Posts by DoomFruit

    In patch 1.2- If it's within ~15 blocks of a 'village house' that is already built and occupied, and has a roof and a door (I believe wooden is the only one that works) it will be considered part of the village.


    You also get 1 villager per 3 doors in the village.


    This is assuming you're not DocM and make a UFO above the village- which then bugs the reproduction rules out and you end up with over 200 villagers that are constantly breeding. (Yeah, don't ask.)

    "Don't ask"? That's got to be one of the most effective ways there is of getting people curious about something. I have to see this. Pleeeeease....?

    About the only change here I don't like is that they are now LV machines by default - this will make upgrading the server I play on a bit dangerous (though that may be some time, since we're still using IC2 1.43 on MC 1.0). The rest of the changes look fine to me. I'm just glad that someone's taken the old code and is actively maintaining it for the current version of IC2. Thanks, AtomicStryker. I appreciate your efforts, even though others might not.

    just remember this, take it easy ;) no body wil come to your house to kill you if you dont finish it in time. right?...... hmm not sure thou haha

    That's... probably a bad idea. Don't forget that he has the prototype next version, which includes defence lasers and suchlike. And since the prototype is unfinished, it won't be able to distinguish between missiles, creepers and angry MCers - all of which will end up getting a good dose of lovely fusion-powered laser death.

    Fusion has the potential to give way more energy than fission, but it's also much safer. We don't have the ability to create a fusion chain reaction in our best reactors (ITER) - in fact, it's quite a challenge to even keep the reaction going. If a fusion reactor loses containment, the worst thing that will happen is that you get a small amount of radiation leakage and a few things close to the reactor core will melt. It certainly won't go critical and explode.

    I'd personally just have milk bucket + can in canning machine = empty bucket + condensed milk can (which stacks) and then allow condensed milk cans to be used in exactly the same way as a milk bucket (cake and poison cure).


    There's no point in adding more stages to the crafting recipe than is necessary.


    EDIT: on that note, can we get canning machine recipes added to the API? Condensed milk would be a nice project for my first mod.

    The server I play on has both Redpower and Buildcraft as well and I still prefer using IC2 Miners to BC Quarries. Miners hit bedrock faster, don't rely on fuel (just 4 lapotrons and an MFSU, which can be charged using my nice fire and forget wind farm) and don't leave an enormous hideous hole in the ground afterwards. Plus, you don't get eighteen zillion stacks of cobble from it.

    16 coal per set of arrows seems a bit brutal.


    But I like the idea. Only major problem would be enchanting. It would be overpowered to get an Infinity Carbon Fiber Bow.


    Could also place a Lapatron at the tip of the bow for an energy type bow. Makes it's own arrows, etc.

    If we don't have the isEnchantable Forge hook yet, it might be possible to set the bow's enchantment level to something pathetic - vanilla MC tools can apparently be enchanted to different levels depending on what material they're made from (note that I've never tried this - only thing I enchant is IC2 stuff to get an infinite battery diamond drill), with wood being the most useless and gold being the most magically capable. If the bow can be set to behave as a wood item, it might not be able to receive good enchantments.


    I was actually pondering this earlier in the shower. Fluff-wise, the carbon fibre bow shouldn't be enchantable because it's constructed from soulless, man-made materials. But what if you infuse the bow with gold - put the bow in a crafting bench, put 4 (8?) gold dust around it to get a dusted bow, then put the dusted bow in a compressor to get a gilded carbon fibre bow. That might be enchantable, but perhaps at the cost of either power or durability - shoving gold atoms into a carbon lattice isn't going help ts mechanical properties much.


    As for making arrows on the fly, that seems a bit much - think of how much energy it would cost to make an arrow using UU matter. A powered bow would perhaps be better for dealing additional damage by putting a charge on the arrows it fires (single-use projectile Tesla coil, HAYO!). Of course, we're then stuck between being able to recharge the bow's batteries (and as such having an infinite durability bow) or wasting a lapotron when the bow breaks after being used enough.

    Yeah, I know, a weapons thread. However, I think this one is different because it wouldn't involve adding completely new and massively powerful stuff (such as a railgun or battle laser) to the game, instead just building on what vanilla Minecraft already has (eg. pickaxe --> drill, axe --> chainsaw, furnace --> electric furnace, etc.).


