Posts by DoomFruit

    I think a mass fab is probably the only thing where you'd need that much output, but if you have a big CASUC reactor, you may need to be able to handle 2048+ input, also.


    I usually spec power rooms with 4 series ranks of MFSUs wired in parallel.


    You can think about it like this:
    - series: increases capacity
    - parallel: increases throughput

    How would MFSUs in series increase the capacity over a parallel configuration? You've got the same number of storage units wired up and since it's packet based, the current sinks on the other side will only draw what's needed.

    Folks on my server are using this plugin to generate infinite energy.


    (if I got the numbers right) Generate oil from 1 UU matter (cost 166k EU + scrap) and then use oil materializer, refine and burn in petrochemical generator for 625k EU.


    I think the best solution would be to increase the ratio UU:oil so that it takes multiple UU to generate 1 oil. Would be nice if this could be implemented

    I was going to say something about the config file having an entry for this, but it's "number of buckets of oil per UU matter", which can only be greater than 1 - you've got a point here. To achieve a net loss, it would have to be 1/6 (read: 6 UU matter for one oil). I'm about to start hosting a server, so I'm going to fix it on my setup by disabling the oil materialiser.

    I had a similar problem when writing a mod which causes your character (others too, if you're playing SMP) to make noises when jumping (think Quake 2), though in this case, single player through the MCP test client gave me a constant motionY of -0.078(etc.) when standing still. Strange, that.

    I'm going to miss my enchanted in IC2 v1.43 Efficiency V/Fortune III drill (mind you, by the time I got it, we already had a very high throughput cobblegen/UU matter plant). It's nice never having to charge your drill up or wear a lap-pack.

    +1 for magnetizer attached to the side. Have a single long pole will be awesome!


    -1 for overclocked magnetizers... we don't need it at all if the suggestion here will be implemented.


    Maybe i'm a little noob to ask this... but i tryied many times and i never been able to descend with the pole, i always go straight up... it's frustrating! there is a way to descend safetly the pole, or i must continue to make pools under my poles?

    To descend, either remove the power from the magnetiser, take off your metal shoes or have a dedicated unpowered descent pole (a descent pole can be as long as you like - it doesn't need breaks). To descend safely. hold crouch while falling and make sure that you're pressed up against the pole.

    Well, I'm English...


    One answer for you... :Quantum-Helmet: Problem?

    The problem with a quantum helmet is it's wallet-maceratingly expensive. Completely inaccessible in the early game and will bankrupt you in the mid-game. I personally like to build 17x17 or 21x21 multi-storey houses extending underwater with glass walls so that I get a nice sea view. Building the underwater components would be a lot easier if I had some SCUBA gear.


    It could be done as two components - a SCUBA tank (backpack) and a breather helmet, where both need to be worn at once for it to work. The backpack can be filled with the canning machine, perhaps using either ordinary empty cells or empty cells which have been passed through an extractor to get oxygen cells.


    Basically yeah, I want some underwater breathing gear that's not a quantum helmet. +1 from me.

    As far as solars are concerned, they've already been nerfed to the point of uselessness for me. They're too expensive and output too little energy - all my power needs are met with a 180 EU/t wind farm.

    I don't have access to the MC code here, but I guess boats flag themselves dead and drop the sticks/planks if they collide with a motion value above a certain limit.

    Just checked the 1.1.0 MCP I have here - that is indeed the case. The exact threshold is when it has a horizontal speed of greater than 0.2. Boat breaking along with the item drops happen in two separate sections of code - one where it takes damage from attacks over a certain threshold and one where it collides when it's travelling faster than 0.2 units. The item drops are specified explicitly in both cases.


    Making a boat that either doesn't break on collision and drops itself when whacked should be possible by extending the EntityBoat class and over-riding the "if(isCollidedHorizontally...)" and "attackEntityFrom" functions (disclaimer: I have never coded in Java, only a small bit of C++ and some UnrealScript back in 2001). Making it destroy lilypads and/or impale squid would be a bit harder, as I'd need to figure out how the functions that set isCollidedHorizontally in the base Entity class work, then figure out how to add an exception for lilypads/apply damage to squid.

    i could see a VERY easy and usefull recipie for that, 1 wool (sheep), 1 steel and flint (coalball), and 1fuel can (fuel).


    MinecraftSheep:Coalball:
    :Fuel:

    and there you have it, a 1,000 use lighter? lol

    I'd personally use a coalfuel cell or a biofuel cell instead of an enormous fuel can (and change it to something like 300 or 400 uses) - you're not going to hold an enormous fuel can in one hand, after all...