Posts by MagusUnion

    You didn't? Weird... Does that mean they are giving of a bit more power then they should?

    No... on the corners of the cable squares, I was able to receive 4 EU into the line at a time because it was hooked up to two Dynamo's on those ends... With that, I could double the collective yield of each EU/s at the corners, then half the necessary Dynamo requirements for this goal and save cable length. Then it became a question of how many Dynamo's could I fit within one space, without exceeding the wire loss threshold as the current travels down the wire...


    I figured it out to be an interesting bug where as long as you aren't stepping up the power with Transformers or energy storing units, then you can have an EU current charge as high as your output will allow on a line, and still be able to directly connect it to any energy consuming machine in the game...


    So it's a IC glitch after all, LOL...

    Edit: Ok, so current intensity ISN'T supposed to change based on the amount of current received? Weird: http://forum.industrial-craft.…page=Thread&threadID=2039


    Edit 2: If that's the case, then I'm going to find more ways to pull this off, lol...

    Btw/Eu conversion? Humm... Im not sure I understand your question, but, looking just at the motor, that value is.... infinite? :p One motor works like a gearbox, and potentially power an infinite amount of mechanical devices, so I thought it would be necessary to make it so... power hungry :p


    Also, if you make 64 dynamos and one motor, you can create a device that powers itself to power itself and power itself... Take that, thermodynamics!

    What I'm saying is that, when the motor accepts 128 EU, how much of that EU is converted into the units of BTW mechanical energy? Is it one-to-one conversion, or does it simply state "Yes", you are receiving power now, so it registers the axles as "Active"?


    And I honestly doubt you can fit 64 Dynamo's together in order to create an infinite loop of energy for the Motor. Axle angle issues aside, you'll still run into EU current loss, thus defeating said setup...


    Edit: Ok, so yeah, I tested it... but it doesn't Register as MV current... so EVEN THOUGH I found a setup that could produce 128 EU's of current, the Motor would not generate energy, and therefore did not spin it's axles... (lol)


    Needless to say, the only way this worked was via fiber optic cables, due to the low EU transfer loss...

    Finally got around with a bug test... works great! Motor's are anal about the current, so you have to set your transformers directly on them (otherwise, the 127 EU current just gets wasted, which irks me a tiny bit)... I also found that the Motor can be quite EU hungry. What's the BTW/EU conversion in that regard?

    Quote

    - Using an energy conversion ratio of 1 is unbalanced. If we use coal as a measure for energy, you'll have to supply 0.4 BC2 energy per IC2 EU. A IC2 generator produces 4k EU out of 1 coal, a BC2 stone engine produces 1600 energy.

    Yeah.. kinda agree there... but the safest work-a-round would be to just use the Eu/fueltime conversion factor to reduce the level of output that this has.


    For instance, for coal: (4/1.6) = 2.5


    So it would be 2.5 EU's per 1 BC unit of energy (well, 'work', I should say since it's slightly mechanical)... That way it's balanced around all forms of already outputting energy...


    Edit: Anybody else think it's ironic that this 'oil balance' situation is similar to the fossil fuel/renewable energy situation in real life? Humorous if you ask me, lol...

    Hell yes! This is splendid work! I absolutely love how you were able to create this kind of work/power conversion!


    However, I did find that your config. liked to intercede ID Resolver's protocols, which tbh is a tad weird, but not too bothersome to prevent successful installation...


    And I like the recipe choices.. splendid usage of steel and gears. Would probably serve as an excellent reason to manufacture Steel on an industrial level, lol...


    But yes, love this add-on! Once I have proper time to field test this, I'll see what kind of effective setups I can create with it (and maybe throw in a video or to, lol)...

    Quote

    I don't use ID Resolver. I used it for a week. It corrupts chunks like crazy if you have AdditionalPipes. When a teleport pipe gets an ID change, the chunk gets reloaded.

    Are these errors where you have mods that use a .properties file? You have to wipe the old settings with them... otherwise, they end using the 'assigned' block numbers, and you get really weird results in return... (Like Alchemical Cauldron Forcefields.. XD)

    IGN: MagusUnion


    Do you accept that as server owner, I retain my right to kick, ban, or otherwise take punitive action against you if you choose to:
    1.) Steal materials from other players.
    2.) 'Grief' or modify players structures without their consent
    3.) Not maintain a respectful attitude for all players, regardless of the circumstances
    4.) Build obnoxious structures such as 1-block dirt columns, or explore excessively.
    5.) Use unfair (subject to interpretation by me) mods such as X-ray or Flight


    <yes>

    Buildcraft 2.2.0 handles this problem quite nicely... While you still have to bucket click BC Tanks, you can pump/store lava in them, and click them underneath a IC^2 Pump so that the Pump auto-scoops the created lava block into an empty fuel cell.


    Sure, it's not automatic, but then again it's a niffy method of harnessing alot of lava in a short time span. I'd also suggest Zeldo's teleport pipes with this as well, since they can pump lava's long distance to a 'lava storage site' that can process the farmed molten fluid later...


    Example:


    |_| IC Pump |_|_|........... Pipes
    |_|^ lava ^ | BC Tank| ============ | BC Pump|
    ...................................................||


    *Note: When creating an empty space underneath the IC Pump, you'll also need either a half-block, or a RP chopped block to keep the lava from accidentally flowing in front of you as you click said tank.

    Oh good... Alba fixed the stupid, checkerboard effect that many nukes left once upon a time in Minecraft. Good to see the 'craters' aren't as blocky either...


    Custom blast radii? Good lord.... 8|

    For Electric -> Mechanical, I was thinking about using a new axle (not block) instead...
    ------------------------------
    Steel Axles
    _ :Refined Iron: _
    :Rubber: MinecraftSlime :Rubber:
    _ :Refined Iron: _
    where:
    :Refined Iron: : Steel
    :Rubber: : Rubber
    MinecraftSlime : Slime
    _ : empty Space


    |OR| :Resin: instead of MinecraftSlime to allow for item interchange between the two...
    -------------------------------
    That way you could keep the same block, and BTW's tech tree can be preserved...