Posts by Plystire

    The empty fuel cans are returned. They're not wasted in the generators. Hence why I also have redstone engines hooked up tot he bottom of the generators. The problem I'm facing here is the empty fuelcans get "lost" in the tubing when they're supposed to be heading back to the canning machine for resupply. ?(


    One idea I had would be a tad expensive but definitely more optimized. I could slap a diamond pipe under EVERY generator, so that whenever an empty is found, it's sent into a central tube to head back to the machine... but that's 2 diamonds per 8 generators, and I had hoped on making this easily expandable.... *sigh* the cost of industry indeed. :S *makes some more diamond pipes*

    Using BC 2.2.5 -


    Welp... my cactus farm has succeeded in become almost useless... I have a PC full of cactus green and a PC full of waterproofing... what now? I had it hooked up to a recycler for the time being, but I'm thinking of building a new processing plant nearby and am wondering if I can put this cactus farm back to good use.


    So, I've hooked up the cactus output to an assembly line that converts them into biofuel cells.. which then leads to a canning machine to fill up fuel cans. I then wanted these fuel cans to run to a storehouse of generators, which would power the processing plant.. it works... sort of... however, it's horrible at getting the fuel to the generators and then back to the canning machine.


    Pic of my current setup:


    Like I said, the thing works... but the empty fuel cans end up floating around in this circle, going in and out of generators, before finally managing to hit the diamond pipe and get sent back to the canning machine.


    I could pump the system FULL of fuel cans, to increase odds of some making it back to the canning machine, but I after 2 hours of sitting and thinking I decided to come ask the community for advice. How can I optimize this setup? :S

    I like this as well! It's like an advanced recycler. The GUI for this machine will need to be more advanced than machines normally are... the output would probably have to be a crafting grid, to make the most sense. :)

    see this is supposed 2 be an industrial machine, there is this amazing thing called guidelines and safety regulations irl. nothing that would do that would ever make it anywhere.


    And yet people are quite fond of overclocking their computers despite said warnings against it. fact is, people do things knowing that it could cause harm to their machines because the short-term benefits outweigh the possibility of break-down.


    Not to mention, you are kind of ALONE in minecraft... who's going to reinforce said safety regulations? The pig? I'd like to see him try. :Chainsaw:

    The wiki states that

    Quote

    wall-solidification can also be sped up by right clicking a foam block with a block of sand.


    I have tried this with both regular sand as well as sandstone.. not sure what else "block of sand" could mean, but neither of those do anything other than place sand/sandstone next to the CF.


    If whoever wrote this is intending for the sand to fall into the CF... I don't think any sort of benefit that that brings would have been intended by the devs. If it IS intended to help, then placing sand inside of CF needs to be a little easier to accomplish.


    If, however, this portion of the wiki is incorrect.. just say so and I'll go edit it out (if no one has already done so)

    that was not a random structure its the optimal way of using scaffolding to construct a roof -_-


    Not anymore apparently. Though, I think to make roof spraying easier, the algorithm should stop at the reinforced scaffold, preventing it from extending down the column. That way, the columns used to build up to the ceiling become an optional fill rather than an imposed one.


    I am, however, enjoying the new spraying. Saves tons of scaffold laying just to line out a solid wall. :D

    Here's a pic of a waystation I have in my desert base (near the landing pad you can see in the background)


    I was in the process of setting up teleport booths in my outposts... but energy costs are just way too high to tele me ~280m. ;(



    The recycle booth is powered by the recharging station (Not directly, it uses the solar panels), and the recharge station is just an MFE hooked up to 5 solar panels. They hang about for when I need them while out and about. 8)

    So... after my little escapade with the ghost ship, I found myself with some left over ITNT and wanted to do some mining.


    I dug a couple spots in the wall in my mine, stuck the ITNT inside, covered it with cobble for safety reasons, stuck down a lever, lit the charge and stood back. *boom?* Annnnnnd the lever and cobble are still there... so I remove the cobble to find that... the ITNT is gone, but nothing got blown up... So.. I widened the hole a bit, thinking maybe it needed some room to breathe a bit... nope... still nothing... small boom, no bang.


    I was now in the middle of writing this post (previously titled "ITNT broken"), but decided to try a couple more times with a couple variations... first shot, no variation, just tried the test again but placed the lever immediately next to the ITNT this time. BOOM! Blast worked and carved out a nice hole. Around this point I was thinking of not posting here about the bug and continued to slap down another ITNT to continue the mining process. Activate... *boom?* Annnnd nothing... didn't even break the lever sitting next to it.


    Can anyone else confirm if ITNT is being inconsistent? Or is it just me? :S

    Hopefully we won't have to worry about using silly magic stuff from Hell to make technology... sure, we have glowstone but if you have enough gold and redstone (or UU-M) you don't need to ever actually go to the Nether.

    I don't know about you, but 5 minutes in the nether nets me far more glowstone dust than converting redstone and gold ever would. I have far better uses for that precious gold. Such as my intercontinental railway! :D

    I really hate to be the guy on the other side of the fence from everyone, but I have to put my foot in the door for a sec.


