Posts by Cadde

    ... it's why I don't like using RP2 timers, the constant tick tick noise drives me batty.


    The RP2 config has an option to turn those sounds off.


    Its pretty bad that even when you use copper cables to go from the top of the world to the bottom windgens still make more eu/tick than solars make. Should be enough proof that solars are underpowered.


    Windgens take more space you dimwit. They also take more time to build. Stop making single line arguments that have no base in reality as "proof". (That is MineCraft reality, not IRL)


    A jetpack will never get you high enough, anyhow. As for how to build? Not hard at all - you just gotta do it the old school way, like we did back in the day.


    You're going to want to get up there from time to time, for whatever reason, so build a central (one-block) pillar (you'll run the wire down one side, the ladder up the opposite side. Jump up, plcaing a block beneath you each time, until you get to the proper height (122 or 123). From there, hold shift and move to the edges and build the platform around you. It's how I did it (and much easier now that we can hold shift and not fall off the edges, which was my fate a few times when building a ten story tower back in MC 1.3!)


    From there, it's much easier to set up the mills and the wiring. You can run the EV wire up to the platform in much the same way - jump up and drop it beneath you as you go.


    The electric jetpack has a height limit of 85... The normal one can fly up to 127 and beyond. (for a minimum flight time of 90 seconds)
    Obviously you are going to want to get up there from time to time. Adding a ladder for good measure. But when i have a jetpack i might as well use it to get up there faster.
    And i know all about "sneak" and jump place underneath me... I have been playing MC since the first Alphas...


    For making tall pillars i use my jetpack and my spam macro to place blocks as fast as i can fly upwards. Whereas it takes a normal person up to 20 seconds from sea level to the sky limit it takes me about 3 seconds...

    I took the liberty of making the design in talonfiremage's reactor planner: Link


    Since IC2 1.337, reactors now output 2x the EU/t. So your design is a 120 EU/t reactor, not a 60 EU/t.
    And i see you have plenty of Head Dispensers next to each other. This is wasteful, you should learn more about how they work.
    You constantly learn new tricks when making reactor designs. Start over from scratch often and you will find new ways to improve on old designs.


    As for the improvement: Link


    You can find it in my thread: Link


    Though i am sure there are better designs, all depending on what you need.

    Personally, and not just to bug Albabla, I'd suggest a default off config option that makes normal torches burn out after a while (mod for that somewhere, but I think it's vastly outdated), make glowstone emit significantly less light (par/just about RS torch?), and config on Illluminator storage (personal preference, I want to be able to experience a power outage when there is a power outage).
    Yay for immersion when my MFSU explodes and I have only a wimpy later going to possibly be added in flashlight to guide my path.


    Yes, if torches would be a finite light source this would be awesome. You can make torches from trees anyways and with all these mods people are using (IC2, RP2, BC, Forestry etc) making a tree farm is very much possible.
    Heck, it's even possible to make a semi automated tree farm in vanilla MC. (Pistons pushing newly grown tree trunks into large rows of just logs to cut with the chainsaw or even spend dynamite sticks on!)


    However, reducing light emitted from lightstone any anything else doesn't make much sense to me. I would much rather have a block that makes ghost lights around it to increase it's lighting area.
    It's not like i use all that precious glowstone to light my factories or mine shafts anyways... That would be a LOT of trips to the nether or so much energy spent in mass fabs to make them that i might as well use TMI...


    Or if Luminators where easier to wire up over long distances with cheap wire that doesn't melt then we wouldn't need any other fix. (apart from finite torches)

    When Yogcast 'reviewed' this mod...


    I doubt we have that many Yogscast viewers here actually. And none of this is relevant to the thread, how about we stay on topic from now on?
    (And no, i am not a yogscast viewer... I have seen one vid from them to see what all the fuzz was about. Didn't like it)


    ------------


    So, back on topic. It IS possible to make a custom ore generator and there already is an application (SpeedDemon linked it on the first page: http://forum.industrial-craft.…ad&postID=26497#post26497) that allows you do generate ores after you have started a world.
    It is possible to use RP2 to generate ores as well and it is possible to turn off copper and tin generation in RP2's configs once you install IC2. But there will be a lot of chunks containing RP2's version of copper an tin next to newly generated chunks containing IC2's versions of copper and tin. These two different block types do not stack and that means people who mine from an old chunk into a new chunk will have two different kinds of ore that cannot be stacked together.
    Either they have to select which chunks to mine first or they have to macerate the ores on the spot to be able to carry the resources in the same slot. But obviously this only doubles the inventory space required since one copper/tin ore macerated turns into 2 dusts. Doubling it's storage requirement.


    My preferred method therefore would be either make a placeholder mod that creates only tin and copper using IC2's block id's (with oredict support) or use the application mentioned to replace all RP2 copper and tin with IC2 copper and tin once IC2 is installed.
    Alternatively we could just bug Alblaka about adding configurable ore spawning in IC2.


