Posts by MagusUnion
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nickname is IQ dependant...
In that case, I feel confident in mine...
BTW: It's not an RPG reference...
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Regardless of what they're intended to do, GregTech machines are so expensive to create and use that you'd have to be masochistic to solely rely on them.
And that explains why I don't use Gregtech
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Worst things with those multiple ores is not multi-generation. You can turn ores off in most mods.
Quite more needed mechanism to unite the same ores/ingots/nuggets/dusts from different mods under the same id/texture. It is very inconvenient to mine several types of the same ore.Not for me...
1. Process ore
2. Smelt dusts
3. Craft blocks of said ingots
4. Uncraft Cu/Sn/Pb blocks
5. ???
6. Profit(However, with factorization silver, it seems to screw with your Ag dust production, so I wouldn't recommend following this method for that...)
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Glass Bottles are stupidly registered at the Liquid Container Registry. To fill them with Water you dont even need an infinite Watersource! I dont know why they did that, but it was a good decision considering material cost
Fixed
At least 2 sources per Accumelator, but I see in your setup you have ~0,5 MJ/t per Transposer (or a bit more if you have upgraded it with a circuit board), but to run a Transposer at full power you need to fill its energy storage and provide it with 4MJ/t. You can check it by look at how much MJ/t the Transposer consumes (in the blue "energy" tab thingy), as long as it isn't using 4MJ/t you're not running it at max speed. Trust me when I say at max speed 1 or a few Accumelators aren't going to cut it, I did some rudimentary math trying to figure out how much water it uses at max speed (which isn't on any wiki of course...) and I came out at 100mB per tick (~0,5 seconds per bucket, which coincidentally is equal to 40 MJ @ 4MJ/t, the power it takes to fill a bucket) 100mB per tick means ~2 buckets of water per second (which corresponds with the power consumption which supports 2 buckets per second). I don't know how fast an Accumelator works (again a stat no where to be found...), but the fact is in my tests providing water to it is the only bottleneck that's hard to deal with to max out the Transposer.
Now I'm doing some testing with glass bottles and it seems it takes only 40 MJ to fill them (as much as buckets, while tin cans cost 120 MJ to fill...), yet they provide just as much power as water cells (2 EU/t for 25 seconds, for a total of 1000 EU). Seeing how duplicating sand is easy (or create it from cobble) I can see some serious potential here..
Maxing out the Transposers output means you have to spend more energy on production than on aquision. I wouldn't recommend throttling Transposers like that unless you have a huge setup that required it. Last thing you want to end up doing is exceeding your yield with an overloaded intake setup. Better to just "get by" with the lowest cost on MJ and maximizing yield...
QuoteEdit:
Right now I have a setup with 1 Rotary Macerator and 1 Induction Furnace (both from the mod that adds those upgrades, I forgot the exact name xD It's in the FTB pack be default though) and I'm gaining ~33 EU/t (from the ~74 EU/t I'm producing). I decided to use those upgrades because the number of Macerators I had was starting to lag my game (though other stuff probably contributes as well xD) and they are by far the most efficient way of producing glass (or at least use the least amount of power).
With 2 of each you can produce bottles faster than a Transposer can fill them (which means you can hit ~110 EU/t), in that case production will cost ~50 EU/t and you'll output ~50 EU/t while charging up an MFE to ensure stable production, so you'll probably gain more once that's charged (I'm guessing that's where the left over ~10 EU/t goes to...). So it does seem scaling things up increases efficiency, even though it might only be limited (I haven't gone beyond this... yet).I have tested with a chest full of glass bottles as well, just to see if a long line of Water Mills with Insertion pipes (from Additional Buildcraft objects) is effective and it is very much so. The bottles managed to supply ~7 rows of 8 Water Mills (for 56 in total, 2 more than my previous much more complex setup), which produced ~112 EU/t. So my theory of "a Transposer can support ~54 Water Mills" is quite accurate.
I've also taken some screenshots in case you'd like to see my setup: https://www.dropbox.com/sh/qe47p826lkjyssy/ZaDxQDAyI5
It's a bit messy as that's my test world, but I hope you can figure it out (I did my best to hide unrelated stuff behind CF walls xD). Note that not all the Water Mills you see there are actually working, the design has no way to deal with overflow, so I decided to solve that by just adding so many Mills it can never overflow with this setup (if I start adding more Transposers I'll need to add more Mills as well).Now this is an impressively aggressive setup. I will agree, it does seem to scale the larger you build it. But hey, if you set it up in a closed container setup, you can have water sources around the water mills as well, and that generates additional power to handle you MJ loads. If they are en-mass like this, you might have enough passive power to countermeasure your active MJ requirements pending size...
