Posts by MauveCloud

    I don't know which build introduced these, but I discovered that they only have two redstone behavior modes: "emit if active" and "emit if not active". The non-chargepad versions of these have more modes, and I especially liked the default "Nothing" mode, which allowed me to use comparators to get a redstone output level relative to how full the energy storage was (e.g. 0=empty, 1=barely full, 8=about half full, 15=mostly full). Would it be possible to add the modes from the non-chargepad energy storage blocks to the chargepads?

    So I see, but it seems to only have two states for the redstone button: "emit if active" and "emit if not active". I just tried checking the output of a comparator without anything subtracting from it, and the charge pad outputs zero that way even with about 9.9 million EU storage, meaning that my plan for turning the reactor on and off based on the charge level of the mfsu won't work at all with an mfsu charge pad :( . My non-chargepad CESU seems to default to "Nothing" as the redstone behavior, so I presume that's the default for other non-chargepad energy storage blocks as well. Now it's more important to find out if converting it back to a non-chargepad form is possible, and I'm curious: why doesn't the charge pad have a "Nothing" option?

    I started a fresh game several days ago with some changes to my mod list (mainly removing Galacticraft, but I also made sure to re-download fresh builds of the mods I wanted and did some other adjustments), and I've got the automatation prepared for turning my reactor on and off based on the level of the MFSU (although I'm low on iron at the moment, so I haven't put any components in the reactor yet; I've got an MV solar array hooked up to it), but I decided to make an MFSU charge pad, and discovered that it affects the comparator behavior: when I'm standing on it, the comparators act like I've got a mostly full MFSU even when it's barely 1/8th full and my devices are already fully charged. Could somebody confirm whether that's the only difference with comparator behavior? Also, in case I encounter other problems with it, is there a way to convert an MFSU charge pad back to a regular MFSU? I'd be okay with losing the items that were needed to convert it from an MFSU to an MFSU charge pad, and maybe even the stored EU, but I'll be a lot more reluctant to switch it out if I have to build a new MFSU mostly from scratch.

    Searching this thread didn't help much because the term is so common in it, but could somebody please direct me to (or maybe just provide) an explanation of the "running costs" of reactors? I've been puzzled by it for a while. It can't be including the cost of making fresh fuel rods, because then there wouldn't be such a thing as a "zero running cost" reactor, and none of the reactor designs listed in the initial post mention iron or uranium, but I don't see anything else that would need to be replaced in them, even with the "high power high running cost" design.

    The mods folder is the right place, but if you're neither getting them working nor getting a crashlog, I'm guessing you haven't installed Forge yet (if you had installed it and those mods but not IC2 experimental, I think you'd have gotten a crash log). Alternatively, if you're putting them in the %appdata%/.minecraft/mods folder, that won't work with MultiMC. The normal way to add mods in MultiMC is to "Edit Instance", select the "Loader Mods" tab, click the "Add" button, then direct it to wherever you downloaded the mods, and it'll copy them to the MultiMC instance "mods" folder.

    I would like to build some reactors that turn on and off automatically as needed and also for an alarm to trigger all over my facility should things go bad with the reactors and my facility is pretty big so any help would be greatly appreciated:


    To make the reactor turn off when it reaches a certain heat and turn back on once it cools down, I suggest you build an RS Latch with two thermal monitors feeding it - one set to the temperature you want the reactor to shut off at feeding the "R" input of the RS latch and one set to just above zero with a NOT gate feeding the "S" input of the RS latch. You might also want to set up an AND gate between the "Q" output of the RS latch and a lever, so that you can make sure it stays off while you're setting it up initially or when the time comes to put new fuel rods in. The main Minecraft wiki has designs for those memory and logic circuits that don't require Project Red or similar (although they often require some space to set up).


    As far as the alarm, Nuclear Control has you covered there too: it provides a Howler Alarm and an Industrial Alarm. You can use a third thermal monitor set 5-10% higher than the shutoff temperature and connect redstone from that to one or more of those alarms.


    also the Minecraft version I am using is v1.6.4 due to the fact that most of my mods only work in Minecraft version 1.6.4


    I think you might be mistaken about that. A lot of mods have 1.7.10 versions now, including the 6 you listed in your initial post. Perhaps you could list the ones you haven't found 1.7.10 versions for, and I could double-check. However, if you've been playing your 1.6.4 world for a while, I can understand you being reluctant to upgrade. Anyway, I think the 1.6.4 version of Buildcraft uses MJ for power, but the 1.6.4 Forestry Electrical Engine would convert EU to MJ for BC/Forestry devices (though not TE devices), and the 1.6.4 version of the Power Converters mod probably includes an MJ producer (for BC/Forestry devices) as well as an RF producer (for TE devices).

    Do you want a reactor that gets turned on and off automatically as needed or one that can run continuously for a full cycle? The first part of your message seems to imply you want the first type, but the last part seems to imply you want the second type.


