I think a few blocks could use the ever-handy "redstone signal = off" mechanic, and the corresponding Redstone Signal Inverter Upgrade. Things like heat machinery, kinetic machinery.
Posts by Max Shen
-
-
I personally haven't written an article because... I haven't gotten around to it (same with every other page). Anyways, if the Electric Sorting Machine is like a filter, then I use the Item Buffer as a check valve. It is actually two check valves in one block: four horizontal inputs (blue) are stored in a separate internal inventory as the two vertical inputs (green). The Item Buffer is approximately 96% more useful if you add Ejector Upgrades in the bottom slots. I have some suggestions for this block, but I'll put them in a suggestion thread.
-
"EU/t & EU/p" appears to have given way to "current & voltage". This is evidenced by the tooltips of Cables and Transformers, the explicit mention of "current" and "voltage" in the IC2.ini, and the EU-Reader. I assume you have enabled that setting in the IC2.ini, otherwise to use Transformers at all is useless as MuaveCloud mentioned (the first point is correct, also). I'm still experimenting to learn just what current and voltage are in this mod, but they've been there for 9 months at least (according to the changelog).
Also, in Step-Down mode a Transformer will split the high-current high voltage and share the output among the other five sides..
-
With the wiki, we're trying, I promise! Chocohead and I have some additional information on how steam works in IC2, read up here if anyone who happens on this thread needs more information (assuming the wiki isn't better updated by then).
-
Never fear, Mine_Sasha! (maybe this should be its own thread) Here are the exact values of crop humidity bonuses per biome type:
Code{SAVANNA=-2, JUNGLE=10, DEAD=-10, NETHER=-10, END=-10, MUSHROOM=5, RIVER=2, FOREST=5, PLAINS=0, MOUNTAIN=-5, HILLS=-5, SWAMP=10, WASTELAND=-8}
And here are the nutrient bonuses per biome type (there are none):
I'm 100% sure this is a bug or just not yet implemented. Calls through the IC2 API to add a nutrient OR humidity biome bonus will affect the humidity bonus, therefore calls to get the nutrient bonus always return 0 because they are never properly recorded, and if you try to use a nutrient bonus it will mess up the humidity bonuses. Internally (I cheated) IC2 tries to add nutrient bonuses for biomes (which results in humidity bonuses), and the humidity bonuses are probably commented out. I'll probably make a bug report later tonight.These biome types are from a list provided by the Minecraft Forge API, and each biome can have multiple tags. Theoretically, someone could add a swamp-jungle biome which would get a total bonus of 20. The tags are defined per biome when the mod registers the biome with Minecraft Forge, specifically a call to registerBiomeType(). Here are the possible tags:
Code
Display More// From net.minecraftforge.common.BiomeDictionary$Type /*Temperature-based tags. Specifying neither implies a biome is temperate*/ HOT, COLD, /*Tags specifying the amount of vegetation a biome has. Specifying neither implies a biome to have moderate amounts*/ SPARSE, DENSE, /*Tags specifying how moist a biome is. Specifying neither implies the biome as having moderate humidity*/ WET, DRY, /*Tree-based tags, SAVANNA refers to dry, desert-like trees (Such as Acacia), CONIFEROUS refers to snowy trees (Such as Spruce) and JUNGLE refers to jungle trees. Specifying no tag implies a biome has temperate trees (Such as Oak)*/ SAVANNA, CONIFEROUS, JUNGLE, /*Tags specifying the nature of a biome*/ SPOOKY, DEAD, LUSH, NETHER, END, MUSHROOM, MAGICAL, OCEAN, RIVER, /**A general tag for all water-based biomes. Shown as present if OCEAN or RIVER are.**/ WATER(OCEAN, RIVER), /*Generic types which a biome can be*/ MESA, FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, SANDY, SNOWY, WASTELAND, BEACH, /*Deprecated tags, kept for compatibility*/ /**Replaced by SANDY**/ DESERT(SANDY), /**Replaced by SNOWY**/ FROZEN(SNOWY);
If you are ever unsatisfied with how IC2 handles biomes (for example, you want the MESA generic type to have a humidity bonus of "-5"), you can make a small addon to add a biome bonus. The IC2 API gives addons the ability to do this from ic2.api.crops.Crops. For example, in your PostInitializationEvent EventHandler:
Code
Display More@EventHandler public void postInitializationEventHandler(PostInitializationEvent event) { // Safe if(Crops.instance.getHumidityBiomeBonus(BiomeGenBase.mesa)) addMesaHumidityBonus(); // Bug in the implementation, getNutrientBonus() currently always returns 0 if(Crops.instance.getNutrientBiomeBonus(BiomeGenBase.mesa)) ; // Pretend we did something in this case // Bug in the implementation, will actually overwrite the humidity value we tried before instead of affecting the nutrient bonus. Crops.instance.addBiomenutrientBonus(BiomeDictionary.Type.MESA, -3); } public static void addMesaHumidityBonus() { // Safe usage, this particular line probably should be added to "vanilla" IC2 Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.MESA, -5); // Not specified in the API, but (implementation-specific, #964) multiple calls will actually overwrite the value Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.MESA, -3); Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.MESA, -5); // But we actually wanted -5 }
-
but they are somewhat limited in usefulness because you really can't transfer items very far without investing ridiculous amounts of resources.
