Posts by MauveCloud

    Two things I've noticed about the turning table that I'm curious about:
    1. The GUI buttons to control the lathe mean that the shapes can't be auto-crafted. Was that deliberate?
    2. I came across a weird conflict with AE2 - if I put a turning blank in a portable/storage cell (either wood or iron, and whether lathed or not), I can't take it back out immediately (I thought I had to close and reopen my world, but with further experimentation apparently just pulling and replacing a storage cell from the ME drive is sufficient). Is that a known issue?

    I presume CraftyFellow is using 1.7.10 based on his other messages about setting up a fluid reactor. To further explain the part about MJ being dead, the mods that previously used MJ (e.g. Buildcraft, Forestry, Railcraft) now use RF instead.


    Redpower 2 has not been updated for 1.7.10; there are two replacement mods: Project: Red and RedLogic. I'm not familiar with them, so I don't know if they have EU to RF converters. I like Forestry for the backpacks, and I've used saplings from a multifarm for biochaff (and am now using them as recycler fodder for helping a mass fabricator). Many of the machines added by Forestry can be made with materials that IC2 already adds (copper, tin, bronze), so you could turn off some of the features in the Forestry config. For changing your world as little as possible, I suggest the "Power Converters" mod (http://www.minecraftforum.net/…iginally-by-powercrystals) - iirc, it doesn't affect world generation at all, it just adds some craftable blocks, and as long as you already have a mod that involves generating or using a specific type of power, you should be able to find the materials needed to make the matching producer/consumer block for that power type.

    You also get plutonium from centrifuging (both thermal and gregtech) and pulverising purified ore.


    I'm guessing all of those are *supposed* to be 235.


    Where are you seeing plutonium as an output for purified uranium ore? NEI shows 2 tiny piles of U235 and 5 piles of U238 as the output when centrifuging purified uranium ore. Or do you have a mod that adds plutonium ore?

    Oh now I see, it takes 15 uranium to get the U235for a single rod, so MOX takes 6 uranium per rod to normal fuels 17, even if it lasts half as long its much better per ore.


    15 uranium to get a single rod? How do you come to that figure? Unless it's been changed within the last few builds (which I see no indication of in the changelog), Enriched Uranium Nuclear Fuel is crafted with tiny piles of U235, so as long as you wash the crushed ore before centrifuging it, 3 ore blocks are enough to make 4 uranium rods. A single mox rod requires centrifuging 27 depleted uranium rods to get enough plutonium.

    You know there are people out in the world who do not like Nei or do want to try a world without it and use things that could replace that. There is mod called Crafting Guide. It is more stable then Nei and does for the recipes the same thing, but do not crash if a recipe is broken. It is just not showing it. (Note Nei crashes if a recipe is broken)
    Sadly it is not really good supportet. I also think ic2 dropped the support which is in my opinien stupid!


    I'm aware of CraftGuide (and probably would have brought it up myself if the OP had replied with complaints about NEI), but I've never had NEI crash on me, and as far as I can tell (I just installed it, since it isn't mutually exclusive with using NEI), CraftGuide doesn't offer functionality similar to NEI's question-mark button, and doesn't support showing alternative methods of obtaining items from certain mods (such as Forestry bee breeding or AE2 in-world fluix crystal making), so I don't see a big advantage to it personally (I suppose the resizable window counts as a minor advantage, so I can see up to twelve recipes concurrently, compared to NEI's two at a time). Also, if IC2 has really dropped support for CraftGuide (which I can't confirm - it looks to me like it picks up IC2 recipes successfully, though it doesn't show input quantities for compressor recipes), you might try asking the devs for their reasoning before insulting the decision - there might be limitations that neither of us are aware of that led them to doing that.


    However, my main point was that it was better than an out-of-date wiki in most cases. One exception I came across is that neither NEI nor CraftGuide will show IC2 canning machine fluid-enriching recipes (according to Fix/Add NEI Canning Machine Support, Thunderdark ran into difficulties with adding them to NEI, idk if adding them to CraftGuide was attempted), but it looks like the Wiki page for the canning machine has actually been updated with them: http://wiki.industrial-craft.n…php?title=Canning_Machine

    Are you looking at an out-of-date wiki? I suggest NEI instead.
    As far as fluids with the canning machine, did you make sure it was in fluid enrich mode, and did you put water in the left tank? (e.g. by sneak+right-clicking with a universal fluid cell or using a fluid ejector upgrade from an adjacent machine)

    Possible small useful change, when putting the compressor next to the blast furnace; maybe have the blast furnace output the empty cells to the compressor where they get made into compressed air cells, which get output to the blast furnace, and wonderfully useful circle begins again ?


    You can already do that with ejector upgrades and an electric sorting machine as described earlier in this thread. I think you need the sorting machine to prevent the compressor from getting the refined iron ingots and compressing them into refined iron blocks.

    According to http://ftb.gamepedia.com/Monster, FTB Monster uses build 2.0.397 of IndustrialCraft 2, so I'm a little confused that you're looking for 2.2 info. However, the basic item for a nuclear reactor is now called "Fuel Rod (Uranium)", and is similarly named in that build as well.


