Why are you trying to replicate cactus (or wheat, or tulips) with uu-matter anyway? You can easily grow them to make more, so I don't think there's much point in trying to balance the uu-matter costs.
Posts by MauveCloud
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Just be aware that if you leave a Steam Generator unattended while it's using normal water and constantly heated, it might be gone when you get back.
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In case people want to put the designs from the first post of this thread into my new planner (see IC2 Experimental Reactor Planner open beta), here are some codes for that:
"Beginner Reactor 1":
000D00000000000000000C00000000000000000D00000000000000010101000000000000000000000000000000000000000000000000"Beginner Reactor 2":
010100000000000000010100000000000000000000000000000000000D110000000000000D0C0D000000000000110D14000000000000"Beginner Reactor 3":
0D140D0000000000000C0D0C0000000000000D140D0000000000000D0C0D000000000000010101000000000000010101000000000000"0 chamber 1":
020D000000000000000D020D000000000000000D02000000000000020D000000000000000D020D000000000000000D02000000000000"0 chamber 2":
000D0C0000000000000D030D0000000000000C0D000000000000000C0D000000000000000D030D000000000000000D0C000000000000"Mid level 1":
0202000C000000000002020C0D0C00000000000C0D0C0D0C0000000C0D0C0D0C0D000000000C0D0C0D1400000000000C0D0C0D000000"Mid Level 2":
0D0D020D0D000000001414011414000000000D0D020D0D000000000D0D020D0D000000001414011414000000000D0D020D0D00000000"Highest Overall Efficiency":
0302000C0D110D0C0002030C0D0C0D0C0D0C000C0D0C0D140D110D000D0C0D0C0D0C0D0C0D140D140D140D140D0C0D0C0D0C0D0C0D0C"Mid power low running cost" (note: I have personally confirmed in creative mode with IC2exp build 658 that the overclocked heat vents in the lower right will break after almost 800 seconds, followed by a rapid increase in core temperature, so this design doesn't qualify as Mark I any more):
02020C0D110A110D0C0202150C0D0C0D0C0D02020C0D0C0D0C0D12020C0D0C0D0C0D0C0A0C0D0C0D0C0D0C0D0C0D120A110D0C0D110D"High power mid running cost":
0D02020D000D02020D0C0D0D0C000C0D0D0C0D0C0C0D000D0C0C0D020D0D0200020D0D02020D0D0200020D0D020D0C0C0D000D0C0C0D"High power high running cost":
030C0D140D0D0C0D00000C0D0D0C0D0D030D000D030D0D030D0D0C0C0D0D0C0D0D0C0D000D030D0D030D0D030D000D0C000D0C000D0C"High efficiency zero running cost":
010101010C0D110D1401010101000C0D0C13010101010C0D0C0D11000C000C0D0C0D0C0D0C0D0C0D0C0D0C0D11000C000C0D110D110D"High Power No Running Cost":
01010D0101010D0101010D140D140D140D01010C0D0C0D0C0D0C01010D140D0C0D140D01010C0D140D140D0C010101010D0C0D010101 -
I've put up a new version of this that does a better job of complying with the Swing threading policy.
Neglecting to do so was causing more problems than I'd anticipated, such as erratic results when simulating the design mentioned in the following thread, even on my own computer: 5^3 (fluid) reactor issue: Keeps overheating when Reactor Planner says it shouldn't
That thread also revealed that the fluid reactor is sensitive to things outside the reactor, such as Stirling generators filling up their buffers. Things like that would be very impractical to simulate in my planner, so I'd say it's always a good idea to test setups in local creative mode first.
Strangely, none of the designs from the first post of [Official] New Reactors design thread. triggered the erratic results on my computer with the old build, though other computers might have been more susceptible to it. Interestingly, my planner says the "Mid power low running cost" design from that thread will overheat at 1040 seconds even though the old planner says it's stable. I just checked in creative mode, and the overclocked heat vents in the lower right broke as my planner predicted (followed by a rapid rise in core temp, at which point I switched it off instead of waiting for it to explode), though slightly earlier and in a different sequence than predicted, so there are probably still some minor bugs left.