    As far as what it can power, it generates EU (albeit indirectly if using the fluid-style 5x5x5 reactor), which can power IC2 machines and Galacticraft machines directly, as well as AE2 chargers and inscribers. Most other AE2 devices require AE2 power via AE2 cables, but you can use an Energy Acceptor to convert from IC2 power to AE2 power. I don't think Buildcraft includes a converter for its machines, but if you have Forestry installed, you can build Electrical Engines that convert EU to RF (presuming you're running Minecraft 1.7.10 and the latest versions of Buildcraft and Forestry), and there's also the Power Converters mod. I haven't used Thermal Expansion so I don't know if it adds any converter blocks for handling EU, but afaik it uses RF, so a Forestry Electrical Engine or Power Converters RF producer would probably work for its machines.

    I don't think multiple mass fabricators will actually get you UU faster, because the mass fabricator takes as much power as it can get, and makes 1 mB of UU matter per 1 million EU (by default; presumably feeding it scrap or scrap boxes will reduce that, but idk if the wiki is still up to date as to by how much). I tried setting up a huge array of MFSUs connected to one mass fabricator in creative mode once, and the mass fabricator went a lot faster. I also tried briefly installing Mystcraft and the NEI plugin for it, and noticed there was a page for the UU-matter block, so it should theoretically be possible to make a Mystcraft age with oceans of UU-matter, and just pump it out (might be OP even with numerous instabilities generated for the age, though)

    I've used it. If you put a cropnalyzer in the slot, it will wait for crops to fully mature before harvesting them. Looking at decompiled code, I see it scans an 11x11x3 area centered on itself, one block per tick, bottom to top, north to south, then west to east. It draws a constant 1 EU/t, plus 100 EU for each item it collects from the plants (200 EU with a cropnalyzer).

    SpwnX I think Zynq mentioned already having a fluid ejector upgrade, though it doesn't help if the target inventory won't accept the type of fluid.


    Anyway, if you want power without having to reload fuel or replace parts, build some solar panels. Second to that is a MkI nuclear reactor, which can run for about 5.5 hours real-time before needing the fuel rods replaced; longer if you set up a redstone circuit to turn it off when your power storage is mostly full.

    The rolling machine was uber-slow with a hobbyist steam engine, even once the engine got up to max temp, so I tried a Mekanism universal cable (since even now, the expanded tooltip lists both EU and MJ as supported energy types), but it wouldn't connect to either an IC2 insulated tin cable or the rolling machine.


    Edit: I thought maybe I needed to let the MJ buffers (of the hobbyist steam engine and rolling machine) fill up first, but neither completely filled up (the rolling machine sometimes lost an MJ from its buffer even when I didn't have items in it to indicate what to craft), and when they were close to full, suddenly the output of the hobbyist steam engine dropped to 0. Railcraft recipes don't take IC2 plates, so I'd need to get the rolling machine working with the hobbyist steam engine first before I could make a higher-tier steam engine or boiler. I've posted requests in the Railcraft forums for the rolling machine to support the RF-output bc/forestry engines and IC2 cables, and plates from other mods in recipes, but in the meantime, I'm not so sure Railcraft was such a good suggestion to go with IC2 and Forestry.


    Also:


    1. Have an item (possibly from an IC2 addon, preferably other than GregTech, and at least as much capacity as an Energypack) that could recharge my tools without taking up the chest slot, so that I could just keep my hazmat suit on all the time. (e.g. that works while sitting in my inventory, or possibly uses an extra slot added by another mod like Tinkers' Construct)


    1. There was an addon for that, but it was for 1.4.7


    Actually, I found an IC2 addon for 1.7.2 that does what I described (I think I'd come across it before, but I didn't find it when I was making the post to ask about such a mod), though given that it's in the "outdated addons" section, I'm guessing it wouldn't work with 1.7.10 and the latest version of IC2:
    [ADDON] [1.7.2] Aroma1997s Portable Recharger

    I found where to disable MFR's changes to the glass panes, so I'm using it now. I had some trouble with the grinder seeming to not produce leather (it didn't show up in the adjacent chest or in its own inventory, but it dropped some when I used a pickaxe to collect it), so I switched to some water traps with hoppers behind another set of chronotypers.


    Now I've discovered that the Railcraft Rolling Machine wants MJ, which I can't get from the Forestry electrical engines or from the Power Converters Mod (the RF producer is more convenient because I can put several Forestry/Buildcraft machines next to it and it will power all of them (as opposed to one per electrical engine), but doesn't work for the Rolling Machine). Any suggestions on how to convert EU to MJ?

    I think MineFactory Reloaded would allow me to automate breeding and killing cattle, but I discovered that it breaks the connected textures for glass panes, which was quite upsetting because I built the walls of my base entirely out of glass panes.


