Posts by Roseroar

    Also, lava drains after a while.

    Yeap! With Buildcraft pumping in lava you would need to move the pump now and again, with EE just producing the lava cells whole cloth with no need to put in tin or lava, it'll just run nonstop forever. That's the beauty of the system, I could plop it down in the middle of a desert, wire it to a terraformer, put in a hydration terraformer unit, and let it go and it'll do it with out me ever having to go swap out lapitrons or anything. I could come back later and have it done, heck, even swap out the hydration for a cultivation and turn the new meadow into a forest, again, with out having to worry about power, it's endless. :D

    I created a set of nano armor a week ago, that was at level 1, now I am level 33, seen a lot of combat, had creepers explode in my face, ghasts and blazes setting me on fire, zombies eating my face, spiders trying to envenomate me, etc and I've not had to recharge, after the initial charge, the nano armor. The armor bar is still full and the green bar on the armor pieces is still full. This is weird, it's cool for me, less I have to worry about, but still kinda feels like cheating. X(

    I created a Nano Suit a week ago and it's been though the wars, creeper explosions right in my face, spiders biting at me, zombies hitting on me, blazes and ghasts setting me on fire, etc and it's still fully charged. It has never ever once needed to be charged after the initial charge. I'd have assumed as it took damage it would lose charge and need to be recharged now and again, but, so far, that hasn't been the case. The green line is still all the way across the bottom. Should I bug report this or is this how it suppose to work? O.o

    Looks good, but do note that you can save your Tin by using BC pipes and direct injection of lava into the machines. Also, don't forget that GeoGens. have an inert buffer of 240k EU within their tanks as well, and should factor that into the amount of raw energy you actually have at your disposal.


    Nice work nonetheless.. :thumbup:

    Well, as I am using EE to make lava cells, the only tin I used was the initial cell to put into the Condenser. :D Why it can run 24/7 365 with out need of maintenance or anything else, it'll just keep going like the Energizer bunny. :D

    Want to create immense amounts of power but don't want to deal with the dangers and confusion of a nuclear reactor, not to mention the sheer resources needed to build one behind 4 layers of reinforced stone? Well, you come to the right place my friend! Here I show you how to build a 26 geothermal generator farm that puts out 520 EU/t with out need of maintenance, cool down, or anything else, it'll do it 24 hours a day 7 days a week. It's pretty much build and forget, and not worry about coming home to a very very *very* large crater after mining all day. :D And with the small foot print and ease of building one you could even build on in the wilderness or even in the nether!



    Geothermal Generator Farm Tutorial featuring IC 1.71 , EE 2 1.38 , and Redpower 2 PR4D.

    That's a BuildCraft issue...

    I didn't touch Buildcraft at all, didn't update, it's 3.1.3 already and that's the current version, didn't touch the configuration files, nothing, just updated IC2. It's also a save game issue, I was able to make a new world just fine, and I extracted the backed up world files from the RAR I put them into before touching IC2 (always back up before updating mods) and it still crashed. Odd... Very odd... *hmm* I'd say it would be the crossover mod but it's not even installed currently, so anything placed that is apart of the cross over should've despawned, and as it's a test world I really don't care if stuff like that does, it's just for testing purposes. *hmms* Let me continue to fiddle, any more information would be appreciated.


    Update : Got the Crossover and AM mods installed and working on the new world, and it still won't load up the old test world. From what I see even if I get the old test world working (and my old play world) I'll be having to NEI in a bunch of stuff because of how the Crossover changed between IB 0.05 and IB 0.06, with 0.05 it appended onto the BC engine IDs, so 4 new damage values added to block ID 161 for the 4 new engines so they would all be grouped together. In 0.06 they are their own block IDs. Still puzzling as I didn't touch Buildcraft at all, so it shouldn't be breaking, not with out reason. I just updated IC2 and the addons. X( Unless Forge did something to Buildcraft? Well, I'll go post over there too just to be safe. Thank you.

    they use the appropriate crystal for their voltage. If you want a long term remote outpost, 1 petro gen + 1 buckets of fuel will keep 2 MEEs running for 20 mins.


    Yeah... I was avoiding the whole refinery set up by using strictly electric engines off of my insane geo generator setup. But the above is what I did, an MFE to LV Transformer to the MEE. I have enough resources to dedicate an MFE and LV to the task of running EEs where ever needed. Just would have made it easier to put in bigger crystals. Oh well, thanks though. :D


    Now, question, will the IB versions use IC2 1.71? It says 1.70B currently and current version of IC2 is 1.71 so... Didn't know if there was enough of a difference to warrant a update to the crossover mod to wait or I could run with it with out problems.