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I could probably cope with any of these, provided I started a new game with the updated energy net, or at least took some time to adjust/upgrade my cables and machines before updating IC2. However, there are some things that would be nice to have to go with any of them:
1. ability to add transformer upgrades to all electricity-accepting machines - even if the "lossless" option wins, I expect machines would still have default limits to how much EU/t they could take without exploding.
2. a way to numerically show the current EU buffer level and input allowed for machines (possibly as tooltips), considering the upgrades they have installed.
3. one or more cable types that allow more than 8192 EU/t, for the sake of the most power-hungry machines, such as a mass fabricator, a heavily overclocked thermal centrifuge, or a molecular transformer (from the advanced solar panels mod) -
I added a splitter cable directly adjacent to the MFE, so that it only transfers energy once it's completely full; otherwise it waits to fill up. It's a bit of a counterintuitive solution; you'd think I'd want to shunt energy out as soon as possible, but when I was mucking about with it I noticed that without the splitter cable the RS signal from the MFE wasn't updating.
Sorry, I'd forgotten about that issue, because I've switched to letting my EU-mode reactor run even if my MFSU(s) are full, in order to get plutonium faster for RTG fuel. As far as I've been able to tell, filling an MFE or MFSU via regular cables doesn't trigger a block update for the comparators, but if you trigger a block update some other way, such as having a piston adjacent to them that runs on a redstone clock circuit, they'll adjust their redstone signal levels.
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I'm running a mockup of the reactor internals atm just to check if it is truly stable (no offense intended Mauve, just covering bases), and if it's all good I'll have to have a think about how this is happening; my hunch is that the coolant's stopping somehow, likely due to a full MFE/generator buffers.
Actually, depending on how EU packets are transferred these days, it could be the setup between the MFE and the factory; I've got a MV-transformer in front of the MFE dialing down packets to 128 EU/p before getting sent to the CESU factory storage buffers on each side (well, 3 CESUs and a MFE chargepad, but all at 128 EU/p. Depending how the packets transfer, no matter how intense the factory's working, the MFE just may not be draining quick enough to take on the extra power generated as the reactor cools down.
No offense taken, because I don't really use the fluid reactor myself (my planner shows the expected Hu/s, but the setup of the fluid ports and other things connected to the multiblock have effects on the reactor that my planner doesn't handle, because I don't understand them well enough, especially weird strategies like in mementh's video, where he routes some of the hot coolant back into the reactor without having it go through an LHE). When running in EU mode, sending the power to some full or nearly-full MFSUs doesn't seem to cause any additional problems (and it would probably run just as well even without any cables attached).
I haven't checked to find out what Stirling generators do when the energy storage blocks they're feeding (and any internal buffer they might have) are full. However, if it turns out they stop accepting heat at that point, I have an idea that should work for dealing with that: instead of using the redstone modes of the MFE to determine when to activate the reactor, you can set that to "None" and use a redstone comparator to get a redstone level based on how full the MFE is. With some redstone logic, you can set it up to turn the reactor on or off at different levels. That doesn't actually require any of the redpower-replacement mods, though such mods might help you get it more compact.
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The planner shows that the internal configuration is quite stable, though the heat distribution changes somewhat over different simulations.
That's probably a bug in my planner, which I will investigate further when I have a chance. It seems to mainly happen with configurations involving heat exchangers.
As far as the reactor hull melting, here are some things you might double check (though putting 9 of the fluid ports together on one side may make it difficult to check the center one):
1. Do all the LHEs have a full set of heat conductors?
2. Do all the LHEs and fluid ports have fluid ejector upgrades? (and are they configured to eject to the appropriate sides?)
3. Are all the LHEs and Stirling generators oriented correctly to transfer the heat?what's melting point these days, 50%?
See http://wiki.industrial-craft.n…l_Effects_of_Reactor_Heat for the effects at different percentages.
Also note that as long as the redstone port isn't directly touching one of the inner reactor blocks, the reactor will shut down when one of the hull pieces is destroyed by those effects.