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I'm kinda against this, tbh... I like ore gen to be mod dependent, as you have no idea what you may be turning off when you begin limiting your worldly supply.
But then again.. I hear that people are drawn to masochism with Minecraft, so meh...
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Yes, you can use bottles to power water mills...
I've uploaded a series of shots to show this in action. Keep in mind that I am using alot of mid-tier items for this, and it's not something immediately available to you in the game unless you dedicate alot of initial resources to it...
Also, how many Water Sources are you putting around your Accumulators? I can usually rely on a constant stream of water coming from mine (enough to fill an Iron Tank fairly rapidly and keep my Combustion engines cool as well), and usually don't need more than a handful. Plus, the reason why you may want to use glass bottles instead of buckets is the fact that bottles are made of glass, which is an easily renewable processed resource, and doesn't require any excess piping to maintain....
Don't forget that TE machines won't eject their contents unless they have a valid destination to head to. They are smart like that, lol..
Tincells 1000 EU
Water Buckets 500 EUTincells are not worth it, because Tin. And that Construction doesnt seem to be cheap enough in comparsion to unmanned Water Mills.
Glass... GLASS you FOOL!... Geez
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^ Except for the part where the water mill doesn't make nearly enough power to run an electric engine, right? The
fillertransposer recipes are high enough in MJ cost that I doubt that system would manage to keep running. Unless you tested it?Just did... My ratio is set to 3:4 MJ:EU... Liquid Transposers only need about 80 MJ per water fill, which is ~107 EU... Each water bottle produces 1000EU. Forestry engines consume 6 EU for 2 MJ's... Since they can be upgraded to reduce their consumption, you can save energy on that end.
So really, you gain about 900 EU for each refilling action. It's quite a bit of resource cost, but definitely worth the investment...
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I suddenly realized an easy water filler that may work if you do it right. May need some initial energy to prime it, but I think it wouldn't be that hard of a feat to pull off...
Edit: Yup...
= Liquid Transposer
= Forestry Electric engine
= Aqueous Accumulator (with water Source blocks)This can run easy off of glass bottles, so no need for piping (unless you want to automate the process of restocking the Transposers)... Just use an initial Water bucket in the Water MIlls to give the electric engines some starter power, and orient the machine block outputs in the upwards direction...
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I know, but that idea was just so that you actually had to have some clay in the first place. Someone would probaply find it OP if you didn't need find clay first.
EDIT: MagusUnion, i couldn't find that in either the addons or pending addons forums. Hang on, I'll google it...
Not to worry... I have stuff like that bookmarked, lol...
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Lol, you wanted to avoid use of rotten flesh as Can food, but you've experienced some difficulties at finding something useful with rotten flesh ?
Anyway, I think it would be a good idea as Books are now a pain to get ...Agreed... sometimes, trying to find that 2nd cow so that your animals can get some action on is overly infuriating due to how spawn mechanics work in Minecraft. Plus, I don't keep wolves, so it's not like I'm going to use this material anymore since my old food source was denied...
(still mad at you about that... btw)
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From my Custom Recipes...
//Industry Clay
shaped (none+326+none / 12+13+12 / none+12+none) > (82,1)
shaped (none+WaterCell+none / 12+13+12 / none+12+none) > (82,1)
shaped (none+WaterCapsule+none / 12+13+12 / none+12+none) > (82,1)
shaped (none+WaterCan+none / 12+13+12 / none+12+none) > (82,1) -
I did actually make a mistake by saying immune...it should say less susceptible to electric damage...so instead of instant kill it can damage your for let's say 5 hearts.
I happen to be an electrical engineer(undergraduate) ... having a nice conductive layer of sweat covering your body can actualy save your life in case of an accident ... when you're nice and clean the current flows through you and stops your heart, killing you.
When you're covered in any sort of conductive layer the current passes over your skin causing you minor burns but you almost every time survive.Ah... so basically, you mean to tell me I need to stop being so lazy at work... lol
OT: I thought booze and coffee already covered this?
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Adding an ore to world gen has to have a pretty major use to even have a chance of being accepted, and this doesn't really propose any major uses, also your poison effect suggestion is essentially radiation which has been denied before.