    Hello! I backed up my .minecraft folder, deleted the old IC2 1.64 .jar file, downloaded and dropped into my MC jar folder the new Forge 1.3.3.12, downloaded and copied over the new IC2 1.71 .jar file, and Minecraft loads fine, no ID conflicts. I go to load up my test world and it goes to a black screen of death and crashes. I deleted my IC2/BC crossover mod (That would have been next to be updated) and Advanced Machines mods (also going to be updated next, why I was loading the test world not my main world) so those shouldn't have been effecting anything. I did save the output of the console window (I use a batch file to control how much memory Java uses) so I hope this helps you help me fix this. Thank you for your time.


    And as the file exceeds the message length, even with a Spoiler tag, the following Pastebin link is provided to that console window output.


    My Minecraft Batch Console Window Output


    Update: I deleted my IC2 config file and tried again, no luck, and I went over the old IC2 config with new to be sure no IDs got changed, same difference. Not loading up a world, and the last mod I updated was IC2 so logically it should be something I'm doing wrong with IC2. X( Help, anyone?

    Wait... What?! I must have missed something. I haven't been keeping up on Zip's thread. I guess Zip finally got sick of all the complainers whining for an updated version and dropped the mod? :(


    " Overclockers will speed up Acceleration of any Advanced Machine, and slightly extend the maximum Speed.
    The other Upgrades work as on any other IC2 machine. "



    Ok, paint me confused. The old AM worked on MV, so why would I need to use a transformer upgrade unless I want it to run on HV? Now I can see a need for the energy storage upgrades, speeding up the machines in IC2 tend to eat more power and the internal storage can't keep up. The base AMs work fast enough already to keep up with a quarry if I use 3 Rotary Macerators with 3 Induction Furnaces. It never chokes up. Only the Centrifuge Extractor chokes when I put in an entire RP Rubber tree worth of wood into the input chest. X( Got to love EE and the Red Matter Axe, takes down RP Rubber tree in short order. :D

    Well first of all, you're breaking Wheaton's Law . Second, YES. SCALE MATTERS. If server CPU wasn't an issue, then scalability would eventually catch up with you, forcing you to seek better options for large scale power generation, namely nuclear. As intended. These arrays have the unfortunate side affect of making it too easy to skip any other form of power generation and just sit there and pump out solars all day. Is making 512 solars expensive? Absolutely. But you can build them incrementally so there's no forethought or upfront cost necessary. And once you have enough juice running to the mass fab, (which be honest, is the only reason you need that much ungodly power in the first place,) the material costs become trivial.


    The only reason these things should exist at all is because of the server load. Which for the moment trumps game balance and therefore I still welcome the effort CPW is putting forth with open arms. But I hope I don't trivialize those same efforts when I say I hope IC will develop it's own more balanced solution eventually.

    Who needs nuclear if you run EE ? I use EE and IC2 to run a Geo farm that pumps out over 500 EU/T that takes up a 6x6 space. X( Now who's talking OP? My Geo farm doesn't die when the sun goes down, it runs all day, all night, 24/7 with out tiring or running out of fuel, and doesn't cost an arm / leg / several vital organs to build. Well, the red matter / black matter to make the Mk3 Condensers but, pfft, that's just a lot of time to build up the condenser / collector flowers to full speed, then I am generating Black and Red Matter out of the wazoo *legit*.

    That's not really very nice, and kind of close minded to those who actually prefer advanced machines to the new upgrade system. The main reason I want advanced machines is the additional output slots which the machine upgrades don't cover.

    Exactly, put in a full stack of ore and a normal macerator, overclocked or not, chokes at half the stack macerated, where the Advanced Machine version has two output slots so it can do a full stack with out me having to baby sit it. I don't want to sound impatient or rude, has there been an announcement if this'll be updated for IC2 1.70B? Or will he wait until MC 1.2 comes out and the eventual IC2 1.8 or 2.0 or what ever number they'll give the next version of IC2? Wanted to try the force field generator mod but the only download for it is for IC2 1.7 and this is for IC2 1.64 so I can't update to IC2 1.70B yet. X( Not with out rebuilding my sorting room from the foundations up as it pretty much uses all the advanced machines. But I'll wait and stick to IC2 1.64, all I saw in 1.70B was just the addition of the solar hats and static boots and went "Woopty do, don't need to update." as I got the Red Morning Star from EE for all my mining needs. :D

    I also observe that the electric engines don't handle portable power very well. Medium Electric engines don't take energy crystals or lapitron crystals and suck re batteries dry in a minute. Large Electric Engines don't take lapitron crystals and suck energy crystals dry in a minute... O.o This makes for remote operations difficult, need an inventory full of batteries and be swapping them out constantly. X( Though if I build a bigger infrastructure, an MFE or MFSU wired to it, yeah, it would work but for a temporary location, say, a BC Filler to create a new large room as the start of an outpost, it would be kinda silly. At least in my opinion... Will this get fixed in future updates?