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I'm a bit curious why you're still using Minecraft 1.6.4, but you could try the one from this page:
http://jamesmckay.id.au:8080/job/Power%20Converters/18/
As far as I can tell, it's the newest one for 1.6.4 - build 19 is for 1.7.10.
I tested it with just itself and Forge build 965, and it didn't crash for me. However, since you didn't list what other mods you'll be using with it, I can't tell whether it will crash due to conflicts. -
And fluids can be manually added to a canning machine by shift-right clicking on the machine while holding the filled fluid container (bucket, cell, Universal Fluid Cell, etc). Be warned though: Adding fluids manually to a canning machine will not prep it to enrich or fill; one manually filled, the fluid needs to be transferred to a second canning machine via a fluid ejector upgrade to be put in the proper tank.
1. I just checked with build 654, and sneak+right click (doesn't specifically have to be shift, I remapped sneak to Ctrl to be more like the Morrowind interface that I got used to, so I use that instead) to add fluids to a canning machine only works with universal fluid cells, not buckets or cells.
2. doing that to manually add fluids to a canning machine puts them in the left tank, so you don't need a second canning machine or fluid ejector upgrade to prepare for enrich/fill mode. -
I doubt it. The forum thread about compact windmills was moved to outdated addons, because the 1.7.2 version of CW is apparently incompatible with IC2's updated API for MC 1.7.10, the author of the mod hasn't released a 1.7.10 version, and the concept has been somewhat merged into IC2 itself (with the kinetic wind generator subsituting for compact windmills). Have a look at the last page of the mod thread for more details:
[ADDON] [1.7.2] CompactWindmills -
I've been noticing messages like these show up a lot in the Minecraft log:
Quote
[21:00:59] [Server thread/WARN] [IC2]: Invalid sound file: drill
[21:00:59] [Server thread/WARN] [IC2]: Invalid sound file: drillTwo
[21:00:59] [Server thread/WARN] [IC2]: Invalid sound file: drillThree
[21:01:00] [Client thread/WARN] [IC2]: Invalid sound file: drillTwo
[21:01:00] [Client thread/WARN] [IC2]: Invalid sound file: drillOneIs there someplace I can download valid sound files for these?
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The "windmill" is obsolete in recent builds of IC2. Now you can craft a Kinetic Wind Generator instead, and add a wood, iron, steel, or carbon rotor.
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That sound more like uranium fuel vs. mox fuel. Are you sure the designs were really the same?
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I think the pump no longer automatically orients itself to draw water from below it. Try a sneak+right click with a wrench on the top of the pump to make the input face the opposite direction (down).
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As far as I can tell (I just installed a copy of 1.7.2 in MultiMC to check), refined iron isn't obtainable in build 484, but it isn't needed either - NEI shows no usages of it, and in build 484, the advanced machine casing only requires a basic machine casing, two carbon plates, and two advanced alloy.
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Hi Dream,
this script is for craft Solar Painel mod gregtech?
if this is so, is not that I need, I would like to crafting the solar panel to industrial craft 2, it is the basis for the other advaced solar panels.
see screen!tks for reply...
If I'm reading DreamMasterXXL's script correct, the first argument is the output, an IC2 solar panel. The second and third arguments are the inputs to the Assembler, an IC2 Basic Machine Casing and a GT solar panel.
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I don't generally use the condensators, but NEI shows me that a fully depleted RSH-Condensator can be restored by crafting it with a Block of Redstone (on a crafting table or presumably even inventory crafting, since it's a shapeless recipe), and a depleted LZH-Condensator can be crafted with a Lapis Lazuli Block.
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Might become a moot point soon anyway. It seems like IC2exp is in the process of switching to separate blocks for fuel (e.g. coal, charcoal, wood, oil, etc.) ->heat, heat+water->steam, steam->kinetic, and kinetic->electricity.
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There were apparently some difficulties adding NEI recipes involving the fluid/solid canning machine:
Fix/Add NEI Canning Machine Support