Posts by Talonius

    You should divide effectiveness by 2 now, so it's 1.5 eff. And it probably use a lot of copper.


    It appears you're overestimating the cost to recreate the used copper (and tin) via the mass fabricator.


    After some number crunching I worked out that it takes 2,288,380 EU in a scrap filled mass fabricator to recreate the copper/tin used in making a quad cell, this includes all recycling/macerating/furnace/compressor costs.


    So, using this design as an example:


    Cost to remake copper plates / tin ingots: 16,018,660 EU
    Total output of the design: 84,000,000 EU


    Effective Efficiency: 2.43

    A couple updates:
    - The timing slider has been re-enabled, allowing you to limit the generation time of a design, the cooldown time will adjust accoringly.
    - 'SUC' info pane repurposed, it now displays Condensator and replaced components info.

    While technically it works, yes...


    But look at the tool tip of the Condensators and Reflectors, see how many times they got replaced and how much heat they absorbed.


    Bare in mind that the LZHs need 1 lapis per 40k heat, RSHs need 1 redstone per 10k heat.... I'll leave you to do the math (for now ;) )

    Okay, so here's the first apperance of the planner for the new reactor system:


    Woo Hoo! *click*


    Needless to say, the old design codes will not work on this one ;)


    Things to note:


    Bugs! (as of v1.106
    - Dual/Quad uranium cells in-game currently expire twice/four-times as fast, the planner will assume they run for their intented duration.
    - Heat Exchangers placed in a possition where it is processed before /any/ type of plating will work with incorrect values. At worst this could lead to exchangers melting in game when the planner says they shouldn't.
    - Exchagers dealing with tiny amounts of heat (1 to 2% of maximum) will sometimes add a few points of heat to the reactor, this is minor and won't lead to any explosions but it may extend the cooling time just a little bit.


    New bits
    - A new yellow component indicator will now highlight items that the planner assumes will be replaced (for Condensator, Reflectors and Isotope cells) and will also highlight Vents that arn't cooling as much as they could.
    - The two numbers next to 'Vent cooling' means: Actual cooling (Maximum cooling)
    - The long forgotten 'Efficiency Rating' has made an appearance, ranging from 'EE' (Efficiency 1) to 'EA*' (Efficiency 7)

    After tracking down an unexplained heat build up in my reactor planner's designs I found out that it due the way exchangers handle really small levels of heat in the surrounding components they end up adding heat to the reactor.



    Due to rounding errors the exchanger would give out more heat than it actualyl had, leading to an overall rise in heat.


    Eg: 60k Coolant Cell (with 150 heat) -> Heat Exchanger (with 15 heat) -> Heat Vent (with no heat) and the reactor core has 23 heat.


    I watched as the exchanger gave 12 heat to the coolant cell, 2 heat to the vent and 4 heat to the core. A total of 18 heat given away but the exchanger only had 15 to begin with.



    I know it's only a minor thing as it only effects exchangers handling tiny amouts of heat, but I though I'd mension it anyway.


    I'm sorry if I missed the part of the code where the reactor's max heat is stored to be used by heat switches before all of the plating has been processed.

    @oggyIt: How low would you price the ability to use one uranium cell to charge upto 76 isotope cells?


    Gorni: I would of done that, but for the moment it's unwise to place reactor exchangers in a possition before any type of plating.


    @slider: While this design doesn't push the temperature 'To teh max!1', it has an enphisis on convenience. This design will keep its heat after it has initcially warmed up, no need to 'top up' the heat, no need to quickly put in some cooling because it got too hot. It's ready to go as and when it's needed to.

    Due to the way reactors calculate their maximum heat level on-the-fly at every tick, heat exchangers that deal with the reactor's heat will work with incorrect( ? ) values.


    Example:


    Imagine a line of components: Reactor Heat Exchanger - 5 x Heat-Capacity Reactor Plating - Reactor Heat Exchanger


    The 5 platings give the reactor a max temp of 20k.. lets say that the reactor's heat is at 15k:
    The first exchanger is processed before all of the plates, it sees the reactor temp is 15k of 10k (150%) and tries to match that.. it melts.
    The last exchanger is after all the plates, it sees the reactor temp is 15k of 20k (75%) and will try to aim for 75% too.