    I see a carbon fibre bow as behaving much like the normal bow, but with greatly increased durability, *less* damage (since carbon arrows are lighter and thinner than wooden arrows) and a much flatter trajectory (along with higher arrow speed?). Perhaps the carbon bow could also be drawn slightly faster to maximum charge than the vanilla bow (presumably, it would be easier to draw a bow made of modern materials for the same arrow energy)?


    It would be created like so:


    :Empty Cell: :Coal Dust: ..
    :Empty Cell: .. :Coal Dust:
    :Empty Cell: :Coal Dust: ..


    where :Empty Cell: is either string or raw carbon fibres and :Coal Dust: is a carbon plate. .. indicates a gap (so it's crafted like the vanilla bow, but with different ingredients).


    Alternatively, the centre piece could be advanced alloy, indicated by :Metal Block::


    :Empty Cell: :Coal Dust: ..
    :Empty Cell: .. :Metal Block:
    :Empty Cell: :Coal Dust: ..


    Likewise, carbon fibre arrows would be a nice counterpart to the carbon fibre bow, which have a tendency to destroy wooden arrows in reality should you attempt to shoot a wooden arrow from a carbon bow. They'd be crafted just like normal arrows, but with refined iron or bronze instead of flint, a carbon plate instead of the stick and perhaps another carbon plate instead of the feathers - like this (again, :Coal Dust: is a carbon plate):


    .. :Refined Iron: ..
    .. :Coal Dust: ..
    .. :Coal Dust: ..


    8 arrows (maybe even 12?) from one of these recipes sounds like a reasonable output, since the metal tip on a carbon fibre arrow is very small and the arrows themselves are usually hollow (so they won't use a lot of carbon plate material).

    First things first - this is not another request for a lightning rod/weather control machine/lightning power station. Basically, lightning in its current state just sets fire to whatever it hits. I think that it would be neat if it caused energy-consuming blocks (so, not your exposed solar/wind power generators) to detonate upon being hit in the same manner as applying too high a voltage (because that's exactly what's going on here).


    Of course, this could already be in the code and I've never seen it before. Lightning strikes are not exactly a frequent occurrence.

    I'd personally like some way of turning uranium cells (or one of their derivatives, like isotope cells, or re-enriched isotope cells, etc.) into nukes. Just so that I can make an illicit nuclear material enrichment facility and deny its existence to all the inspectors, then deny that it's being used for weapons when it gets discovered and then finally deny that the weapons are going to be used on something once they discover the automatic Buildcraft nuke factory fed by the enrichment facility. It would also give me a reason to use my breeder reactor.


    Comparatively, a batbox is not much different in terms of expense than a pair of LVTs.


    Transformers: 8 planks, 6 copper, 4 cables, 1 redstone torch
    Batbox: 5 planks, 12 tin, 4 cables, 6 redstone.


    If tin and resdtone are that much harder for you to find, you're probably not at the point where you need this kind of power generation. Keep in mind that if you can afford to build an MFSU (10 diamonds, 38 lapis, 110 redstone, 2 glowstone, 32 iron, 82 rubber, 42 copper, 4 tin, 16 coal)... you probably don't consider a few redtone and a half-dozen tin to be "expensive".

    There was precisely one legit MFSU in the game at this stage - all the others were conjured out of thin air with admin powers. While tin isn't that hard to come by, copper is massively more abundant and redstone seems to be unusually rare in our map - I'm lucky if my quartet of miners digs up two stacks during one operation (EDIT: last mining operation gave 38 redstone). Redstone was also in high demand for other things - in particular, the Redpower components (and several IC machines) to build the automated stone and glass factories which were needed to make the materials that everything else in the city is constructed out of. Even now, the best way to get redstone in any usable quantity is to use UU matter and make it.


    We had one mass fabber built fairly early on that just sat on our initial 20 solar and 3 Redpower-fed water mill power bus and very, very slowly produced UU matter. That was the biggest power drain.

