Posts by Bluehorazon

    In the context of the conversation at hand- Immibis did no worse to Eloraam than she has done to Alblaka and SpaceToad.


    Actually what had she done to spacetoad and alblaka? You are aware that she talked with spacetoad about tubes and pipes being similar, and they both agree that neither the pipes nor the tubes are core but required elements of the mod. She talked to alblaka later. BCs Building machines just need the tubes and a quarry without would be quite strange too. That's also the reason why RP doesn't have liquid tubes, since it doesn't need them. And of course all 3 mods need a power-system, I guess IC was the first, then came Buildcraft and then RP. But all 3 are so fundamentally different and also some kind of evolutional that they have there place.


    Just look at the transportsystems:


    Conveyor-Belts -> Pipes -> Tubes -> Logistic-Pipes -> Retrievers ...


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    I view this the same as being born human. We, collectively as a race, agree for the good of the general community that it's not nice to kill people. We may not have officially agreed to those terms, but that won't stop the police from knocking if you go and kill someone.


    Hmm... yeah, there is actually a law that makes it illegal to kill other humans. But there isn't any law that forces mod-developers to allow addons. And I think for the good of the modders, and hence the good of the mod, that a mod-developer should have as much control over his mod as possible... oh and actually the law agrees with this too. So if laws like the right to life are based on common agreements over the good of the community, than this should be true for every law, that is common around the world. One of this laws is the copyright-law which marks decompiling illegal if not for a small amount of purposes.


    So yeah, the police will knock you in both cases... that's what laws are for.


    So people decompiling her code to look how she pushes so much items in few IDs are actually people that use one of the exceptions in copyright-law. Doing this is legal. The other uses would be fixing errors if she isn't able to do it or making the mod compatible with your own software (which doesn't make much sense in the case of a mod), since all mods are technically compatible with each other, you only need to merge the baseclasses.


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    Developers, in my view, make the same agreement- If you're going to be involved in the community then you have to be working for the community.


    Oh... do I understand this correctly. If you plan to actually help the community by providing them with totally free content in the first place you actually also should agree to give away full control of your work?

    Actually automated breeding isn't possible. But automated farming is quite easy using RP.


    Although everything gets a lot more difficult if plants are involved that need fertilizers and hydration.

    I know the purpose :P


    And waters-gens are fine, but they get insanely OP if you use them in manned mode. Normal water-towers are fine and create good energy at low costs with some setup necessary.


    Actually what you did is to produce 2,3 EU/t (70 EU per second) while using a lot of space and materials. Pop down 5 Solars to achieve the same. And while the solars themself are more costly you don't need any of the wiring, which again gives some of the ressources back you spent on the more expensive solars.

    Actually A small note. Some people seem to miss that the Mass-Fab can run on incredible amounts of EU/t, since the packets can't be large then 512EU/t and thus will be accepted by the mass-fab without redesigning the environment (well... don't use a good CASUC...).


    My Mass-Fab was powered by 20 Solar-Arrays in 1.0. So it consumed 10240EU/t :P


    Also Eloraam constructed an incredible mass-fab utilizing a lot of Geo-Gens MkII.


    Actually a nice way with Redpower is producing Covers :P unfortunatly there isn't an easy way to automate this. Oh and another note to EEv6. Covalence Dust! 8 Stone + 1 Charcoal = 40 Covalence-Dust.

    It just can't. By apllying extenal heating you can get 0.0 excess heat max ! You have to apply internal heating (lava buckets, uranium) to melt reactor.


    Well... it was mathematically possible, but if there is a cap at 0 for an empty reactor it's quite impossible (Although Exploding a Reactor with Lava-Buckets looks like fun).


    Still this would mean that you could create a reactor surrounded with lava that even does not cool down if there is nothing inside it. Funny^^. Maybe use a lever to drown the reactor in lava (problematic since lava doesn't vanishs as easy as water). But fire with nether-rack should work :P (easy to lit with rp-deployers).

    Somehow it sounds ot to build a reactor just to cool down components :P


    Actually I like the selfheating-reactor. Would be cool if we were able in the future to create a Redstone-Signal if the heat is over X to send a bucket into the reactor to keep it from exploding. This way you could propably build cool automated selfheating breeders, without the fear to blow everything up.


    Another question though... how should a reactor explode without any uranium inside?