    For a guide, I suggest you start with this one: https://www.youtube.com/watch?v=I2yEQkjW0s8


    For designs, you can look at this post: [Official] New Reactors design thread. (I didn't come up with those designs, but I provided codes for my newer reactor planner)

    I think Forestry uses ore-dictionary "dustAsh" for a few recipes (compost, fertilizer (which sadly isn't interchangeable with IC2 fertilizer), and bituminous peat), so if IC2 ashes were also ore-dictionaried as "dustAsh" instead of just "dustAshes", it could probably be used for that. I presume recycler-fodder doesn't count as a use, though (ashes aren't blacklisted for the recycler by default).

    That sounds too complicated for IC2 (IMO), and it might help if you were more specific about what different things the parts do. From what I can find, there used to be an "Atomic Science" mod that included a particle accelerator: http://www.voltzwiki.com/wiki/Particle_Accelerator
    However, I've been unsuccessful at finding a working download link for either that mod or the "resonant induction" mod that it might have been merged into (based on http://calclavia.com/atomic-science-0-6-0/#comment-98)

    Install NEI to see the correct recipe for whatever version of IC2exp you've installed. Also, it's better to specify the build number rather than just say "the latest", in case a build goes up between you installing the mod and someone else replying.


    Anyway, I'm still on build 667, in which the diamond drill requires an iron turning blank, and looking at the changes in Jenkins, it probably has since build 659.

    I don't think you actually need the item sorter and buffer. You could use two fluid ejector upgrades, one configured to eject fluid into the heater and one configured to eject into the generator (using a "first valid side" fluid ejector risks sending biogas into the fluid distributors). Then you could put the hopper under the fermenter to pull the fertilizer out and push it into a chest at one end.

    If they won't go in the bottom slot of a batbox (or other energy storage block), that probably means there isn't a way to do that. I'm curious why you thought there might be, though.

    The technical limitation is 20tps (ticks per second) of minecraft. If your world get a tps spike, you will see exactly that.


    Another note is that beyond X overclockers, the internal energy storage of the machine becomes too tiny for it to work.


    Also, one stack is not enough to test speed. Use a whole chest full of items with some sort of automation.


    One stack is enough to tell that it wasn't just processing one input item per tick (perhaps my wording before wasn't clear about this, but it looked like it processed the whole stack as one operation), and I don't know what I can use to transfer items from a chest fast enough. As far as the internal energy storage of the machine, that now seems to expand as more overclockers are added.

    From long time experience, the limit is 16 for machines like extractor and macerator, 13 for the e-furnace and 10 for the recycler. Makes them consume a couple thousands EU/t.


    Unless something changed on the machines lately (which i very much doubt), I'm right.


    I just tried it in creative mode using IC2exp build 658 with 64 overclocker upgrades, and once I got it charged, my macerator looked like it did a whole stack of diamond in one tick. By my stopwatch, it took at most 0.79 seconds, though that might have to do with how fast I could press the stopwatch button. If it was only doing one operation per tick, it should have taken about 3.2 seconds. Admittedly, it's impractical to do that in survival mode, since even in creative mode, I used 192 intially-fully-charged mfsus in parallel to charge the macerator in a reasonable time frame. However, calculations indicate that shouldn't have been enough to power an operation: 2*(1.6**64) ≈ 23,158,417,847,463 EU/t, while 192 MFSUs can only store 7,680,000,000 EU. Some further experimentation, and 29 overclocker upgrades seems to be sufficient to macerate a stack of items in one tick (as long as the maceration has a 1:1 output ratio), which should only take about 1,661,535 EU/t.

    The machines already have a technical limitance of 10-16 upgrades (depending on type of machine), where the max speed (20 operations per second) is achieved. Anything beyond is a waste of energy.


    Last I knew, it was actually possible to push past that to process more than one input item per operation, though once it gets to processing a full stack of input per tick, then definitely more upgrades is a waste of energy. Also, that implicit limitation only applies to overclocker upgrades.

    As far as how to use the liquid UU-matter, this wiki page has some good info about that:
    http://wiki.industrial-craft.n…itle=Tutorial:Replication
    A couple things I can add from personal experience that aren't mentioned on that page yet:
    1. Once the scanner is done, you need to click the button in the scanner interface to save it to pattern storage or a memory crystal before you can use the pattern in the replicator.
    2. There's an additional way to supply the UU-matter to the replicator: put it next to the mass fabricator, and put a fluid ejector upgrade in the mass fab.

    I don't quite follow the logic of your claimed cycle - once you make a few boats, you should be able to shut down the reactor and start a new base once you reach the mainland, with a temporary switch back to manual tools if the buffers of your power tools (and of any batpacks/energypacks you brought along) run out before you've set up your energy production. I'm somewhat curious what you used (or plan to use) the cactus for.


    Anyway, the config already supports specifying lower uu-values for specific items in the "[balance / uu-values / predefined]" section. I think it would be OP to reduce the UUM cost of all items by a given percentage.