Posts by immibis

    http://www.talonfiremage.pwp.b…l0gw1dh9aaf2xds68kg7logn4


    IMPORTANT - READ BEFORE USING:
    In the planner there is one advanced heat dispenser. You need to replace that with a near-depleted uranium cell (or an isotope cell which will not be recharged) to generate 1 heat/tick. If you don't, the breeder will cool down slowly.
    Also notice there is no external heating or cooling.


    This is a CASUC breeder, designed to run at OVER NINE THOUSAND heat (HAYO!), which can easily be obtained by adding 5 lava buckets in place of one of the plates. No wait time is required between buckets as the hull is the only component which stores heat. Before adding any lava, ensure the reactor is on and ice is being supplied. This heat level is not high enough to damage entities.


    The reactor will use exactly one piece of ice per second. No external timer is needed to maintain this rate, as it can only use one piece per stack per reactor tick.


    The one downside of this design is that three of the depleted cells are adjacent to *two* uranium cells (this was needed to maintain heat). These cells must be replaced four times per cycle or the reactor will cool down, while the other cells must only be replaced twice per cycle.
    This variant adds two extra isotope cells, and nine more to keep the heat balanced instead (near-depleted cells can also be used for this), but allows all the cells to charge.


    PS. It's annoying when then simulator breaks.

    Combustion engines create BC power. Nuclear reactors generate IC power. How were you going to power your quarry on a nuclear reactor?
    (I assume you don't have a crossover mod, because if you did, you could just use power teleport pipes again)

    If I try to decompile IC2 1.64 with MCP, by installing it in my jar then decompiling, I get a ClassNotFoundException for an NEI class while decompiling the NEI plugin. The same thing happens for the CraftGuide, BC2 and BC3 plugins. Obviously I can't install BC2 and BC3 and still have a working jar, so how do I decompile IC2?

    I was JUST saying that the 'Buffer' needs to be renamed, as it doesn't work as advertised. It should be called the 'Consolidator' or some such rubbish. What we need is a 'filter -> chest -> filter but-all-in-one-block' PROPER buffer! Just a filter with some internal storage for incoming items when it's backstuffed.


    Sort of like this one?

    Neither the batbox, MFE nor MFSU have the sole purpose of storing energy. They're also used to charge and discharge batteries, and charge tools and armor.


    How is lappack/MFSU/nuclear reactor the wrong answer to the lapis question?

    From the wiki:


    I can also confirm from my own testing. See my image above for an idea of what you can do with splitter cables.


    I know they do that. I was asking if they also split EU packets, since a lot of people seem to use them for that even though it's not documented anywhere, and I was wondering if I was missing something or they're just misunderstanding it.


    I use a splitter cable usually. my logic is that if the workshop line is full the rest will go to the mass fab, (please let me know if this is wrong), you might only get a max of half eu/s produced to the workshop but that is usually enough.


    If any IC2 devs can answer this:
    Do splitter cables actually enforce a 50-50 split like many people seem to think? Or is the redstone-triggered disconnecting their only function?


    edit: fixed quote

    While im still trying to figure out why Solars recipe was nerfed, when they are inferior compaired to Winds, I just cant make myself build a Windfarm, even if the same amount of resources gives a lot more EU from Wind (Even more now, with the horrible 2-curcuits-per-solar recipe)
    On the server I play, im making MV/HV Solars from the great Advanced Machines mod, to cut down on my C02... I mean Latency useage, rather than making 2k Winds. Again, I know I should just make that horrible farm, get more EU, save resources. Solars are my guilty pleasure.


    I think the reason people prefer solars is laziness. To set up a solar panel, you can just plonk it down anywhere on the surface - while to set up a watermill, you need to at least bring a bucket of water and clear out some space, and to use a windmill effectively you need to make a long wire going straight up (unless you live near Y=127 of course).
    I used solar panels in 1.23 for this reason, then 1.337 came along and made them much more expensive. I still don't see why that was, but I use wind now. (And on another server with Forestry, charcoal and peat in normal generators)

    I did indeed multiply 8*4/3 twice, but discarded the result the second time. It wasn't 8*4/3*4/3. Fixed anyway.


    No it does not seem extremely high. Let's do the same calculation assuming the chance of near-depleted cells is 0, and recharging is free, which makes it much simpler. (and those two simplifcations partially cancel each other out)


    1 uranium ore -> 1 refined uranium -> 8 near-depleted cells -> 8 uranium cells


    8 uranium cells in an eff 4.44 reactor = 35.52 eff.


    The absurdly high figure is probably because that was using the most efficient possible breeder and reactor.


    The 10 2/3 is deliberately double-counting 25%, triple-counting 25%^2, quadruple-counting 25%^3, etc. It's the average total number of near depleted cells you will eventually get from one uranium ore piece.

    I did my own calculations but they disagree with yours:


    One uranium ore makes 8 near-depleted cells, x1.33333 = 10 2/3 near-depleted cells per ore total.
    A good breeder can use one uranium cell to recharge 8. (Let's call this breeder efficiency B = 8).


    But that uranium cell can itself be a recharged near-depleted cell, so if we ignore the one piece of uranium to start with, asymptotically you spend 1/B (as a proportion) of your near depleted cells on breeding, with 2M power production from the breeder as well for each of these cells. That leaves 4B/3 * (1 - 1/B) uranium cells + (4B/3 * 1/B * 2 = 8/3) million EU per uranium ore.
    The highest efficiency reactor you can get is 4.44 (reactor effiency R = 4.44)
    Each of these remaining uranium cells can give you 2R million EU. So from a single uranium ore you get (8BR / 3 * (1 - 1/B) + 8/3) million EU
    simplifying:
    8BR/3 * (1 - 1/B) + 8/3
    = 8BR/3 - 8R/3 + 8/3
    = 8/3 (BR - R + 1)


    = 8/3 (B(R - 1) + 1) million EU per ore.
    With the best possible breeder (B=8) and reactor (R=4.44) that's 76.053 million EU per ore.

    But 10000 more speed when doing their labor, besides if you have the energy why not? I feel like right now using the Advanced Machines are like cheating.


    The induction furnace is still in 1.62, correct?
    This mod's purpose is still to add induction furnace equivalents for other machines. By your logic using an induction furnace is cheating.

    See now that's something I wish I knew earlier. I was expermenting with my towers to see if I could tweak them to not melt the cable in storms. But if it means hamstringing them that badly, I'd rather just cough up the tin for more cables. Damn.


    You still get over 1.5x the energy of solars for 1.2x the iron at effective height 80. And that doesn't mean they have to be at Y=80 - the higher they are, the closer together you can put them.

    Just asking for a little clarification, but if i add "140" (Without metadata) to the list of Valuable ores, it will mine ever silver/copper/tin/tugnsten/emerald/ruby/shappire added by RP2?


    Or someone know where/how to get the metadata of each block?


    (Also kinda out of topic: Why is there a block id value for uranium, tin and copper? Sides that one of redpower block id clashed with Copper and id resolver moved that ore away so my miner wasnt digging any copper >.>)


    All RP2 ores use the same block ID.
    IC2 ores do not for compatibility with existing maps.