    Ask someone to make an addon, but alblaka said that he don't want to have all the recipes floating around or something similar, so he won't implement such things into IC2 itself.


    Maybe an Addon with an IC2-Crafting-Table which needs a redstone-signal, consumes 1 EU/t and let's you choose what to craft + actually crafting it.

    The machines will keep working as long as you provide them with power. If you dont provide them with the constant energy they need, they will simply not work at maximum potency.


    Thats why transformers and energy storage upgrades exist.


    I know. But if a macerator needs 2000 EU/t, it should be able to get 2000 EU/t. With a storage of 625 and an Input of 32 EU/t the macerator should never ever macerate a single item. It's just not possible for it to get 2000 EU/t the maximum is 625 + 32 = 657 EU/t. It would need 4 Ticks until the macerator could smelt an item, but since he should not be able to work for a quarter of a tick it should not do anything, but still it does macerate items, I need to test this a little bit more since there might be another reason why it macerates stuff.

    So what effect does the constant feed of ice have on my reactor? It seems to be cooling the internal components very well but is not allowing me to run the reactors with a longer on time percentage. That was my intention, to see if it were possible to increase my run vs off time through ice feed.


    Another thing I just noticed while playing with that other reactor program. No matter what config I make, when I add ice, the generation to cooldown time ratio remains the same. I add ice and say 2 blocks per second and it calculates my generation time being about 50% greater, but the cooldown time goes up 50% as well. No matter what options I pick, my Generator "on" time remains at 2.5%. This is confusing. I'm not sure about this program. The values are very confusing, glitchy and don't make sense. I think the program itself is malfunctioning.


    You don't understand how Ice works.


    Every second your Reactor ticks and produces almost 1200 Heat in your scenario. If your Hull-Temperature is over 300 a block of Ice will evaporate reducing the Heat by 300. You say you produce 2 Ice-Blocks per second. This means two things.


    First you design only has one free slot, meaning it could only store one block effectivly reducing the cooling to 300 Heat per Second, this isn't enough against 1200 Heat per second. You need at least 4 Blocks of Ice every second and 4 free slots.


    http://www.talonfiremage.pwp.b…=1m10101001511521s1r11r10


    Just use this and feed it 6 Blocks of Ice per second. If you only have 2 Blocks of Ice you need something that creates less then 600 Heat per second so try this


    http://www.talonfiremage.pwp.b…m10101001511221s1r1323010


    (I actually placed the iceblocks and the maximum level of heat you will reach is 30 :P No idea, why it states 17mins working time under general info, but also says it will never go boom under more info). But just try to get rid of additonal parts, since the ice is only cooling the hull not parts inside. So they may still get destroyed, just produce slightly more Ice and use this:


    http://www.talonfiremage.pwp.b…=1m10101001501521s1r11r10


    Saves you all the parts and should work with 2 Ice-Blocks per second if you are able to send in a third ice-block every 30seconds (so producing 2,05 Ice-Blocks per Second should be enough).

    I was actually going to do all of this research myself, as I was quite curious. Luckily, I don't have to now. I'll probably still use my induction furnace for regular smelting needs, but keep an electric furnace with 12 overclockers ready to go if I ever need mass smelting done.


    I use a 17 overclockers Macerator for bronze, since I melt everything into ingots I have to macerate the ingots to get bronze. But you need 4 MFSU, I guess there is a bug where it macerates the items even if it is impossible to provide enough energy for them. A Macerator with 17 Overclockers should never run using a badbox. It has 625 EU-Storage and gets 32EU/t, but need almost 2000 EU/t. Still it macerates items.


    So maybe this is way it sometimes seems to not consume more energy. But I need to do more testing on this, but I encountered some strange things with OCs. Try putting 7 inside a macerator. You should train 34 EU/t slowly emptying the storage of the Macerator but it doesn't seem to get emtpy.

    Solar helmets were integrated? I didn't notice...


    I think that definitely the compressed solars should be added. However, Induction furnaces should be removed. They're completely made obsolete by overclockers. You can get several times the speed for a lower price with overclockers. There should, however, be and input slot and output slot upgrade. And maybe more upgrade slots. Or an upgrade slot upgrade.