    Thank you Ultimate! Will seriously consider using the program when I get to that point. Anyone have any problems with steam games/have any workarounds for problems for steam? I heard steam doesn't work well with Linux.


    EDIT: As I'm reading more into linux, I'm seeing there are different versions, like Ubuntu and a few others. What would be best for my purposes? What would you recommend?


    EDIT2: Currently running Ubuntu instead of Windows 7 on my laptop, and love the look and feel. No idea on game compatibility, but at least it looks good :D

    You're probably best going with Ubuntu for now - it's quite good for beginners since a lot of the stuff is taken care of for you. I personally run SuSE Linux, since it gives me more configuration options (plus, I prefer KDE to Gnome, but let's not go there). The main compatibility layer for running Windows programs on Linux is something called Wine - you can see how much luck people have had running various programs on their website: http://appdb.winehq.org/. Minecraft will run flawlessly since it's Java-based, but I suggest that you go for an NVidia graphics card - they have better Linux drivers than ATI at the moment (and have done for quite some time, in fact).

    Yeah, I realised that the generator/transformer ratio could have been better when building it. Initially, it used purely tin cables feeding 2 LV transformers, which then fed an HV transformer - and it would have stayed that way had the tin cables not kept on melting. The only solution after that was transformers (batboxes are *expensive*) and I couldn't think of a way of linking more than 2 windgens to one transformer without having a cable length greater than 4 from at least one of the windgens. Since transformers are pretty cheap (we've got both IC2 and RP copper being generated and this particular facility sits right on top of a 400 tree farm, half of which are rubber trees), it seemed easier to keep the existing layout and just replace the wiring.


    As for losses, the tree farm's 41x41 across (and hence so is the platform above it and the furthest a packet will have to go is from the corner to the centre of an edge, then from that edge to the opposite edge - a distance of 60 blocks, which is a loss of 15% on a 128 EU packet. Having copper cable which is 5 blocks long when wiring up multiple windgens to one transformer will result in a 1 EU loss - if windgens put out an average of 3 EU/t at the top of the world, you're losing a full third of your power that way. And then you still have to get the energy to to the HV transformer, incurring further losses. I'm not too bothered about occlusion from the 3 solar panels below the wind turbines (I don't have 4, since one of the horizontal spaces is needed to hold the redstone torch), since the extra 1.5EU/t will more than make up the difference caused by 3 blocks less height.


    Space-efficiency, then no - this system is not as efficient as the tower configuration next to it. I was going to say something about it being more efficient in terms of EU/generator, but measuring both at night gives me 74.7 for the 40-generator tower and 190.55 for the 81-generator platform. So the platform is only 1.26 times as efficient per generator - not that much of a boost considering that the tower is lower and has all of the windgens interfering with each other. In any case, I'm not particularly bothered about space efficiency here, since nobody is using the space at the top of the world anyway.


    EU efficiency - it's slightly better. Each of those windgens on that tower get occlusion from the ones next to them on the same level and the ones above them, so the effective height is a lot less. Measured at night, the output from the tower (40 windgens) is, while the high-altitude power plant (81 windgens) gives off. And although it's a minor point, the tower was built with admin power-conjured glass fibre cable and MFSUs at the very beginning of the server, while the sky platform was made with the sweat and toil of the players' diamond drills.

    The main power source for Spawn City on the SMP server which I frequent is a single high-altitude combined wind and solar plant. It occupies the space right at the top of the world directly above the tree farm. It's a 9x9 grid of windgens sitting on redstoned LV transformers, each transformer also having tin cables poking out the side to connect a maximum of 10 solar panels/transformer (so, 81 wind turbines and 810 solar panels max - we currently have about 160 solar panels installed). Wind generators connect to their transformers using 2 blocks of insulated copper cable and have 4 blocks of spacing between them.



    Power gets down to surface (y = 64) and street level (y = 8 or 9) by means of 4x insulated iron cable enclosed alongside the access ladder - this also forms the backbone of Spawn City's power grid. The idea is that people hook their generators into the grid directly (using a transformer) and power their machines off the grid using another transformer so that every generator feeds the grid, but in practice nobody's built any generators of their own since this wind farm is good enough to do all the processing and power a scrap-fed mass fabricator at the same time.