Posts by MauveCloud

    ok... He can not calculate a percent chance for CropBreeding that is impossible, unless he can see the Future... xD


    If you mean that Ferru has a 0% chance of appearing when breeding Stickreed x Stickreed, you could be right, but if you mean that the chance can't be calculated, I have to disagree: all the plugin would have to do is calculate the weights for each possible result, then add them up and divide each weight by the total to get a percentage chance. I wrote myself a small program to do that back around November or December of 2014, but I deleted it.


    What I've been doing lately is breeding my existing crops to get more of them, and if I happen to get something different (other than a weed), I let it grow, and then try to transplant it into a separate field for that crop type.

    I might have diverged a bit from how the old planner worked as far as the backgrounds, but in mine, red is for a component that breaks during the reactor cycle (I'm not sure neutron reflectors count as having "melted"), yellow is for a component that needs some cooldown time, and orange is for a component that doesn't cool down completely (which could be a coolant cell, a condensator, or even an exchanger)


    Also, to do what you suggest, I think I'll need to overhaul my planner to have three simulation types (with a button for each):
    1. Single cycle (like it does now by default: keep going until all fuel rods are spent, and the heat levels of all components have stopped decreasing (checking for no more changes to heat didn't work because of the quirks of exchangers))
    2. Pulsed cycle (with durations for the on pulse and off pulse, and maybe Nuclear Control conditions - I haven't actually used that mod before, so I will have to look into it more to find out what conditions it can set up; I know it can toggle a redstone signal based on reactor temperature, but I wouldn't be surprised if there's more to it than that)
    3. Continuous automation run (with depleted fuel rods, and optionally other components, replaced as needed, with a time limit (e.g. 2 million reactor ticks) to make sure it can eventually stop the simulation)


    As far as copying the code to the clipboard, I figured that most systems would have a keyboard shortcut for "select all" and "copy", but just in case my planner can be run on a tablet computer, a copy to clipboard button might actually be a good idea.

    A bug was posted requesting a way to turn off automatically refreshing the simulation. Now I'm having trouble finding where that was even required. Would anybody object to me simply making the simulation always require a manual start? (and the "Refresh Simulation" button would become simply "Simulate").

    Quoted from "Ultimoos"
    So, considering recycler talk in GT thread. Blood, why not change recycler work with whitelist instead of blacklist?


    It's on my list, but at last 1-2 months in the future if i ever do it.


    I think it's actually already supported by IC2:

    Quote from IC2.ini


    I'ts just a matter of deciding what to put in the whitelist.

    The ID numbers are dynamically assigned, so specifying them doesn't really help. If you have (or are able to install) NEI Integration, it has a config to show the internal names.


    Also, it might help if you specify which build of IC2 you're using (I don't think I have to ask which version of Minecraft, since afaik making coolant by "fluid enrich" mode is only available in MC1.7.10 builds of IC2exp).


    If you're sure you used an "empty cell" in the left slot rather than a universal fluid cell that was empty, that is probably a bug. However, you should also check if it happens with just IC2exp and no other mods, to make sure it isn't a bizarre inter-mod conflict (having a fluid transposer indicates you have Thermal Expansion, and you haven't listed what other mods you have)

    I haven't tracked down exactly when it was changed, but in recent versions of IC2, the pump is no longer limited to affecting the block directly below it. It can be redirected with a wrench, and can pull distant liquids, somewhat similar to a BuildCraft pump, though possibly in a different pattern and with a different range. However, neither the IC2 wiki page (http://wiki.industrial-craft.net/index.php?title=Pump) nor the FTB wiki page (http://ftb.gamepedia.com/Pump_%28IndustrialCraft_2%29) have any mention of this. Could somebody please update one or both of those? Thanks.

    I've got some paths set up for horses already, with slopes for horses, so I'm not sure it's worth the effort to put in concrete with ice or more concrete below. Also, I found that I like being able to put slabs slightly below the water line for my causeways. :D


    Something else I came across recently, though: an IC2 fluid/solid canning machine consumes the cells when emptying non-universal lava cells into its output tank, but a GT fluid canning machine returns them. According to http://bt.industrial-craft.net/view.php?id=656, "empty cells" are supposed to be single-use, as opposed to the universal fluid cells, which are supposed to be reusable.

    Is a single layer of concrete supposed to allow a horse to travel over it at 100+ m/s? I used 8 stacks of concrete to make a 170-meter long 3-meter wide level path. Walking took 31 seconds, and sprinting took 24 seconds, both about 27% faster than doing the same on normal ground (measured using the timer from Batty's Coordinates Plus). Riding my horse, which can go 9.9 m/s over normal ground, overshot the end of the concrete in 2 seconds or less.