Luckily, vanilla minecraft does provide mechanics to transfer items over long distances: Powered Tracks, Tracks, Hoppers, Droppers, and "Minecart with Hopper"s. This is assuming automation is required, otherwise use the Enderchest. -
I don't think there is anything above it, because I still have 3 Macerators (since I can choose between the two possible Titles).
Unless: the next title is at 10,000 posts! And it is hidden from forum operators like SpwnX! -
IC2 has its own fluid distribution system and item sorting... maybe not back when the OP first asked, but these have been around since I started playing.
-
Volcanoes with Surface-Accessible Central Lava Chambers™
Lava does not exist in "chambers", because it is by definition exposed to the surface (although lava lakes found in vanilla Minecraft would satisfy these conditions). Magma chambers are a real thing, but by definition they are not exposed to the surface; in fact, magma chambers are at least 1km underground.drain below Bedrock (which is presumably supposed to be the mantle)
Since magma chambers are farther underground than 64m (the accessable world height in Minecraft) this sort of thing would be (quite) below the Bedrock layer. I think the traditional mindset is that the underside of the Bedrock layer is the Nether, however. Maybe that's why there aren't many volcano mods?Now what would be cool is a reworking of Geothermal Generators and Pumps to create renewable power if the Pump reaches down (with Mining Pipes) to Bedrock within the vicinity of a Volcano. Of course, there would have to be a maximum amount of energy per chunk which could be safely extracted without causing local depletion of resources; exceeding this threshold risks diminishing returns, and there is always the risk of a volcanic explosion which causes eg: Pahoehoe Lava flows (fire grief), a nice big particle effect, ash which piles up like snow and sufficates entities, etc. Maybe a Geothermal Generator multiblock using Liquid Heat Exchangers?
-
(you are supposed to use the Semifluid Generator). Note that the Semifluid Generator apparently treats Ethanol equally as Biogas.
-
Have we already determined that the BioReactor is more efficient than pure IC2 fermentation? Or Forestry fermentation?
-
It's in the General Discussion section, so I maybe it has to do with "the rules, news and other things that could be usefull. But you talk here about the forum as well."
I would change the font of that logo at the top left of every page on the forum (in the banner). As it stands, you can hardly read the "INDUSTRIALCRAFT²".
-
How are you converting your RF to EU?
24,750
Have you factored in the cost of using the Magma Crucible, and the cost of using sugar for a Reactant Dynamo? Sugar can also be used to make a MFR charcoal, right?With 9 ingredients in it the bioreactor produces 150mb per plant item.
Now you need to ensure that the Bioreactor always has 9 ingredients in it, or risk the loss of efficiency because the reactor is most definitely faster than your puny cropfield can sustain. I guess one way to solve this problem is by using a chest for each plant, then comparators on the chests and a 9-way AND gate which powers hoppers/item pipes to fill the reactor, and after a delay turns the reactor on or something.231,250 EU in an efficency optimized compression dynamo ( or 174,000 in a railcraft boiler)
Speed is also a factor, for example 231,250 EU may not be as useful at 80 EU/t (assuming 1:1 EU:RF, apparently 80 RF is the bottleneck of a dynamo) as an instant 800EU/t from Redstone Dust. Obviously it depends on how fast the biofuel is coming in, which ultimately depends on how fast the crops are harvested. Remember that the time it takes to grow the actual crops is shared between all of these methods. I wish I had a good statistic for growth times or a formula to calculate them, but I have no idea how long it takes to grow IC2 crops. There should be a threshold at which it is more efficient to use a series of dynamos than simply harvesting Redstone Dust, given a constant crop field size.For a railcraft boiler, you will have to do some serious calculations to find an optimal setup since there are the additional steps of converting biofuel to steam, and steam to whatever form of energy you can squeeze from it. I would imagine most steam-powered generators require a steady supply of steam to operate efficiently.
-
Whoops, I forgot to get rid of that. I was going to suggest a solar panel + daylight sensor, but then I remembered the nature of redwheat.
-
I wonder if Redwheat farms are efficient?
1 Redstone Dust = 800 EU, at a rate of 800 EU/t/Battery Block (lossless). = 800 * avg. drops * quantity (should be 11^2) EU/avg. growth time (in ticks) = 800 * d * q/ T EU/t
Crop Harvester consumes 1EU/t = 800 * d * q / T - T EU/t
Crop Harvester also consumes 100 EU per drop (another 100 EU if the cropnalyzer is in) = 600 * d * q / T - T EU/t
-
I wonder if you can make an infinite lava source using the melting mechanic of a nuclear reactor, cobblestone generators and pistons, and pumps... the pumps would have to be just outside the melting zone, because I can't find a way to retract pipes automatically...
EDIT: Nope. I tried, but it makes flowing lava instead of source lava (oh well).
-
The closest you can get to the sources are by disassembling or decompiling the developer jar. Personally I disassemble because it is lossless. One example of disassembly is the Class File Editor in Eclipse, if you just try and open an internal class of the IC2 jar from a Forge gradle setup.
-
in the "calculateRatioFor"
ic2.core.crop.TileEntityCrop::calculateRatioFor(Cropcard a, Cropcard b)
Line number is 404, as of 2.2.687 -
You'd better use an EU-Reader for more accurate output.
-
Doh. Didn't even read that Player had already made a bridge addon.