    Or even better yet, I can add a feature in my OreVeins mod to EXCLUDE a certain block ID from being generated at all. Which has the same effect as diabling copper/tin generation in IC2.


    yeah.. last time I used them there wasn't a "hover mode" for jetpacks so I ended up building the wind farm largely over water and having to build "scaffolding" (aka: something cheap like wooden planks or cobble) around the area to stand on during construction.
    Although for some reason hover mode still doesn't work for me in 1.337b... hasn't been a huge issue as I went solar with the current world. Hopefully it'll work in the 1.0 port whenever that hits as i'll be probably using wind after the restart.
    good to know about the tin cables, it'll make the setup much cheaper to build.


    There is a "hover" mode for the jetpack. It just doesn't hover... It takes you slowly back to ground level so you don't mess up the landing.
    I had trouble activating it at first, you have to hold the jump button and press (the default key binding) H to activate and de-activate hover mode.

    It's not just the miner that is excluded from breaking. HV/MV/LV Transformers are also exempt from breaking, so are cables! (most effectively broken with a chainsaw)
    Have you ever seen a battery powered mining operation in real life? They need to generate their power on the spot or receive it from afar. They can take a full year to reach the resources we reach in 2-4 Minecraft days.
    Moving a real life mining operation ALWAYS leaves some stuff behind (breaks the package, having to resupply to set up elsewhere) so if IC2 would be really picky about it, you wouldn't be able to move a miner without resupplying it with new materials. Say mining pipes, drill bits etc etc...


    Either way, the first time i used a mining drill i set up a MV feed using gold cable. I then set up an LV transformer, a chest and the miner. Waited for it to finish and let it pull it's pipes back up. wrenched the miner and the transformer and moved it along the gold cable another 9 blocks and set it all up again. Since wrenching a miner and a LV transformer NEVER fails your problems are solved without an addon.


    If you are going to come talking about "oh but i want to use my lapo crystal to have a mobile mining operation that i can take wherever i'd like and i don't want to use cables" then obviously you don't want to play IC2 the way it's intended... You might as well TMI everything you want and be done with it because at this stage... You will never be happy until everything is as easy as clicking a single diamond icon in a GUI to get 64 diamonds.


    EDIT:


    At first i didn't want to waste my time but... Here goes:


    Set up three basic generators, two bat boxes (they never break from wrenching either) , a LV transformer with redstone current and a long gold cable. Move your miner in one direction as far out as you'd want to go. Then on the return trip just make a bend each time and go back towards your generators. REPEAT as long as you'd like. Then, go in another direction around your generators. REPEAT for all 4 directions.
    If you have 2 bat boxes, fill your three generators with 3 charcoal each time the second bat box goes below 4,000 EU stored. If you think that's too much maintenance then place ~16 bat boxes (You still can wrench them to your hearts content) and fill your generators to the brink with charcoal.


    Even better yet, use 2 geothermal generators (they are not very expensive after all, but they do have a chance of breaking when you wrench them) and fill them with lava cells. They will then allow you to mine at least 88 minutes NON STOP. And no energy is wasted generating any surplus so you can skip the whole bat box thing if you'd like.


    No matter what you do, when you have mined an area around those generators in all directions (say you mine 9 times in each direction in a square, you mined a surface area of 2,916 blocks. A total of 186,624 blocks searched if at sea level)
    You are going to find enough resources to build yourself 20 or more extra miners after that... As well as have a bunch of diamonds in your hands.

    The best I've managed with ITNT is 54 blocks destroyed (i think it was) and you have to give it some open space for it to have effect.
    However, a single piece of string will turn one ITNT into 8 dynamite sticks. And a single resin makes them sticky. Both dynamite sticks and sticky dynamite will clear a 3x3x3 cube. (no more, no less)
    Simply digging out 2 blocks from a wall and placing them in the hole gives you 25 blocks per stick. That is a total of 200 blocks per ITNT, 4 times the blocks blasted. And ITNT (due to it's inefficiency when contained) is harder to use.
    I strip mine coal and redstone with my sticky dynamite and then use what i have gathered to make more gunpowder from coal dust and redstone. This allows me to make more sticks that i originally started with.
    Though i consume redstone and coal dust in the process. Resources i could be using for other things. Still worth it at time when you need lots of blasting power.


    One could also make a mob farm ofc and have lots of gunpowder trickle in from dead creepers.

    This makes perfect sense to me. I haven't checked the code but if the luminator is "on" when there is >0 EU stored and the luminator gets 1 EU and consumes it then it will never stay on. Simply making it turn on when it's >1 EU stored and turning it off when it's 0 EU stored and it needs to use stored power, then it won't flicker anymore. Unless of course the time it takes between each EU to arrive is greater than the consumption. Which is once every 4 ticks. (1/5th of a second)

    Yeah, like i said. There is an addon available if you don't like it.
    As for the electric wrench vs normal wrench. It would make more sense to have the electric too have a higher failure rate than the manual tool. Have you ever used a power tool before? They have a higher failure rate IRL too...


    And i don't have a problem with this at all. You need to carefully plan the placement of your machines and if you do it wrong then obviously you run the risk of breaking things. The miner is excluded from this breakage chance. It is supposed to be moved.
    MFSU's on the other hand are not supposed to be moved... What if everybody took their factories with them wherever they went?


