Posts by FnordMan2

    note about ice CASUC reactors: they potentially make lots of energy (up to 2040 or around there) so a lot of MFSUs in serial won't cut it.


    I usually have 4 MFSUs as a collector and shutoff system. They fill up one MFSU that provides the power.
    Traditionally I have cooling on seperate power should I choose to use compressors.


    if you want I can provide screenshots of the "shutoff system" but you'll need buildcraft gates and redpower gates to build it the way I do.

    Honnestly, I prefer a hybrid logistics pipes / RP2 sorting system. I much prefer RP2 bounce back mechanic vs. "drop items on the ground" mechanic from buildcraft. I use RP2 for input, macerating, smelting, and common bulk item sorting. The sort of stuff that, say, a frame quarry will be dumping stacks of at a time. Anything that my RP2 system doesnt know about gets kicked to a "random junk chest". All chest inputs are from the bottom. On the back of each chest I have a logistics chassis pipe; on everything but the overflow chest, I have a provider module and a polymorphic item sink. On the random junk, I have an item sink as default, a provider, and a quick sort. Usually I throw a dirt and sand terminus module somewhere in the system for excess sand and dirt from forestry farms.


    The reason I built this was because of my first frame quarry (DW20 style) that completely overloaded my early pure logistics pipes system. A quicksort module ended up dumping lots of items on the ground, and multiple wooden pipes out of the ender chest ended up with a lot of ore in the default route not getting sorted.


    How did you have it sorting stuff? I had a pure logistics system in one world and it coped with things just fine. (granted ore processing was done with filters and transposers)
    Any cobble and dirt were set to go to their assigned destination first then second (terminus module) to a diamond chest with a wooden pipe surrounded by a few engines (2 redstone, 1 steam as an on demand thing) pumping all the excess into a void pipe. Stuff like sandstone, gravel and flint went straight to the disposal chest.


    This is the reason why I don't use Thaumcraft. Its' only unique functionality is the Thaumic Repairer. Literally everything else, I can get with another mod, and with said other mods, I don't have taint to deal with.


    Taint is dead simple to deal with once you have the right items. Just suck the taint out of the air with vis condensers and once it gets low enough everything will revert.
    I've even seen taint control systems on frame machines before. fly it in, add tainted crystal and wait.


    as to thaumcraft: I *much* prefer it over something like EE as it's a hell of a lot more balanced.


    course 1.3.1 and Arcanacraft is going to be a bit different when it comes out. (TC2 isn't being released for 1.3.1)

    But with a bit Experience, they are much faster, than Logisticpipes.

    A bit bundled Wiring, a few Retrievers and a few Transposers, and they can.

    Regulator detects Item in Craftingtable => Item gets pulled out => Item get sent to Consumer. And for requesting you have Retrievers, or Buttons and a bit Wiring.

    It's more realistic as them, because it needs the ridiculous Power of OVERENGINEERING!!!


    1: not the point and you know it. I never sid *anything* about speed. I said automatic crafting, as in order up 64 humus and come back later.
    2: *snerk* now your just grasping at straws. I've had recipes that relied on several different components that also needed crafting. (like say, reactor chambers) Aka: impractical, hideously expensive and also not the point.
    3: Nope. Doesn't work like that as it isn't recursive at all. Plus it can't do stuff like use machines for crafting components. (like say, filling up a water cell or macerating cobble into sand)
    4: Very much so not the point and you know it. Very much so grasping at straws.


    so yeah. NOT POSSIBLE WITH RP2, period, end of story.


    Is all that needed, when you have:
    - Projecttables
    - Immibis Autocraftingtables Mk II (you go with Addons too)
    - InventoryItemDetectors (aka Regulators)


    Nope.


    *snerk* that's a very far cry from logistics pipes.
    Project tables aren't automatic or recursive.
    the autocrafting tables won't auto-grab materials from a network.
    Regulators aren't nearly good enough *and* can't request a finished product from a network.


    so yeah. Doesn't count as it's not even half as functional as logistics pipes.

    It causes only Soundlag nothing more. That means if Sound is OFF, you will get no Lag.


    Nope, i've seen tons of flowing blocks cause wicked lag on a server before when someone was doing the whole flooded quarry trick on a HUGE quarry. (place one source block when you start the quarry, it'll flood the whole area eventually)
    Had to MCedit out the water as it was causing extreme lag to the point where all the clients were getting seconds per frame and not frames per second.

    One thing I've discovered is that large water-mill plants, fed with water buckets by a compact RP2 deployer+retriever+filter setup can produce wicked amounts of power. I have one array under my house that produces 40 eu/t all day long; the large number of buckets necessary can get expensive but I only had to build 10 generators to get it working (2eu/t per watermill, each basic generator can be crafted into 2 watermills).


    Who needs nuclear power when you have water power? :P


    me, for one. during late game I easily use more than 40EU/t on a consistent basis. Usually end up with a large collection of advanced machines idling and hooked up to a logistics network. Usually don't store much of any sand either so the cobble -> sand macerator gets used frequently. (various forestry recipes requesting sand and all) Then there's the Gravitation suite addon, that one eats power like crazy.
    so yeah.. a CASUC setup is expensive but a lot less laggy and easier on the processor.

    So basically tekkit takes stuff which is free, puts it in an app, and distrubutes it for free.


    You can throw all legal mumbo-jumbo at me, but I don't see the harm in this.


    So you don't see a problem from stealing from a store then either? Cause that's sorta what they were doing when they didn't have permission.
    It's the mod makers' intellectual property, they have full control of what can happen with it. The tekkit guys were stealing, period. They claim they asked for permission from SirSengir for Forestry. They lied as they never did. SirSengir asked for it to be removed, they didn't. They only removed it when he forced them to by adding code to be technic/tekkit hostile. So yeah.. there's your problems with them. They're a bunch of liars and thieves and they see no problems with this.


    edit: the full story, straight from SirSengir

    Behavior as normal. You'll need some kind of chunk loading block to keep the chunks loaded. (*NOT* the one from Additional Pipes, that one's unstable and un-maintained) There's two mods that I know of that have that functionality: Railcraft (world anchor) and Thaumcraft. (chunk loading seal)

    I need help with applying CF on cables without creating inferno mess around everytime i spray it, how do i do that? Wiki is not helping with this much :(


    step 1: encase cable in something like dirt
    step 2: spray cable from the one open end you left
    step 3: clean up any extra foam before it hardens


    really not that hard.

    Hey, guys. I did manage to port this addon over to 1.97 but i need pwnedgod's permission to release it publicly. Idk what he had planned for the mod (heard he was doing a rewrite) but i did a straight port with a few minor changes so don't expect what he had planned for the mod.


    "minor changes"? there was some pretty major bugs (like chunk resetting bugs) so unless you fixed those....