    First of all.. HURRAY! WE CAN STOP BLAMING NOTCH! He has officially made Minecraft Jeb's game! So Jeb pretty much has the final say on anything that happens to minecraft... boy I sure hope he DOES pull rank if Notch wants to do something stupid. :P


    Okay, got that out of the way. As for Xp and enchanting... look... the game has NEVER said "This is experience" "This number is what level you are", people have only come to associate them with that because Notch made mention of it (Not even sure when, tbh... prolly E3). Anyway, the game doesn't say "XP" and it doesn't say "Levels". When I first played with them, I did what I did for ANYTHING new in minecraft... I made up my own explanation for it. And the number obviously meant I had accumulated quite a bit of these things and was there to give me a good indication of how much of this "stuff" I had. I mean, seriously, who else here made up a reason for why they had to hide in a hole at night because there were monsters outsi -- MONSTERS?!? Why are there monsters outside?! I dunno, probably because of blahblahblahbla-- See what I'm saying? The game doesn't elaborate on any of this. I was far more entertained by my own explanations of the surroundings than I was by ... whatever everyone else thinks of it.


    What should we do about enchanting? Leave it. If someone was stupid enough to enchant their quantum suit, I hope they get Protection... boy how useless would THAT enchantment be on a quantum suit? Yeah, let's consume EXTRA charge to REDUCE DAMAGE!! That'll show those IC2 devs that I know what I'm talking about! Uh huh... whatever. Point is, enchantments don't come off. And you're worried that people will be making super uber equipment? So what? The quantum pieces are PERMANENT. If they enchant a quantum suit piece, they're running a HUGE RISK of having to scrap it and make a new one to try again!


    On the other hand, instead of gambling away their hard earned soul-power-of-the-damned and hard earned Iridium, they can pool into researching and maybe having a CHOICE of upgrades for their suit.


    I see this as a win-win! With the not-so-technical, you're gambling... a lot. With the tech, you spend extra time, but win out in the end.


    As for potions... leave them as well. Potions are temporary, technology is forever. Potions would be a waste of materials next to technology, but a good alternative in the meantime until you can grow that technology.


    I think a BETTER question here would be "What to do about blaze rods?" These things are FARMABLE FUEL FOR FURNACES!!! They are also technically a source of HEAT, so if they stick around, I better be able to feed these things into my geothermal generator! If not, a normal generator at the very least.


    Yeah.... super post FTW! That was my 8 cents :P

    I'm with Alblaka here. I think this is a great idea! You get to boost the efficiency of your machine at the risk of overpowering and destroying it! I smell some BC methods of utilizing this to leap frog efficiency between machines in my factory, effectively increasing productivity and avoiding disaster. 8)

    Looking back on the armor, I'd rather have the normal quantum suit.


    Helmet 2.0 - No hunger refill? That's the only reason I even wear the original.


    Bodyarmor 2.0 - Recharges my equipment? Okay, at what cost? If it's going to remove charge from the suit, I'll pass. This feature would be better suited for the helmet.


    Legs 2.0 - Adjustable speed? For what purpose? auto-climbing 1block high steps isn't a huge perk. If we're talking mobility, I'd be wearing a jetpack in hovermode, conserving momentum in the air while svaing charge on my leggings.


    Boots 2.0 - A 5-block, one-shot per jump boost? For 8 extra Iridium? Wasted.

    That would definitely get rid of the normal block airship, but the zeppelin airship is what's bothering me... I suppose i could use the filler to clear out the block airship, then park the zeppelin once the area's clear for it, then the filler would clear that away as well.


    After I restore my backup, I'll do that, lol. Hope that nuke doesn't blow up if I punch it ^^

    Okay... so Zeppelin mod bugged out on me one day and now for whatever reason my airship has been duplicated a few times in a single spot... one of them is a zeppelin (all entities) while the other is normal blocks (non-Zeppelin).... well, I hate taking advantage of bugs, especially when it just triplicated my diamond stash.. I left them alone for a while but the temptation eventually became too great and I decided that they just had to go... so I made a few stacks of Dynamite for the job (my first time using dynamite), but after a couple stacks and the airhsip was only half-gone, I decided this was a job for an explosive a bit more powerful... enter the Nuke.


    I've never used a Nuke before, so this was going to be interesting (The target is about.... 40 blocks away from my new real estate... so tried to put the nuke in a safe place)


    Before hand: (Scaffolding above airship is where the nuke and a single stick of dynamite reside)


    The effect:


    So.... lesson learned.... Zeppelins are immune to explsives.... But 'lo and behold the chainsaw will destroy ANY of the zeppelin blocks with a single tap. I thought MAYBE they wouldn't be, because when using the dynamite, I could see the zeppelin blocks cracking from the explosion... thought maybe a bigger explosion would do the trick. :/


    Welp, back to using a chainsaw to clear it away. ;(