    Hello! I am having a small problem. Well, let's stress, this *is* the IB version of the crossover. Currently running 1.64 of IC2 (haven't updated yet) with BC 3.1.3 and have the IB V0.05 crossover for BC 3.1.3 and IC 1.64 . When I go to craft a Medium Electric Engine it's not recognizing the bronze ingot. Now I know the ore dictionary is working, I can use this bronze to make Mixed Metal Ingots from IC2 and Sturdy Machines from Forestry. So I am at a loss as to what's broken. X( Though I might be updating to 1.7 of IC2 and do the same for this crossover mod. Just the new things in IC2 1.7 aren't a high priority and 1.64 covers everything I want and need. X( Let me see...


    Wow... Just... Wow... My Spoiler hidden Modloader.txt file is too big for the editor. Ok, so, Modloader put onto Pastebin, use link below. :(


    http://pastebin.com/AZwKxfhg

    Hello! I haven't installed the mod *yet*, been researching while WinRar makes a back up copy into an archive before installing this mod (always back up before changing mods. X( ) ... Not sure how to get Tritium or Lithium. The recipe list says nothing on tritium, only that water needs to be extracted for deuterium, and to look in the wiki for lithium. Skimmed though the wiki and the only thing I can see that even remotely might be relevant is ...


    " Lithium occurs in a number of pegmatitic minerals, but due to its solubility as an ion is present in ocean water and is commonly obtained from brines and clays. On a commercial scale, lithium is isolated electrolytically from a mixture of lithium chloride and potassium chloride."


    Clay? I wouldn't even know what to do with clay to make it give me lithium. But it's the only thing I saw, while skimming though the overly complex artical, that is in MC. O.o Ocean water == river water == lake water in MC, no difference in it so can't be that...

    There is a crossover between IC2 and Redpower 2? I only thought there was the one IC2 / BC crossover, been chomping at the bit for a IC2 / Redpower 2 cross over so I can scrap the Blutricity stuff in my sorting room, I got two power systems wired in, IC2 for the macerator / induction furnaces and Blutricity for the Retrievers. X( Sheer wiring madness. :(

    Is that how you tread the author of the mod? This is just ridiculous, I don't even sense the slightest drop of sarcasm or anything that could save your post from being just a joke. Just stop being a retard and don't post offensive crap like this. Also congratulations because you bothered me enough so I made an account. just to state this.


    Anyway kentington, I loved this mod and I'm waiting eagerly for a 1.64 compatible verison, even if no SMP. IMO a source release would be welcome as lots of people really like this mod, and if you feel you can't continue working on it, maybe someone will grab the baton. :)

    Yeah, it's because of impatient lusers like that, that is why some mod authors just drop their mods and vanish into the nether. They go "*Censor!* this shit! I'm tired of dealing with them, they can go get stuffed." and poof, they're gone, and their wonderful mods never get updated. X( Be patient, it'll get updated eventually, they do have a life outside of Minecraft. X(

    Yeah the overclockers are end game fun I feel. At low levels meh couple help but still a big drain if you are not jumping into something like geothermal. Not sure if you guys noticed but base machines seem to have also been nerfed a lot. That damn macerator is screaming a forced OC module. It's not even bearable lol.

    Yeah, no kidding. I got 6 macerators with 3 OC chips *each* and I choked it up hard core by dumping in 7 stacks of ores into the input chest of my sorter. My old system was 3 Rotary Macerators and 3 Induction Furnaces and it handled a Quarry like a pro. X( But I am not going to be rude, not going to whine, I am going to make the best of it until the mod is updated then I'll add it and change up the sorting room. Until then it's manual mining and only putting *6* stacks of ores in at a time, more of a pain when you have an Alchemy Bag full of ores, but, eh, the author of this mod has a life, it's not gonna get updated instantly, just gotta tough it out until he gets it done. So quite your whining, you babies, and just wait until it gets done like the rest of us, whining isn't going to make the author do it faster, it might just make him quit just because he's tired of dealing with you impatient lusers.

    Moving on,


    Since the standard IC2 machines have upgrades that make these obsolete. Can I make a suggestion?


    Add an internal queue so that the machines can store more than one stack and still retain their spin up feature.

    You forgot the advanced solar panels! :D Those aren't obsolete yet. :D And yeah, once I figure out this transformer upgrade, I'll probably be removing the LV Transformer and wiring the machines right into the MFE with glass fiber. Just don't want to blow up valuable hardware until I find out that each upgrade upgrades input by X EU/t so X upgrades are needed for 128 EU/t of the MFE and later X upgrades for the 512 EU/t of the MFSU... X( Probably on the wiki. *goes to look it up*