Posts by DeuceXM

    However, some experimentation today (and looking at decompiled code) reveals that the FTB Wiki is inaccurate as to which material is most effective. See attachment - I did that in a peaceful creative superflat world with the "redstone ready" preset.


    What did you put in your reactor for it to make that kind of crater? Mine doesn't do anything like that kind of damage, but then I'm generally not running hyperefficiency setups.

    A small thing, but it bugs me:


    For consistency's sake, please add a macerator recipe for Steel Plate -> 8 Tiny Pile of Iron Dust.


    Currently (2.6.130-ex110) the steel plate can't be macerated into 8 tinydust like every other existing plate, including the useless ones. The Steel Ingot macerates into Iron Dust, and the Dense Steel Plate macerates into 8 Iron Dust. It seems like it was an oversight, since everything else works the same.

    Getting ready for work once again...


    Hazmat Suit can already do that. :D (presuming you're referring to fire damage from the lava to the player, rather than to the boat here)


    True enough, and so can the Q-suit for that matter (at the cost of EU admittedly if I remember right) but I guess my point is that I'd like the boat itself to have this innate property.


    The issue as I see it is that at the moment, with the changes and (huge) fixes to boat behavior, the Electric Boat doesn't offer that much any more. I think it'd be awesome if it did - though in fairness, it'd still be pretty great with a simple speed increase. (It also occurred to me that heat resistance might be gained by using regular or dense obsidian plates, which currently have no use...)

    Another crazy idea before I dash off to work, this one about as HAYO as can be.


    "A high-tier boat capable of cruising in lava (and potentially other hot liquids)."


    So Minecraft finally fixed boats around 1.9-1.10, and they're ridiculously amazing, even in SMP - which still blows my mind, frankly. I've been faffing about with various things between a server with friends and an IC2/JEI-only pack for my own testing, and one of the things I looked at was boats. The rubber and carbon fiber boats are super-speedy (like any other boat now) - nearly indestructible, actually; I've been trying to break them without much success. They are not lava-proof, however, and will go up in smoke when you place them in it.


    The electric boat, however... floats in it.


    On the downside, it's slow. This is ameliorated somewhat by using EU on your person, but even then you're only /barely/ exceeding the speed of a normal boat - and also, if you're in lava like a crazy person, you're constantly on fire. Additionally, when you break it to retrieve it, lava will instantly destroy it, as lava tends to do to things.


    If there was a way to 1) prevent heat damage/fire ticks/whatever, 2) actually retrieve it from lava somehow - maybe shift-rightclick it straight back into your inventory? and 3) ideally tweak the speed to go a little faster, I think we'd have something really amazing on our hands. Of course, it'd be expensive to craft I'm sure (iridium makes for indestructible reflectors, why not an indestructible boat?), but cruising the Nether like a boss would be completely worth it.

    Just a quick thought I had, before I dash off to work:


    The textures for the Reactor Coolant Injector block in both RSH and LZH versions are identical, so there's no way to tell which one you have by sight alone. It'd be nice to have a thin stripe or border or something that's colored red or blue as appropriate, to make differentiating the two easier.


    I love that SUCs are a thing again, though.

    Thanks for the reply. I've never had it explained in quite that way before, and to be honest, it makes a lot more sense to me now.


    I'd still like to have some sort of EU->RF block (I could frankly care less about RF->EU since that's very much a gamebreaker, as you've pointed out) for the sole reason that I find the Electric Engine kind of... awkward. Maybe the idea of it being an 'engine', an active device (it's an animated block, at least) as opposed to a passive transformer, weirds me out in some way I haven't determined - and also it breaks up my nice clean IC2 aesthetic. But I can definitely see the rationale in not including it.


    If I ever get around to learning Java, it might actually be a fun (ha) project - a single-block mod to get experience dealing with energy I/O.

    You can generate EU via some RF consuming method such as pumping lava or making biofuel, but there's nothing like the electric engine.


    And my reaction is, why should this be? Why be dependent on someone else's mod to fulfill a function that should rightly be set in this one?


    As it stands, the Electric Engine is a 6 EU->20 RF (per tick) conversion rate, with a few addons to change the efficiency/output in various ways. That's what's setting the 'value' of EU in an otherwise RF-based system. (I'm using RF instead of FE or whatever here because that's what I see everywhere in every other mod's GUI.) Another mod, effectively, is telling every other mod how much IC2 energy is worth (and requires you to have it specifically, since it's the only game in town at this point).