    Also I noticed that the issue with the ores looking like stone until block updates is still present in this version as well.


    Saw some freshly generated ores without the issue so maybe it's leftovers from 21? Idk.


    I hadn't tried build 22 until today, but I saw small ores in the Nether that looked like overworld stone, even though I hadn't been into the Nether with build 21, so I find the "leftovers" explanation doubtful. Back to build 20 for me.


    Edit: I'm also having a little trouble with the High Pressure Lava Boiler (in build 20), but I'm not sure whether it's a bug or something I did wrong: I used an IC2 fluid/solid canning machine with fluid ejector upgrade to empty some lava buckets into some large bronze fluid pipes leading to the boiler, and it seemed to work initially (the front of the boiler changed texture to indicate it was running), but now even though the output tank of the canning machine has 1259 mB of lava in it, which indicates that the pipes are full, the boiler isn't heating at all.


    Edit #2: I figured out the lava boiler problem - I had forgotten that the boiler itself could output steam into the pipes. Now I put in a shutter module to prevent that, and it's heating up fine.

    Two problems I encountered in single player after updating to 5.08.21 that prompted me to revert to 5.08.20:
    1. Severe fps stuttering when riding a long distance on horseback. (through chunks that I know had already been generated, because I had dug (and bridged) paths through them)
    2. Previously-exposed GT ores became "gt.blockores.0.name" and the ore texture was gone. (I didn't try mining them, so I don't know if the drops were affected).

    no idea how to input oxygen gas into blast furnace... ( into input hatch )


    oxygen was liquid, is it a gas now? :D


    I didn't know liquid oxygen was in GT before, but it would just be at a lower temperature than oxygen gas. As for getting oxygen gas into a blast furnace's input hatch, that should work with copper or better fluid pipes, using a fluid canning machine to put it into empty cells, or maybe even by placing the oxygen-producing machine adjacent to the input hatch (and using the fluid auto-output button).


    A full Hazmat Suit does not protect you and is destroyed within seconds


    That sounds like a bug, but you might double-check that you were really wearing the full hazmat suit (scuba helmet, hazmat suit, hazmat suit leggings, and rubber boots)

    Using a solid block there did not prevent the dispensers from ticking twice (I would have been surprised if it did, since setting the first repeater to a 4-tick delay hadn't helped), and starting with a total of 48 impure dust (16 in each dispenser), I got 39 plain dust back and 9 impure dust.

    The initial post mentioned that these reactors wouldn't even be hooked up to power storage, so EU production/efficiency is probably not a big concern.


    DrFission, if you're willing to consider overclocked heat vents and a 6-chamber reactor, here's a design I came up with that uses 41 rods:
    http://www.talonfiremage.pwp.b…7gcw5ezotzgpl994o5nt5rk74


    If you still insist on it being 4 chambers, 2 adjacent middle columns can be removed, leaving a design that uses 32 rods:
    http://www.talonfiremage.pwp.b…8mg83hzlc83bf821v1akoh5vk


    Also, I looked at your image, and that's a 3-chamber reactor, not a 4-chamber like you said in your initial post. With plain heat vents, I think you'd only be able to support 3 rods per reactor chamber (counting the 3 chambers used to make the main reactor). Thus you could use 21 with an actual 4-chamber reactor, or 27 with a 6-chamber.

    2. I will remove the furnace recipes for smelting ore blocks, crushed ores, and mixed dusts (e.g. limonite, chalcopyrite) into ingots/nuggets, so that they have to be processed to dusts first (mostly restricted to plain dusts, but allowing a few impure dusts with lower output, so that it's still possible to make a cauldron).


    I made a script for this, but even after commenting out the redundant lines for magnetite and vanadium magnetite (which would already only allow the plain dust in a furnace), I still get 14 warnings about removing furnace recipes for inputs that already lacked them, but since I was using a wildcard for the output, and it doesn't show the line numbers for the warnings, it's hard to tell which inputs are triggering them. I'd rather not have to check every item individually with the script deactivated, so os there a way to make Minetweaker show line numbers or something for these warnings? If not, could somebody please look at the attached script and tell me which items are redundant? Thanks.

    Yeah but thats what your recipe tells... Cycling water...


    Where are you seeing water in the recipe? I'm not the original poster, but even I can see that wafer != water


    However, adding 4 new items (raw silicon, purified silicon, wafers, and helium) to IC2 just for a higher-output recipe for solar panels doesn't make sense to me. Also, it seems imbalanced, since IC2 machines are generally 1 (sometimes advanced) machine casing per machine.