Posts by Talonius

    I've added an additional check to detect whether or not a SUC reactor is considered 'heat stable' and thus granted the Mark I-SUC classification. The result will be that some SUC designs in the planner will appear to be producing more effective EU/t than before.


    The check is experimental, I'll be keeping an eye on it for a while.


    Also, a couple other display-only changes:
    - When there's no external cooling nor external heating, the planner will not tick the 'external heating' checkbox.
    - When loading up a saved design that has a "water/ice per second" checkbox ticked in the SUC tab, the label will correctly update too.

    The bars mean..


    Cooling Cell, Hull Plating, Heat Distributer: The 'health' or heat stored in the compoent, an empty bar means its near melting.


    Uranium Cell: Usable reactor ticks remaining in cell, an empty bar means its almost depleted.


    Isotope Cell: Charging progress, an full bar means its almost fully charged.

    A few apparent bugs that I've seen so far:


    1) No matter how gently I land with a jetpack, I take full damage from the amount of distance I've 'fallen' downwards during my flight time.


    1b) Rubber boots did nothing to negate the damage and quantum boots only worked in the overworld, nothing negated fall damage in the nether. I'm not sure if this indicates a bug in the boots or if it's merely a side-effect of the jetpack.



    2) Any item with modes don't repsond to the key that would normally change their mode. I've tried this with Jetpacks, Electric Wrenches and Mining Lasers.



    Appoligises if theses were already know for SMP, I usualy test the single player side of things.

    I'll assume when you said you 'hook up' the electrolyzer you tried to place a cable between the two. To use the Electrolyzer you need place it immediately next to one of the MFE's input sides. Once the MFE is about 90-95% full, it'll start charging the water cells, It will also pull EU back out of the cells if the MFE's power reserves are low.

    I may be thinking this the wrong way but.. shouldn't the crossover addon load /after/ BC and IC ... so, you'd have to place a 'z' at the begining of the file name to do that.


    Although the addon probably uses a ModLoader method that's only called after other mods are loaded already, making the filename moot but it's still worth a try.


    The engines appear in my NEI list with the same Block ID as regular BC (v3) engines.

    I've been looking into the odd rendering bug that appeared when I installed this addon and I managed to narrow it down to a conflict with Optifine (I was using version HD MT A4) and the petrochem generator block.


    When a petrochem block is placed it appears fine until the next "setup Texture" message (from Optifine) appears in the console. After that, the petrochem generator's textures change and all other non-standard blocks (BC engines, RP2 circuits, Forestry machines, etc) that haven't already been loaded into memory will render incorrectly and stay that way until Minecraft is restarted.



    Also, placing Forestry's fuel or oil capsules into the generator causes an empty bucket to appear after the generator draws in the liquid. (Normaly they just vanish like IC's tin cells)

    Drop rate for gain is extremely low. Will be increased again after i implemented Metal Petals (1/4th of Iron dust each). currently it drops Iron Dust with a 75% reduced chance instead.


    As a suggestion, how about having them drop "small pile of iron dust" of at a 50% reduced rate instead? (until the petals are inplemented of course) Since they are already in IC as a product of mixing 9 copper and tin dust and it takes 2 of them to make one iron dust.

    Because the core of the planner is IC2's reactor code and that the IHDs interact with each of it neighbours in turn. Flipping the design causes the IHDs to interact with it's neighbours in a different order.


    My applet hasn't got the most gracful code and it could be written much better, but it only started off as a side project of mine so I could teach myself the basics of applet GUI design.

    A slight correction to my previous post, the EU reader measures the current in the block and reports what the EU/t will be once it reaches it's desintation. Reguardless of whether you measure it from the start or the end.


    So the EU reported is the amount you get, after the EU decay.

    When the wrench is used on any machine I crash with this:

    At a guess, since that design reached upto 7500 hull heat, that the water used to cool the reactor evaporated and thus caused it to go critial.
    If you look in the More Info tab you'll see "Highest Heat Level", if this goes above 50% then your water cooling must begin from atleast 3 blocks away from the reactor block or else the water source may be removed by the hot reactor.


    As for the output, I'm assuming you were using HV cable and it was 4 or 5 blocks away from the reactor at the point you measured the current. The 66 EU/t might of been due to the EU decay of the cable. If you're going to remake that 70 EU/t design then I suggest fully insulated gold cable, as it can cope with upto 128 EU sized packets.

    All IC2 achievements that weren't mensioned, lit up when they needed to and worked.


    I did get Endgame Paradise, I just pointed out that the terraformers didn't do anything. But as Alblaka mensioned a few posts ago I should of used the Flattening blueprint to spread a dirt layer first :)