    Well... the Induction-Furnace is way better then overclockers. And he explained why there is a Induction-Furnace and not a similar thing to the other machines. The induction-furnace was an improvement over the old melting-process Furnaces, Iron Furnaces and E-Furnaces used. So induction-melting is a new process much like macerating, compressing and extracting.

    Maybe not for you HeadHunter, but your interest was never discussion or the issue at hand, your interest here was to oppose me all along.


    You have persisted with inflaming attacks against me when proving my opinion wrong has failed.


    My opinion and views still stand, your opinion and views have resorted to 'accept the way things, you'll never change anything so just shut-up.' Your argument's have devolved into the use of demotivational posters... something that proves your opposing view not at all while strengthening mine that you have nothing left to challenge me with (when the topic is taken in context, that is).


    Actually you haven't explained why modders should have the obligation to work for the greater good of the community? Why aren't they allowed just to do what they seems fitting for them?


    Modders don't exist to please us. There purpose isn't to make us all happy. Most of them do this for fun. Some also use their mods as some kind of doorway for a full-job in this direction and some just entered a strange mood, created a small mod and now just feel a responsibility for improving it.


    And it's somehow insolent to demand something from a modder who created the mod for free in the first place.

    I build such fancy things sometimes too... but they aren't effective and produce really low amounts and the wiring is a bit tricky (normally I don't waste glass-fibre for this^^).


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    i didnt use addtional pipes only rp2. and thats pretty massive watch out for lag i heard water gens cause alot. and ender pearls ar somewhat difficult to find to but i found 2 my 3rd night or somthing


    You only need


    1 Deployer, 1 Filter, 1 Retriever, N Buckets, N Watermills, N + 5 Tubes (I thought I needed 5).


    N is the number of watermills. 1 Retriever could easily work about 20-25 Watermills, producing 50 EU/t.


    I compare the design towards nuclear and it's just totally OP (that's the reason I want watermills to drop to 1 EU/t in manned mode, while working twice as long with one bucket).


    30 Watermills create 60 EU/t. You only need 240 Refined Iron, 30 Batteries (60 Redstone, 120 Tin, 30 Cables) and a little stuff for the RP stuff and 30 Buckets made of tin. Compare this to a nuclear reactor and it easily wins and is totally easy to set up.

    This idea makes me remember about how can you burn coal dust in BTW.


    Well of course you could burn coal-dust. But you need a somehow controlled environment to do so.


    Pressing 4 pieces of coal-dust into a briquette seems reasonable since we have the machines around to do this. This could just improve the value of coal a little bit (maybe burning for 20.000 EU instead of the 4 pieces of coal burning for 16.000 since you need to macerate 4 times and compress once). Seems reasonable and it seems to fit the industrial concept. It would also give the player the ability to turn his back on his generators while keeping them stuffed with briquettes.

    How about instead of getting rid of glass fiber make it so that only glass fiber cable is the only one that can transmit AC and all the others are only able to transmit DC current. Then we can go with the cheaper recipe for the alternator instead of advanced circuits.


    I dont know how accurate that is, but for game balancing, maybe that's an idea.


    Hmm... how about for game balancing let it be as it is?


    Actually if you move energy over 160 Blocks you will reach the limit regard-less of losses because you will reach onloaded chunks.


    And of course IC2 neither uses AC nor DC. The more likely approach is to view the Enet as an AC-System, since all of the generators but one (solars) produce AC. So implementing a cheap device to let glass-fibres do the exact same thing they do now seems like implementing something totally useless, because the Enet lacks any thought about being AC or DC it's just not that complex.

    Yea the Forge/MLMP thing is really getting on a lot of modder's nerves, its a mix of bad luck and bad code. I know personally that my thread has been and continues to be flooded with people who yell about the Forge Bug (even though the latest two versions have fixed it) and blaming my mod. Then there's an issue I'm running into in 1.1+ for example with MLMP and GenerateSurface not properly running part of my code always or spawning my ore in patterns instead of randomly, it all worked without a flaw in 1.0, but something changed in 1.1 that for some reason now is making any of my GenerateSurface code act up. Good news is last I heard Forge was building its own MLMP inside of itself, which will be so nice and should hopefully void some issues.


    The problem is not only forge, it is vMC too. Even updates which doesn't change much might do something that's rather unnoticed but screws many things. And Lex is working on a system to make quality-control a lot easier.