I like the idea, but I advise adding more details:
1. What should the recipe(s) be?
2. How long can the cord be?
3. What should the power (or fuel) consumption rate be?
4. Should it be possible to power it with energy/lapotron crystals?
5. Should it be a pushable mower, a ridable mower, or a tool used via right-clicking? (I'm guessing that the first two would be tricky to code)
6. Should it have an inventory for seeds from tall grass, and possibly mown grass from grass blocks?
7. What would the range be for the automatic version?
8. Should the automatic version allow a special track for it to travel along, and hurt any players/mobs that get within cutting range? (as a spinning blade trap)
9. Should either version take damage if something harder than grass is in the cutting path?
Posts by MauveCloud
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Where do you paste the url? I have tried it in the Code blank, but nothing happens.If it doesn't work in the code blank, have you tried the "Paste URL" button? If you don't have a button with such a label, you're probably using the "IC2 Experimental Reactor Planner" that I wrote, rather than Talonius's old planner, and I haven't added support for the talonfire urls to mine yet, though I have recently sent Talonius a PM requesting permission for that.
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I cannot get the links to open, Firefox/Java have blocked them as security risks. I have added the exception, and told the plugin to open and remember, but it still refuses to allow them to open. What am I doing wrong, anyone know?
I haven't figured out how to make them work in the browser either, but I downloaded the "standalone version" linked below the space for the planner, and it allows pasting the urls there.
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Wait a sec - I thought components heated in an EU reactor couldn't be cooled in a fluid reactor.
Edit: the other problem with your idea is that to dissipate heat from coolant cells, the components doing so have to be adjacent to them, whereas reactor heat can be dissipated from any position in the reactor grid.
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There is an updated version of the reactor planner you can use as well, but it's only a beta, and is missing some useful features like saying how much heat is generated to the amount cooled by vents.
If you want features added, please ask in the new planner's open beta thread or by filing a GitHub issue (if you can; I'm still pretty new to GitHub, so I might need to set permissions for that somewhere).
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Actually, I've noticed an additional benefit to the 5x5x5 reactor (btw, personally I'd prefer for people to remember that third dimension when referring to it), even if I haven't put it into practice yet myself: it can keep generating power from built-up heat even after the redstone signal is switched off, which means it might now be possible to design a Mark V fluid reactor using redstone timing and/or nuclear control that produces more HU/s average (counting cooldown periods) than a Mark I fluid reactor.
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Hazmat suits make a lot more sense than diamond armour or a Q-suit, as you get Fire Resistance II just for standing in lava.
Suits that protect from both lava and handling radioactive materials, while being made mostly from rubber and orange dye, without requiring an enchantment or power consumption, make more sense than enchanted diamond armor or a quantum suit?
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But the idea itself, to have a "bsu" (battery storage unit) sounds cool. xDD
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That's basically what the BatBox, CESU, MFE, and MFSU are for, and some IC2 addons have variants, like the AFSU mod, or GregTech 5 Battery Buffers.
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Creating items you haven't scanned is overpowered (especially when it comes to things like water source blocks that can be placed in the Nether - at least I've heard that they can), which is probably why the liquid uu-matter system was introduced. However, I think it's technically possible (via Minetweaker or similar) to add the old recipes back, just using UuMatter cells instead of lumps of uu-matter.
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Alex, I hope you realize you're necroposting in a thread from about 2.5 years ago that was looking for mods for Minecraft 1.3.2. I'd be surprised if any of the three mods you mentioned have MC 1.3.2 versions.
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I still haven't found any existing high-res texture packs that actually include the GregTech crops, so I ask again if there's someone willing and able to make me some high-res textures for the GregTech crops (I don't think I have either the artistic talent or the time and energy needed). They don't have to match up with the Sphax/HanFox textures for the IC2 crops - alternate textures for IC2 crops to match said GregTech crop textures would be okay too. Also, I'd like to be able to distinguish between different crops and growth stages where appropriate - e.g. with either original or Sphax/HanFox textures, stickreed is only distinct from regular reed at the last growth stage, so I won't insist on the texture pack diverging from that.
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Strange, that's not quite what I meant. Pasting into an empty code box works for me, but if there had been some text there already (including spaces, which would not be obvious), adding the pasted code to the existing text wouldn't work.
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How could I import those codes into your planner? I can paste them into the "Code" field, but nothing I do actually makes the program read it and update the grid (or even just the simulation).
Pasting into the code field is sufficient when I run it, but I can think of a few things that might interfere:
1. Pasting at the beginning or end of the code field instead of selecting any existing value there and replacing it with the pasted value
2. Copying too little of the code or more than just the code (even a space at the beginning or end will prevent the program from reading the code)If you can rule those possibilities out, it might help if you specify your OS and Java version.
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I hadn't answered because I didn't think I could help. However, I think the first "after" screenshot makes it clear that the OP is on multiplayer, so one possibility I can think of is that some other player came along and wrenched the machines to face down (although that might not be a reasonable explanation if the interval between "before" and "after" was very short (e.g. less than 5 minutes), or if the server has a way to protect against that, so it would help to get more details)
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I can't even find it in English by that title. Googling without quotes provides around 2.8M results (the first page is mostly encyclopedia entries for the actual Indonesian island), and with quotes the only results are this thread and a line in an ebook called "Durga's Mosque: Cosmology, Conversion and Community in Central Javanese Islam".
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It's a known cross-mod compatibility issue (Factorization + IC2 build >= 690 + GregTech) that chloe discovered about a day and a half ago, mentioned in the shoutbox, and posted to the Factorization thread (she also provided this link to said post: http://tinyurl.com/omqo2z2)
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What wiki are you looking at that has a coming soon sign?
Anyway, the "wind mill" has been replaced by this: http://wiki.industrial-craft.n…le=Kinetic_Wind_Generator
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I really don't see why biomes mods have such large issues with connecting to pre-existing worlds.
I think I've seen escarpments like that even when the biomes mod was installed from the start, and I just came across one that seems to show that it's not only biome-changing mods that can cause them.
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I hadn't really left room for hoppers or pipes to handle automation. Is it common to set up separate sets of machines for different materials?
I changed my mind about the high-res textures, so I'll look further into Infitech 2 and Beyond Reality later, but perhaps some of you who've played them could save me some time by summarizing the differences and the pros and cons of each (I already tried Google, and it didn't bring up a simple side-by-side comparison of the two mods). I'm also curious how you feel about FTB Resurrection, and if you know of a GregTech modpack that's specifically designed for peaceful mode.
Edit: I tried to endure the default 16x textures starting around when I'd made this post, but I only made it about a week. Exploring and mining wasn't too bad with them, but last night when I moved my crops from a layer-67 plains farm I'd made without checking the material below to a layer-130 farm I built above swampland with a full 3 layers of dirt placed below, I finally decided to switch back to the BDCraft textures.