Posts by FnordMan2


    Wait so you use the advanced machines that use Upgrades? Is there any point in using those ones? I know that the 1.5 Advanced Machines use 16 Eu/T and work fine.


    Yeah.. Advanced Machines Original is *much* better than the other highly messed up edition.
    Though 4 of those compressors isn't quite enough to keep up with a reactor.


    Well, I don't like quarries. I removed BuildCraft from my new server. I think their overpowered, and my servermembers used them to much. The server wasn't looking good anymore, and the IC2-miner did a better job. Also, BuildCraft causes a lot of lag, and has that pesky duplication-bug which people were obviously using.


    If Redpower is installed one can still build a quarry with that. It's a bit more complicated to build but a ton faster :)

    thx for the advice. Because i dont really like EE, i am working on a version of this reactor that uses snowmen and compressors for the ice
    i will use yr adivce in that one


    if you don't want to use energy up compressing it or finding a taiga biome for the snowmen (snowman poop 9000 systems only make snowballs in taiga now) than have a look at this BC sub-mod if you've got BC installed. Lots more expensive than a compressor setup but doesn't need EU. The down side is you'll need 50-60 of the glacial guys and half that in the water ones to supply the water.

    There isn't too much copper. Nukes can suck up 40+ stacks quickly.


    heh.. riiiiight. Tell that to my other (non-aether) game. 5 stacks of copper blocks unused with another stack or so used in buildings built for the hell of it.
    aka: one gets a ton and a half of copper if one runs a frame quarry a lot to grab diamond.

    Crash, burn, epic fail.


    Please refer to the preceding posts, and preferably read them in entirety - the process you outlined does not work for me. At all.


    i.e. if Modloader was incompatible - then why does MC refuse to run until Modloader is installed...?
    This is 100% completely replicable in Forge builds 135, 152, and 164.


    nope, not "100% completely replicable" as i'm running 152 here with ZERO problems and I never installed Modloader.
    aka: PEBCAK, don't blame others for your inability to install mods properly.

    Does it do any difference if you free two block ID's?


    Old habits from before the 4k blocks thing. Plus there's still some mods (or parts of mods) that don't like being stuffed above 255. Plus I really don't wan't to be swimming in copper blocks. It's bad enough with just the one from redpower enabled. It gets much worse with multiple copper and tin enabled.


    I would disable the RedPower2 ones, because IC2 generate more.


    Really doesn't matter much once you get your first quarry running.

    a few things to tell you, 1: portal gun needs forge 3.3.8.162 not 152. 2: mystcraft isnt made to use forge 3.3.8.152, its made to use 3.3.7.135. and 3.1.#.105


    Not exactly. Portal gun v3 does work with 152. Still: yeah.. mystcraft "works" with 152 but it isn't exactly recommended as a few odd things happen. (I think 4k block IDs goes away for one)

    The fusion reactor is cool, but what I really need is that wet-dry vac. There is no simple way to get a large amount of water cells without a BC pump sucking up all my sourceblocks. I can't even use striped pipes to pick up water with a bucket and send it to a bucket filler or automatic crafting table. Honestly, I'd pay 100 diamonds in resources for a wet dry vac, but all the diamonds in the world can't roll this forward to IC 1.97. All I can do now is wait. Wish there was some kind of backwards-compatibility in IC.


    "no simple way"? Sure there is. I can thnk of two more off the top of my head.
    1: Redpower deployer
    2: Bottler from Forestry.

    So after your opinion it's best to deactivate the RP2 tin and copper generation?
    Will it still be enough?


    personally I usually disable IC2 copper and tin, mostly because RP2 is all one Block ID and disabling IC2's frees up one or two blocks. I forget if they're considated or not, I haven't had them enabled in a long time.


    either way: yes, it's safe to disable one or the other copper and tin. Plus if Forestry's installed you'll definitely want that disabled as well.


    1: necrobump much? aka: this was quite an unnecessary port.
    2: PEBCAK problems aren't "poor implementation", your using the wrench wrong. There is feedback about exactly which mode the wrench is in. it's M + right-click to change modes.

    Ahh, my bad. Still, good idea for the transmittal via the cables. I do also plan to make an ice CASUC eventually, just for the challenge and being able to say I did it. Do you have any screenshots of your designs posted around here for me to study?


    There's nothing much to screenshot really, just a large ice generator setup using the thermal expansion mod feeding a ender chest. Inside the reactor there's a diamond chest, the matching ender chest, two filters and a timer set to 1 second. The filter feeding the reactor has 9 ice in it and the diamond chest has a BC is full gate to shut off the ice generators.


    it's probably more expensive resource wise to set up using the thermal expansion mod but it's both easier and more tedious to do as one needs 60 glacial precipitators.

    Oh wow, I never thought about using transformers to reset loss distance. That's ingenious!


    I still am going to have to grind a ton of coal to make enough diamonds for all that fiber cable though.


    Out of curiosity, how many windmills do you use in a cluster to get a sufficiently large amount of power, considering their variability in production? Got any screen shots of how you designed your wind farm?


    That'd be a question for SpwnX, i'm the nut that uses ice CASUCs as base power. :)

    Does this help? (helps if you run with the console enabled semi-permanently so one can catch errors)
    happened right when I put the blueprint into the builder.
    Spam alert:

    It has occurred to me, though I want to keep the sky immediately around my small city unobstructed. For wind power I'd have to build the towers pretty distant, and then take the EU hit that comes from transmitting power through cable over long distances. That seems impractical considering Windmills produce at the very maximum only 4EU/t each according to the wiki and have high variation in their production. Seems I'd lose most of it even if I had enough diamonds to use all glass fiber cable since I'd be putting the towers outside of far render distance


    There's multiple ways of transmitting power long distances.
    #1 would be a HV transformer in EV mode and a long cable. You lose some in this method but it's only on EV packets.
    #2 would be HV transformers every 39 blocks with glass fiber cables. More expensive but lossless.

    See here
    Granted it's still a pre-release but it's out and it's Forge based. Took a while but I got the standard mod set I run working without problems. Note Aether doesn't appear to obey it's configs so I had to restart (no biggie here for me.. was basically done with the other world) as I was getting serious Block ID conflicts.
    Also had to abuse the hell out of the integrated 4096 fix where I didn't before. Used most of the 400-480 range. (400-~1200 is free)

    still trying to land on the mun


    good luck with that, I've never managed it.
    My current goal is to crash into the sun :)
    Managed to do it earlier today with cheated parts* so I know it's possible.
    So far my best run was only ~7.5km/sec in solar orbit, not nearly slow enough to intersect the sun. Kerblin runs at around 9.5km/sec and one has to break out of it's gravity first.


    on the other hand I now have 4 or 5 pieces of space debris in solar orbit :)


    *copy part, change name a bit, edit config for more thrust and no fuel consumption.

    MooMolester.. nice
    When a couple friends and I did FTB SMP (before the beta.. I took a copy of Insane v1 and tweaked it a bit) the "server" we were on (hosted on my laptop, best processor there*) could only handle 5 mooshroom milkers at once before starting to seriously lag. Was odd, 5? just fine. 6? horrible lag to the tune of ~1fps for everyone. Completely vanished when the 6th was turned off.
    Ended up with 9 collector Mk3 solar flower to supplement.