    "Oh, i don't need to plan ahead or anything. I just plop down my MFSU, my MV+LV transformers and macerate, burn and build on the spot as i go!"


    Not very "industrial"... is it?
    Now you know about the FEATURE, use the addon or learn to plan ahead so you don't need to pull down your machines and generators needlessly.


    Hey, I'm not dumb and the OP asks for a MOD specifically designed to pre generate placeholder ores. Or some alternative of getting the same results.
    Keep in mind then that, if you start with just RP2 ore generation you only get as much ore as RP2 will generated. If you had IC2 generation as well then you would get more ores.
    Problem with that is what i already mentioned, the ore blocks do not stack. Hence why I suggest another alternative where he can spawn the ores he wants. Be it RP2's block ID's or IC2's block ID's, doesn't matter which.
    You clearly don't understand my intentions so maybe you should just leave it at that...

    Right, did some extensive testing with luminators now. (I have been using RP2 lamps because they look nicer and will turn off when you flick a switch but ran into other issues along the way that forced me to scrap the idea)
    I also want my lighting to consume power. I don't like "free" stuff like torches and RP2's lamps. So luminators it is for that reason as well.
    Now, the problem is that it's pretty expensive to set up luminators for tunnels that stretch for several hundred blocks underground. Having to use a whole bunch of transformers etc etc just to save on the energy loss in long cables.


    It is possible to run them on tin wire from a bat box but you have to split the current and do all kinds of wonky things to get them to work on tin cable from any kind of generation/bat box besides solar panels. (which i WILL NOT USE, especially not in my underground mining shafts)
    Somehow i was able to feed up to 28 EU/t down a tin cable after having experimented with adding and removing luminators and removing the split boxes.
    But one small mistake and you would fry X number of tin cables in an instant. And setting them up is a PAIN. Plus (Not 100% sure) you can't remove a luminator and get it back...? (I have tried wrenching them, using my hands, drill and saw. They are destroyed when i break them)


    The suggestion then is to introduce some kind of cable that will ONLY work with luminators and still can accept power from bat boxes/LV transformers without melting.
    Maybe call it "thin copper wire" which you make out of 2 copper ingots and you get 16 of them?
    It can be fed with LV (32 EU/t) and will only provide power to luminators. The energy loss could be 1 EU every 100 blocks (allowing you to hook up 32 luminators in 100 blocks or 1 luminator 3200 blocks away)


    Any other ideas?

    That's fine - still, no matter which you use, you've got the ores you need. We're talking about making a 1.0 world that's ready to add in IC2 - obviously, you want either Forestry or RP ore generation in it, might as well go with RP so that you have the other mod-specific resources.


    Yes, then you turn off copper and tin generation in IC2 right?
    Thing is, you CANT turn off specific ore generation in IC2... So if you use RP2 copper and tin generation and then install IC2 after you created the world you will now have RP2 ores and IC2 ores in newly generated chunks.
    You can however turn off copper and tin generation in RP2 and Forestry!
    Anything else?

    If you're saving them to macerate, it doesn't matter - they're unused and once you have IC, dust is dust.
    If you're smelting them for immediate use, it doesn't matter - the ingots are identical and they do stack.


    yep but the problem is when I mine i do so until my inventory is full. Having one stack of 10 RP2 copper and another stack with 24 IC2 copper is wasteful when both could be a single stack of 34 IC2 copper. Hence why i disable RP2 and Forestry Copper and tin generation.

    So you would have a gen drill until you find 3 diamonds or 192 coal to macerate into dust to make industrial diamonds... That is pretty pointless if you ask me, one of the first things i acquire after i have a generator, macerator and electro furnace is 3 diamonds to make myself a diamond drill. Why would i want to make one that i will never use after i have those 3 diamonds?


    The RP2 gems are very useful for other things such as making cutters (to make sub blocks) and in the future those gems are going to be used for lots of other things. Hence why they, among tungsten etc, are part of RP2 world with so few uses. They will have a use in a future release of RP2 so don't throw them away.
    If you have too many of them just make gem blocks which cuts the required storage in 9.

    It even gets better. Not only are solars really expensive to make, but now when you dismantle them with a wrench, you get a chance to get a generator instead. This is just grand... I know this happened in old-school IC, but I know for a fact this did not happen in IC2 version 1.15. I really should just go back to that version although this is upgraded for 1.0 support Ill be screwed since I want to go to 1.0.


    Seriously why did anything think it was a good idea to have what is now a very expensive machine get destroyed when using the special tool designed specifically to dismantle these machines. I was using the power wrench and out of 24 panels it turned two of them into basic generators. Maybe Ill just forgo this nerf by using an inventory editor to just make me a few 100 solars. I really hate to do stuff like this, but this is just too much on top of everything else.


    That happens to any advanced machine you dismantle. You are not supposed to move machines after they are set up and if you have to do so then you run the risk of breaking something while dismantling them. The same way you run a risk of breaking something while taking an engine out of your 15 year old rusty car.


    However, there is an addon in the addons section that gives you 100% wrench rate. Use that if breaking machines is such a big deal.