    Edit: I experimented a bit in creative mode with the comparator output, and realized I don't need the exact values. For roughly below half, I can check when the redstone level drops below 8 (by using another comparator in subtract mode so that the level from the mfsu is subtracted from 8, since that will be more compact than using redstone length to test it) and for mostly full, I can check when the redstone level reaches 15. I think the RS-Latch is what I need, but using RedLogic (I considered Project: Red, but it had 6 separate downloads), I can't tell which side of the RS-Latch block is which. Design B from the Minecraft wiki page "Memory circuit" seems fairly simple and small, though.


    Second Edit: I've tried IC2's electric boat, and it does go faster than a normal boat (at 14 m/s, it's actually faster than using the Fly gene from advanced genetics) by drawing EU from my energypack. However, it still requires me to hold down the forward key, and doesn't seem to be immune to the disappearing boat bug (as far as I can figure out, it's an entity, so it despawns after 5 minutes even if I'm riding it at the time, leaving no item behind; I'm not sure how minecarts avoid that). Now I'm wondering whether there's a boat (or maybe a land vehicle or a ridable animal) that can keep going hands-free once I get the direction set, or even one where I can specify X/Z coordinates and it would try to navigate there automatically.

    Just so people know, the updated sphax textures for IC2 have a glitched construction foam texture (improperly sized, according to the log, and in NEI it looks like a pink and black checkerboard pattern on all sides).


    Edit: this issue applied to the 128x textures I was using before. A little while ago, I switched to 64x textures, and the construction foam looks fine.

    I'd prefer it if Thaumcraft had a tutorial I could read before downloading (as opposed to getting the details from an in-game item), but I noticed that there's an IC2/Thaumcraft cross-functionality mod called "Electro-Magic Tools", so I've downloaded that (along with the requirements Thaumcraft and Baubles, and Magic Bees while I was at it).


    As far as the mfsu comparator, I thought of that, but I haven't found documentation of which EU levels translated to which comparator levels, so I wasn't sure it even supported that. If there is some documentation on that, it would make it easier for me to figure out how long to make the line of redstone.

    Forestry was an excellent suggestion - multifarms are handy for producing the wood that the Millenaire villages want, though I discovered that it doesn't work too well to try to do two types of tree on one multifarm - I should have made two small multifarms instead of one big one. I also like the Miner's and Digger's backpacks, though I discovered that tropical hives (needing for eventually getting silk to make woven backpacks with more capacity) are rarer than intended, but the developer is aware of that now and planning to fix it (in the meantime, I set up a molecular transformer recipe for converting string to silk, although I later discovered I could have used the uncrafting table from Twilight Forest). I didn't bother trying the "rubber plantation" option available for multifarms, because stickreed and a crop harvestor with cropnalyzer worked great - I've got a few thousand rubber that I haven't used yet.


    As far as railcraft, I've only used the railcraft blast furnace so far (since it's faster than the IC2 blast furnace).


    I've tried galacticraft for a bit, and it looks like two heavy oxygen tanks would last me about an hour and half real time, which is plenty. However, I'm disappointed that the alien villages haven't really been developed yet, and I don't like the idea of having to fight an evolved creeper boss to get the tier 3 rocket schematic. Also, most of the new ore types available on other planets don't seem to have much use outside of building better rockets and rocket-related machines.


    There are a few other things I'd like to be able to do, though:
    1. Have an item (possibly from an IC2 addon, preferably other than GregTech, and at least as much capacity as an Energypack) that could recharge my tools without taking up the chest slot, so that I could just keep my hazmat suit on all the time. (e.g. that works while sitting in my inventory, or possibly uses an extra slot added by another mod like Tinkers' Construct)
    2. Control other machines based on how full my mfsu (or mfe etc.) is. (e.g. turn off my nuclear reactor to save uranium if my mfsu is already mostly full, then turn it back on when it's low, or turn off a power-hungry machine like a mass fabricator when it's low, then turn it back on when it's full)
    3. Automatically breed cows and harvest the leather (mainly for making bookcases to sell to Millenaire villages).

    I'm not sure quite what you mean by "headings that have their own spot in the GUI" - I put the results in a text area so they could easily be copied and pasted into a forum post.


    I can probably add the temperatures for the different environmental effects, though.


    I'd like to add handling for the coolant in the 5x5x5 reactor design, but I don't understand it well enough. In mementh's video, he set something up to feed some of the hot coolant back into the reactor (not just the coolant that's had its heat removed by LHEs), which thoroughly confused me.


    I've also questioned the value of the whole concept of the 5x5x5 reactor, since mementh's design takes over 4 times the lead as a 6-chamber EU-style reactor, it's insanely complicated to set up, and it produces less than double the EU of the highest-output 6-chamber reactor listed at [Official] New Reactors design thread.