    Why not have two blocks (or combine the function into one like a transformer, idk) for converting RF<->EU? (Optionally with some sort of internal buffer, but that's getting into the weeds more than I really want to here.) That way, within core IC2, the developers can make the decision on the 'currency exchange rate' (so to speak) between EU and RF, and if necessary add some sort of config option to tweak it more easily. That just seems to me to be the obvious option to lay this topic to rest, since I know it's come up before multiple times.

    I'd like to point out that if you connect power sources in Series you get more Voltage and the same Itensity of 1 single source, you must connect them in Paralel to stay at the same Voltage, but increase the Intensity (multiply by their number). Also, being that these are not actual generators, but capacitors (storage units, call them whatever) they wouldn't work at all (or very little energy would be transmited) in series, at least for the classic model of a capacitor, 2 metal sheets with a layer of insulation in between and all that, dunno what kind of storage unit would the Energy (or Lapotron) Crystal be.


    Like I said: 'somewhere between IC2 and reality'. If you wire IC2 energy storage in series, you get higher capacity and consistent voltage based on the block that outputs last. If you wire it in parallel, you get... not exactly reduced capacity per se, but because of the increased rate of output, less 'capacity' in the sense that you can't keep up the same rate of transfer for as long as the series wiring - but the same voltage (assuming your blocks are all the same thing). Granted, this all assumes your EU has somewhere to go. But that's the way I was looking at things.


    Thanks for the lesson, though - I obviously didn't dig deeply enough in my research. It's been quite a few years since I actually worked on electronics as part of my job, and even longer since I got to do any component-level maintenance.


    I wasn't suggesting it as a solution. I was simply pointing out the existence of the GT Battery Buffer, so that the OP would be aware of it and could clarify how the suggestion differs from it.


    Would you believe I never even used the buffer? Either it wasn't in the version I played with, or never drew my interest.


    The difference is that core IC2 doesn't include anything like it, or (IMO) any significant way of using/reason to use portable energy storage (basic, at least, charging versions notwithstanding) once you've crafted the important mod items. Simply stating 'GregTech already has this' is insufficient reasoning as to why core IC2 shouldn't include it, particularly when a fair number of the people I play with absolutely detest GT and have flat-out stated regardless of how shiny the modpack I build they will not play it if that's included. I'm okay with GT myself, in fact I rather like it from time to time, but gaming is primarily a social thing for me and if I can't play with others (specifically, people I already know and trust) it's just not worth it. Thus my IC2 experience is almost always limited to core IC2 only, and so that's where I come from with all of my suggestions.


    Having said that, now that you linked that article, my thoughtfully researched and fleshed-out (so I thought) idea pretty much looks like I just ripped off Greg's stuff and reposted it. Feels bad man.

    Imo, adding a machine just for that would be a bit useless, since it's not used for anything else and it'll end up like the block cutting machine...


    That's why I suggested the recipes with alternate metals, or the possibility of a third-tier or HV circuit (or now that I think of it, additional circuitry-related stuff in general) - things that can't be hand-crafted.


    What's wrong with the BCM? I use the /heck/ out of that thing when I'm making plates en masse. Saves me a ton of time, plus I can use the Former for something else in the meantime. Personally I thought it was, and is, a fantastic idea. Is there something obvious that I'm missing?

    An energy storage unit with capacity determined by the battery/crystal items placed in it.


    In my perusal and brutalizing editing of the wiki, I came across the MFSU page and noted, with some dismay, the line: 'This is the only storage unit, out of 4, that stores less energy than the sum of its component [sic] does.' (Which is true - 40M for the MFSU vs 64M from 6 lapotron crystals and the MFE.) So I thought about that, and a fittingly IC2 sort of way to address the issue, and came up with the idea of the EESA, or Expandable Energy Storage Array.


    Long story short, it's a box with some number of slots in it, in a grid - maybe 3x3 or 4x2 or 4x4, it doesn't matter as far as the concept is concerned - into which you place RE Batteries, Advanced RE Batteries, Energy Crystals, or Lapotron Crystals (or maybe something else, like the charging versions). Essentially, the box would wire them in series and act as one giant energy storage box, discharging and recharging the individual items instead of a single internal reservoir as in the current EU storage blocks. Thus, you could expand your storage a little more gradually as you acquired the resources to do so. I've been doing some research on batteries and what might make sense somewhere between IC2 and reality, and this is what I came up with.


