Posts by raGan

    I think you missed my point. This is IndustrialCraft. Key word there: Industrial. To me, that means this is a primarily an engineering expansion mod. This is not ResearchCraft or ScienceCraft or BiologyCraft or some other variant. It is supposed to make Minecraft feel more like an Industrial environment. Not a research lab. Not a science project. An Industry. Industries take already well known science and applies them to the limit. It takes well researched fields and furthers them for profit. It does NOT explore entirely new fields of research for "why the hell not."

    Crops are present in Industrial Craft to enhance gaming experience and to add closely related elements to the game, so I don't see why this is so horrible decision. Industry and research are not the same, but there is great connection between the two and many IRL organisations cover both of them.
    Think about lategame scenario: You are standing in your large base, where everything takes care of itself, energy is produced constantly without interfering. Now it's the right time to research, so you can later integrate the results of your research into your big automated factory. Currently there is now way of automating plant harvesting/fertilizing, BUT this is only beginning. It is too soon to say that whole concept is very wrong and does not even fit the game.


    Furthermore, I want to hear your logic as to why you chose to put an Iron Ore block under a random growing plant. What keyed you into Iron Ore instead of one of the other couple hundred blocks you chose? Until I can get a logical explanation for why you chose Iron, I'm not going to accept your anecdote as justification for this system (and for that matter, nor do I believe you got absolutely no help from source or someone in the know to come to that conclusion ... there I'll say it). Or maybe you're just crazy and decided to try all the combinations of 100 or so valid blocks in the 17 potential logical locations and somehow have compressed 10^36 growth trials into the span of a month?

    There was actually clue about every plant so far. Seeds of ferru were analyzed and keywords for this plant were found (Grey stem, Metal). Once i saw them, i knew this plant is going to produce something iron/tin related. Someone noticed, that Ferru cannot reach its final stage, so I looked into plant suggestion thread to find my earlier suggestion (this one), to see if there are any similarities. Then I suggested the person who discovered it adding Iron ore under soil block. I was just a guess, but it worked. My reasoning behind putting iron ore under soil block was simple - soil around iron contains greater amounts of it, and Rusty root (as i named it) had ability to absorb iron and create a thin layer of it all around the plant, to protect itself (since it cannot process iron). Iron ore is not required for plant to grow, but is required to provide enough iron particles for the plant to reach stage, where it's covered in iron.
    Same applied to aurelia.
    Redwheat is different, as I am still not aware of any conditions needed to succesfully harvest the plant. However, it is also based on suggestion (here), so everyone is free to try.

    There's next to no engineering in this crop engineering, and what little progress there is ... is so small and fickle that the time vs reward of the system is completely skewed. Furthermore, I have to agree that there's absolutely no way that Ferru and Aurelia was discovered by someone who did not look at the source code or have help from someone who did. There's literally zero hint of what that plant is until AFTER the requisite ore is under the plant. On top of that, the lack of any sort of cue for hydration/fertilization is simply not fun. It's not random, it's not difficult. It's simply not FUN. Here's why, at least in a real scientific environment, there'd be clear visual cues as to the level of hydration in the soil (tactile dampness) and fertilization in the soil (the smell). Here, the plants just kind of sit there and either grow or disappear ... with no relevant link to how many times i click on it with crap or processed tin (PS, seriously? more tin sinks and still no renewable source of tin?).


    At least for me, this is a game about engineering. Spending (real) DAYS on a self-sufficient nuclear CASUC reactor? FUN! Designing the perfect zero-waste biofuel generation system using BC3/IC2/Forestry (Wow, using all the wastes in one farm to power the next is surprisingly compelling!)? FUN! RP2 Frames (whenever they come out)? Going to be a total BLAST. Spending (real) days on engineering the perfect wheat culture, only to discover that Alblaka in his/her infinite wisdom has decided perfect seeds require perfect babysitting (without measurement tools no less!)? Polar opposite of fun. The only reason I'd use Agriculture right now is to get Ferru and Aurelia, because they're convenient to have ... NOT because they're fun to make.


    I can tell you I suggested Iron ore under plant to grow, and needed no source code to guess right. But yes, I agree with you that it needs some additions, like tooll to measure hyrdation and nutrition levels. On the other hand, you are trying to compare research with engineering. Well, fully automated farms and miners are ok, but how are you going to automate research ? Do you just want to be able to make machine, which discovers new plants for you ? Spending days to discover new things by yourself can be fun too in my opinion. I agree on some requirements for plants being little hardcore without proper equipment though.

    If everything was know/easy/automated, where would fun be ?

    YES !
    OP stated - "The components still seem to be taking heat, and the uranium cells are going down."
    Breeder doesn't have to be connected to any energy storage to run. Energy produced is just wasted, but everyting is running as it should.


    Edit: mijnboogje is right, but he didn't answer your question, since you clearly have Uranium cells in your breeder.


    Cooldown stays at 21 sec even when you drop active time to 1 second. Hmmm.

    Looks like job for the epic quote once again.


    Ctrl + click sounds great, and i guess I'll be able to survive that (damn) combobox.


    Edit: I noticed you can only ctrl-click fill reactor only if empty. Can that be redone ?

    I can't really say how awesome this is. Thank you a lot.


    Standalone thingy working for me.
    But there are some things that could improve it even more. I like old tab-style for info little more, simply because it is faster.
    Also you could make additional button right next to the reset, which simply resets reactor and fills it with coolant cells. I'd find it very useful since i always start creating design that way. I even keep this.

    Is it possible? If you had a full 6 chambers, and a configuration that each uranium cell has a coolant cell adjacent, Would it be possible to keep a reactor cool by sending in coolant cells to continuously melt in it? I know you couldn't use IHDs, because they have the same heat capacity of the coolant cells, so would melt as well, but coolant cells can take heat directly from uranium cells.

    Of course it is possible.

    Have you looked here ?


    Here are some interesting reactors:
    http://www.talonfiremage.pwp.b…1k101010037ps011111101110
    http://www.talonfiremage.pwp.b…=1k10101001501521s1r11r10
    http://www.talonfiremage.pwp.b…k101010037ps01121s1111110
    First famous one made by dezuman, other 2 made by me.


    @ your question: If you want to use 6 uranium cells like this, it is not possible to make Mark II. Any Mark II with efficiency higher than 3 is not possible without SUC (single use coolants).

    You are not correct, Sir. BatBox will accept all 4 packets in single tick, resulting in 128EU/t transfer.
    Edit: BatBox is not requesting any power, it just consumes everything you send at it, given it's voltage is <=32EU/p. It means you can feed 512EU/t to single BatBox.