allow it to have a constant 0.5 EU/t during day/night.
    A night is 12,000 ticks long so that means the internal storage only needs 6,000 EU but we give it 18,000 EU storage so the internal battery can be used to survive a full day of rain and another night. It will take 4 sunny days to completely fill the internal battery. Thus, if it rains 1 out of 5 days then you are fine.

    Can't you just open the IC jar file and extract the sounds directory in common, use a free ogg sound editor and lower the volume on those sounds that bother you the most? Or even replace them with other sounds that are more soothing? Like a silent "humm" for generators etc.

    I beg to differ . Having the UUM recipe make dust rather than blocks makes more sense to me, regardless. I prefer knowing exactly how much on an item I'll be getting from crafting.


    Ugh, you are correct. But people make them because they intend to place them. Right?
    I never turn my glowstone dust into glowstone blocks unless i use them as my lighting solution. (Which i don't do since i have RP2 lamps and IC2 luminators :) )

    That last change /still/ breaks my idea design of tin wire with a solar on top and two luminators dangling on the sides as as street lamp. Maybe the EU network could be split slightly so that it can tell the difference between packets originating from a generator and those from storage? That would allow for devices to operate with 'a single work unit' charge level when attached to storage, and otherwise buffer fully if taking from a generator.


    Why? Solar output 1EU/t which is enough for my change above? The luminator turns on when it has 2 EU stored and doesn't turn off until it has LESS than 0 EU stored.
    The problem though is you can't split the power output from a single solar panel. So it can only light ONE luminator if it's storage isn't full. Simply filling one of them using a battery will make the other luminator turn on.


    Or am i missing some odd code path here?

    Having not seen this code my self (actually I don't even know where to find it... though I didn't look /really/ hard), are you sure that's 11% chance of increase and then 11% of the remaining time it will have a chance of decreasing? Or is this more like a single random-number which is compared and then 11% of the outcomes it goes one way and another 11% it goes the other with 78% of the time no change?


    The code is in mod_ic2.java and the function is updateWind() at line 1381.


    Yep, "theoretically" tin cable should burn when production exceeds 5 but i have done tests with tin cable and luminators where i could (with an EU reader) read 28 EU/t. Though that might be because each luminator get's a separate package in the same tick. No single package exceeded 5 EU but all combined made it 28 EU/t.

    There might be some truth in that, i haven't tested all possible combinations to come to an absolute conclusion on this yet. As for missing EU, that simply should not happen in a closed loop uneless you have cable loss. (which i doubt since you tested with fibre?)


    I have kept a closed loop bat box running for over 30 minutes and when i stop it the two boxes together match the EU i started with. I had them running by mistake, forgot about them but remembered i had fed 10k EU into them using a battery. When i returned the 10K was still there.

    Why should glowstone be the ONLY item that you get a random amount from a UU-M recipe? Everything else yields a fixed amount of material.
    I'm sure you think it's "fun" that you get a random amount of dust that way, but you seem to have confused your preference with design intent.


    Or maybe you have confused design intent with what you perceive that intent to be?
    Either way, if the design intent was to get 4 glowstone dust then he should have given 4 glowstone dust, not a glowstone block?


    Hence, not needing to add glowstone blocks to the macerator recipe. Because you can't get a glowstone block into your inventory from normal IC2 play except using the matter gen.

    Hey in analyzing the code I DID find an interesting result. Your mean wind is really 18.45 instead of 14 or 15 like you might think. A small difference, so unlikely to matter much for game balance, just thought you should know.


    Yep, that's because if wind increases it cannot decrease in the same calculation. Hence why you always have an 11% chance of wind increase but to get a win decrease you have to NOT have a wind increase happen and then the 11% chance of the wind decrease.
    All this assuming you are in the 10 - 20 range of wind OFC. Otherwise it's 10% -> 11% or 9% -> 11% or say 11% -> 10% etc etc.