    A few options (I love giving options, it makes my weird ideas easier to stomach):
    - Have a single reservoir, but just adjust its size dynamically based on what items are installed instead of actually charging/discharging the actual items (not sure /quite/ how this would be coded though)
    - Make the user fill every slot; if there's no battery, it has to be occupied with a cable or something (for electrical connectivity, see) or the block won't accept input or give output
    - For voltage: either have another slot that determines output voltage, which accepts an LV/MV/HV/EV transformer, or have the EESA shapeless-craftable with those to set its voltage (so it'd have no output initially, and you'd also have to empty it and wrench it out to change the voltage). I tend to favor the former, but that's me.
    - Limit the input items to the tier of the EESA itself (admittedly this is probably easier if it's crafted with a transformer to set its voltage? but what do I know about code)
    - Alternately, have different tiers of EESA where each is used to craft the next one, so there's more of a sense of progression (the only progression now is MFE -> MFSU, the batbox and CESU are pretty worthless once you have a few transformer upgrades and don't need the batbox for a jetpack)
    - Even more alternately, make the EESA EV(+IV?) only, which would limit it to being simply an expandable high-tier storage device.
    - A slightly odder idea: add storage space in the form of connected blocks, a la reactor chambers for the nuclear reactor, to expand the EESA's available slots. Make a /really/ big series-battery.

    A dedicated machine for the creation of basic and advanced circuits (the existing components), potentially with multiple recipes.


    So I've been thinking about how long I spend crafting together copper cable and rubber and redstone and iron plates, and it occurred to me that perhaps a machine could do the job better and more efficiently. And really, if it's something as delicate as a circuit, why shouldn't I have a machine do it for me?


    = The Circuitry Assembler =
    I/O slots: Four input, one output
    - Input (basic): plate, redstone, copper cable, rubber
    - Input (advanced): circuit, redstone, glowstone, lapis
    - Alternate input suggestions later on
    Power tier: 1 (tiny robotic arms don't need huge voltages, right?)
    EU storage: 1.2k (just copying the macerator - not really set on this, honestly)
    EU per operation: 600 (same)


    = Explanation =
    Autocrafters don't get a lot of love in this forum, which given IC2's industrial bent... kind of makes sense to me? You're basically saying 'here's a machine that can craft literally anything a human can'. (Maybe some sort of robot...? Hmm...) So I went with a machine that makes /one/ thing (two, technically) and does it really well. IC2 already has this in the form (ha) of the Metal Former, and beyond that the Block Cutting Machine. You can accomplish everything those do manually, and faster to boot, but you have to use tools that take damage and have to be replaced. So the tradeoff is materials used to make tools (manual) vs. time and EU (machine).


    Circuits are made without tools, so I needed a different tradeoff, but one that still made sense. There are a few ways to do this: most of them come down to 'machines are better at intricate details than you, fumblefingers'. I'm not recommending these /all/ be implemented, just suggesting some options.


    - Reduce material requirements (e.g. 6 -> 3 cables, 6 -> 3 rubber, 2 -> 1 redstone for basic; half cost except for main plate)
    - Allow lapis dust in place of lapis for advanced circuits (this would be nice in general, honestly)
    - Allow raw material input (iron ingot vs. plate, 2x copper ingot vs. 6x cable)
    --- This should require power tier 2, though, IMO; more intense processing and all
    --- Extra option: allow blocks of metal and redstone, get 9x output


    The coolest thing, though, would be to allow multiple recipes with varying outputs, allowing you to have more use for metals that don't normally see much action. After all, why have a machine that just duplicates what you can do by hand? The Metal Former makes iron fences and tin cans and empty fuel rods, after all. (Plus, if you ever wanted to add a third-tier circuit, or other circuitry-related things...)


    Example recipes (not using any of the other options above):
    - 1x Iron Plate, 6x Copper Cable, 6x Rubber, 2x Redstone -> 1x Basic Circuit
    - 1x Gold Plate, 4x Gold Cable, 4x Rubber, 2x Redstone -> 2x Basic Circuit (or maybe 1x advanced)


    - Plate options: iron, gold, copper? silver even? (but plateSilver isn't a thing in core IC2)
    - Cable options: copper, gold, tin, glass fibre (HV seems silly but maybe for a special HV circuit?)
    - Rubber options: possibly remove entirely, or use a different insulator (wikipedia mentions glass, ceramic, and composite materials)
    - Redstone options: redstone, glowstone, silver dust, energium dust


    One last option, and I'm a little hesitant to mention it for fear of backlash, but it /is/ an option: make advanced circuits craftable only with this machine, no longer manually. (They're /advanced/, right?) Only because I know other things used to be manually craftable and no longer are, and... /circuits/. Seriously.