It wouldn't be that hard to do in current IC2, actually. Instead of adding Lead in directly, you could instead give Reinforced stone or Mixed metal alloys an alternate recipe to work with base off the Forge ore dictionary (much like how Glass fiber cable use silver as well as redstone)...
And adding a poison area-of-effect mechanic to Reactors would be similar to how Beacons work. Only question would be how to code RF stone deflection of that said debuff effect...
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I'm pretty sure that the IC2 team is going to avoid ANY type of intergration with the vMC enchanting system...
And if they did, I'd prefer a different resource mechanic *coughnanitescough* than EU to be used to enchant electric materials with...
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Basically, a cheap way to gain small heaps of dust...
Nah, no thanks...
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Alright, fine. Here's another WR mod I used to use: http://www.minecraftforum.net/…144wireless-redstone-v16/
I think the 1.4.4 version of it will work in 1.4.5, but I don't know as I don't use it anymore.
EDIT: And it's Forge-based as well.
Always wondered if this version had been updated yet... Thanks for the link!
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Oh, MagusUnion, I didn't see your edit! So, anyway, I don't really think that would be the best. Would you carry volatile fuel around in a bucket in real world? I don't think so! Closed cells are are the safest way to carry them around. BC fuel has a bucket only because not everyone has IC, and it is the only way of transporting liquids manually! Also, buckets of dripping lava in your backpack... Just another reason why this game is called a game
Well, I was mainly talking about using a Squeezer and such to get the material into the tanks without requiring a container/Extractor method...
And yes, the burn time on fuels is low due to how IC2 amplifies the fuel value from vMC. For example: Coal = 1600 burn = 4000 EU (and this measurement was the basic of the initial 2:5 MJ:EU standard which has since needed deprecation). Since all EU values from Minecraft fuels are multiplied by 2.5 (not counting lava, ofc), the actual burn rate (or tick rate, if you prefer) is much lower than that of BC based applications. This means that you get your energy faster via IC2, at the cost of the amount of resources needed for consumption. Buildcraft works opposite of this function, and works with MJ directly and outputs its values via tick rate and mechanical force. That's why the outputs on BC Oil and Fuel are as high as they are...
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After careful testing via this, IC2, Transformers, and Thermal Expansion, I was able to find a proper ratio to the power outputs for Coalfuel/Biofuel:
(Please note that this is in the 3:4 EU:MJ scale)Super Coalfuel: 104,870 EU - 73,521 MJ
Super Biofuel: 35,720 EU - 25,077 MJPlain Coalfuel: 76,440 EU - 53,670 MJ
Plain Biofuel: 26,040 EU - 18,379 MJCoalfuel Cell: 12,740
Biofuel Cell: 4,340--Avg. MJ--
IC2 Biofuel
21,728 MJ
~3,167 per cellIC2 Coalfuel
Avg. 63,596 MJ
~10,600 per cellIn essence, a properly scaled power output (rounded up) would be:
IC2 biofuel: 1 MJ for 3,200 ticks
IC2 coalfuel: 2 MJ for 5,300 ticksIt's interesting to note that Biofuel for Forestry gives 50,000 MJ for its processes, leaving IC2 biofuel in a sad state of inefficiency. While in early game, I'm sure the fuel and cheap machinery would be valuable, but not so much for a primary end-game source of power...
Coal, on its own, gives 1 MJ for 1500 ticks, so processing that material provides quite the energy yield. Only drawback in this is that using coal for this method takes away from the resources available for diamond production. Still, it is safe to assume that it is worth the investment if coal is not being dedicated to other process like Steel or Diamonds.Edit: Could you also add bucket versions of IC2 Coalfuel and IC2 Biofuel? You're kinda killing me with the tin cost in cells, lol...
Or perhaps, support for Squeezers and Liquid Transposers from Forestry and Thermal Expansion? -
Lol, I knew mentioning EMC would be contentious Everybody can sleep easily tonight with the knowledge that I never use EE. Whilst I don't use it, it is the only mod I know of that has made a decent attempt at item valuation hence why I used it. Not perfect but the best we have.
As long as Pahimar can keep EE3 well-balanced, I see no reason to not use it other than tree-farming resource exploits. Course, for me, getting to diamonds takes 4 stacks of wood regardless (not including intermittent resource/energy costs), so it's not like it changes gameplay that harshly beyond making materials more interchangeable...
(Which can be argued that that alone is a game changing mechanic, but most people arguing against that prefer 'sufferage' games where it's fun to 'struggle' for resources...)