    I'm unsure if it's intensional or not, so I thought I'd mention it here and not in public.

    For those looking for a low-maintainance breeder design:


    The design heats itself up 57k heat and hovers there reguardless of whether it is dormant or actively recharging.
    It can charge upto 4 cells in roughly 8 minutes 40 seconds.


    Be warned though, while 57k is just below the stone melting temp. it is still high enough to hurt, so interact with it at maximum range.

    Standing in a fire long enough to ignite the player will cause the quantum chestpiece to drain its power extremely quickly.


    Edit: Crash when leaving a single player world while stood next to an active Geothermal Generator.


    Circuitry:
    Sounds fun, the pseudo-engineer in me likes the idea of a circuit 'mini-game' where you'd have to juggle the pros and cons.
    Will the components have to be placed in the grid in a peticular order to have an effect (ie. crafting grid style) or will the components interact with their neighbours on the grid (ie. nuclear reactor style) or something else?
    Bare in mind there might be some minor flak from Foresry-fanboys, due to the fact it has configurable circuits already, heh.


    Machine Rework:
    Sounds fun, but I wonder how much extra CPU processing power would be needed for each machine.
    The 'Processing Efficiency' would have to be costly to prevent easy expliotation.
    Again I like the idea of deciding my own pluses and minuses on each machine.


    Smog:
    Interesting idea and it would certainly add to the industrial feel of IC, it would force people to choose between 'Max productivity' or 'Environmentally friendly' setups.
    I'm not sure how easy/hard it would be to detect whether or not the machine is in an 'air-tight' room, there's countless 'blocks' out there that arn't full blocks and wouldn't be concidered air-tight.


    Nuclear Reactor redesign:
    Joy, more variables to play with, more radioactive holes in my test worlds ;)

    My usual trick (if RedPower is also loaded) is to set up the button like this: Button -> NOT Gate -> Pulse Former -> Teleporter. The teleporter triggers after the button deactivates, thus there's no risk of the button being trapped in an 'on' state when the chuck gets unloaded.

    I made a single player world, in creative mode then did this:


    - Gave myself a piece of glass fiber cable
    - placed two cables next to each other


    - *boom*


    Another little oddity I've noticed with the super-heat laser, it turns sand into glass but the glass remains placed in the world. It seems the only way to make use of this glass is having a 'silk touch' mining pick.


    Also, glass is immune to all laser modes other than 'Explosive'.

    - Implemented the Crazy Ivan achievement, however the record that you placed the nuke does not last across reloads Worked.
    - Fixed NEI integration, for real Appears to work, tried several IC items and didn't see any problems
    - Fixed scrap boxes crashing when the last one in a stack is opened Worked.
    - Fixed drops from the Super-Heat Mining Laser mode sometimes being picked up but not appearing on the inventory and messing up furnaces No phantom items, but that mode wasn't mining through stone, intensional?
    - Fixed Generators and Iron Furnaces not accepting blaze rods Worked
    - Fixed dynamite depleting on creative mode Worked.
    - Fixed Personal Safe GUI title being centered Worked.
    - Fuel Cans burn on a standard furnace, however adultered fuel is wasteful Worked. Can smelt 152 ore with one can, is that number intensional?
    - Terra Wart is always edible Worked.
    Edit: - Crop seeds display their growth/gain/resistance on the tooltip once analyzed enough Worked.

    The planner seems to only work (for me) when I have the 32-bit version of JRE6, even if you have 64-bit system. I had the same problem a while back and I was scratching me head in confusion because of it.


    Alternatively, as long as you have any JRE installed you can run the 'standalone' version of the planner, copy the url links you find on the forum and use the "Paste URL" button to look at designs.


    Edit: You can check here to see if you have a suitable JRE for applets.

    Spawned isotope cells start off at full health and with that design there is a 25% chance each reactor tick that uranium cell will try to recharge the isotope and thus cause it to imediately change into a fully charged cell.


    To test the design properly, spawn yourself some near-deleted uranium cells and some coal dust, then manually combine the two to make empty isotopes.


    Edit: If I've made a wrong assumption somewhere, then I'll have to make a note to test it later when I'm next able to play MC