    Not sure if this was intended or not, but searching in JEI with @advanced only pulls up the Sharpened Iron Plate. All the other machines you've added are under the IC2 main label, which is a little confusing when I'm looking to see what specifically you added. (TBH these tier 2 machines would be super-nice to have in core IC2, but that's a suggestion for another thread.)

    I've been looking over the wiki and editing it a little at work, mostly the nuclear power content but a few other things as well, and had a few thoughts.


    There's a lot of old and outdated information on the wiki that no longer applies to the current version. Some of it can be useful, but some of it is just plain confusing for someone who's trying to figure out a process and looking at items that either don't work the same way or don't even exist at all. Most of the time this is marked, but sometimes it isn't. There's also a lot of pages with content that isn't up to date with the current version - and even though it may be 'experimental' in name, there are still a lot of people using it, I think, especially if they're trying to transition to 1.9/1.10 and beyond.


    So I'm interested in hearing from the people who actually frequent this forum since before I got here - is it more important to preserve a lot of the old content? Are there that many players who still use this site specifically for older versions of IC2? Or would it be a better idea to look at trimming some of the old stuff, streamlining and updating, so that this place isn't so far behind? Is there another site that is better for IC2-exp? I do see a lot of external links to CraftingGuide - not sure if that's something we want to make a standard.


    I'd love to go through and edit a lot of pages, make some shiny new ones - sometimes I have the time and motivation to do that at work - but there's an entire community here that I'm just getting into, and I'm just one person without the right to say 'hey I think it should be this way so I'm gonna make it that way'.


    Love to hear your thoughts on this. I can't post in the forum while I'm at work, but I can still read it.

    It's not, as far as I can tell. I've just gotten so used to playing modpacks including it that I'd forgotten it wasn't part of the base game.


    I assume there's some sort of multiplier for specific loot that it tweaks somewhere, but I've never dug into the code myself.

    Multiblock versions of certain IC2 machines, probably basics like furnace/macerator/compressor/etc., with upgraded functionality similar to how the EU reactor inside the pressure vessel becomes the fluid reactor. Kind of like the ol' Advanced Machines mod, but instead of crafting a new machine you'd have it inside a 3x3x3 shell or something.


    The reason I suggest this is, well - I remember playing a version of GT a long time ago, probably GT2/GT4, and was so impressed by the multiblock machinery there (which if I remember was various 'machine blocks' with a single machine that would detect the blocks it was attached to, no updating or combined textures or whatever). Thematically, like - it /felt/ industrial. It felt big and impressive, like you'd expect a factory machine to look and act. It'd be really neat to have something like that in core IC2, and if the mechanics are effectively already there in the form of the fluid reactor - I/O ports, redstone control - it just makes sense to me.


    I love the fluid reactor btw. <3

    As the title implies: a modification of the Nano Saber's properties to give it an innate Beheading enchant (of some level). Ideally, only applicable when charged.


    This one just makes thematic sense to me - a precision cutting blade should be able to cleanly remove something's head from its shoulders, no problem. (I'm just unaware of how much code it would take to pull that off.)

    If I might suggest an improvement to MOX cells -


    Go back to the original idea of making their efficiency based on absolute heat (which I would think is the natural progression of 'heat = efficiency'). But instead of giving you insane multipliers because you can shove in a ton of heat plating, simply work with a larger scale to begin with. That's honestly how I expected it to work in my fluid reactor when I started heating it up, and found 0-50% was 1x and 50.04-84.92% was 2x. "Oh," I said to myself, "they just want you to put in heat plating, to get to the larger absolute numbers!" So I did, and lo and behold, even with my maximum heat tripled and pushing 84.95%, I still never got above 2x.


    Assuming a 10K reactor heat limit, why not just increase the multiplier once every 5K heat (or some other, possibly higher number)? Since each Heat-Capacity Reactor Plating increases your maximum heat by 2K (based on my calculations and that assumption), and <85% is the most heat you can maintain in a fluid reactor without your casing melting, the way things currently are there's no reason to even use heat plating - well, at least not in a fluid reactor.