Posts by albijoe

    Short version: there is a charge input on all sizes of battery box / mfe / mfsu, in the GUI.

    Depending on whether it's the red or the blue crystals, see if you can place it into a box in a charged mfe or mfsu battery block GUI.

    MauveCloud , could you have the planner "translate" old codes? For example, either have a button to swap to old code / new code, or perhaps move to new code every time someone presses "simulate"? Changing any item in the grid updates the code to modern. Good enough for me, I stopped using the mobile app anyways :)

    If we are moving to a new way of coding, it would be nice to have a way to translate the old codes without building from scratch.

    If we still have something using the old code, it would be nice to translate the new to the old.

    I know there are better quad reactors out there. This is just one example.

    I have seen Minecraft not update fast enough, such that there is no water block directly below when the pump pulls. The pump is designed to pull from farther away if the closest block is air. I think this is what is happening.

    I have even had a pump kill a 2x2 when the conditions were just right... Maybe once in 60 Minecraft days or more.

    What about using a miner + pump to pull from much farther below your need? I can't think of a good way to ensure the pump does not pull your 1x3 Apart.

    I think you could only use the MASS fabricator by cheating / debugging.

    HOWEVER, if you are willing to have 64 scrap unused, you could have an external storage with Redstone output, such as the hopper. The MATTER fabricator would always have 64 scrap, but once the hopper ran out, it (or a comparator) would stop sending a signal. You could use that signal to stop the matter fabricator.

    I have not done this, so please use my wordsonly as an idea on what to actually design :)

    You lose less if you use higher voltages, why not transform the power up over longer distances?

    For example, let's say you are running LV, 32 eu packets, over copper. It loses .2 per distance, so you only get 28 eu over 20 blocks.

    If you used the LV-MV transformer to step up the power at the source and step it back down at the end (s), you could still use copper cable. You would lose the same roughly 4 eu, but it would be out of 128 eu packets, 124 eu gets to the end, 1/4 the loss, 31 eu packets come out.

    This is why gold and HV cable have higher losses; you could bump this even higher and see less loss. 2048 eu packets over .8 cable still loses less than LV over copper, it comes out to 31.75 per LV packet.

    If you've wired your whole base in long strings of tin, I've got no easy fixes.

    If you truly want no losses, you could use only transformers or bat boxes. I believe devices gave no power loss.

    Alternative: Use the sorting machine to send the right number, don't send extra.

    1. start with a compressor (or other machine with input).

    2. Place an Electronic Sorting Machine on an input side.

    3. Place the correct number of items in the list for the compressor. For example, if the Compressor is (D)own and you want to compress lead dust, place 9 lead dust into one of the D slots.

    4. Give a "Default" route to the Electronic Sorting machine. For example, place a chest to the (E)ast, and label East "Default" with nothing in the E slots.

    4a. Alternately, let the Sorter hold the extra. It cannot hold more than 11 stacks.

    5. send lead dust to the Sorter. you will find it goes through in groups of 9, always leaving the Compressor ready to compress again.

    I can't figure this on my own; I can't tell how to remove items from the compressor input. IF you know how to remove items from the compressor input, it's easy.

    A comparator tells you when the compressor is on. Have the (Pull from input) off while the comparator is outputting a signal, and on once it stops. Then the (Pull from input) will turn on and pull the extras out.

    Is there any way to have one generalized "on" sound, such that you know something is working, but not separate sounds for a specific machine? Maybe a generalized hum?

    This is per Base IC2:

    I find there's often too much sound going on, such that coming into range of my machine area doesn't always trigger every sound, or I have "dueling sounds". A Compressor may be overriding my macerators, or the macerators are overriding the sound of my extractor. I appreciate having notification my work is complete, but the clashing sounds are dissonant.

    Just thought of this, might not work... but if you just need 1-3, what about having that number of inputs to the machine?

    You have your main buffer of over 9000 plates.

    You have 2 outputs going to different sides of the machine.

    The machine would gain 2 plates at a time, more or less. (or 3, w/e small number you need)

    The latest 1.2.2 is This one.

    If you go to the "latest 1.12.2 IC2 Jenkins" from the wiki, just remember you DON'T want the DEV, or API, or anything extra version... just "normal". That's the 3rd link / bottom link in the center "latest successful" section.

    EDIT: does the game run with Forge and no mods? If it's not running with NO mods, it's possible Forge is not loaded correctly.

    What opens the file does not matter, notepad or something else. as long as the file downloaded is titled "industrialcraft-2-2.2.828-experimental.jar" (turn on your extensions if you cannot see the .jar), then it is the correct file.

    you might have other mods causing problems, and for that we will need crash logs. I'll leave crash logs to others to decipher :)

    Example: I use Google Chrome on my Windows PC.

    1. I go to IC2 wiki.

    2. I use the link at top center to go to the IC2 1.12 Jenkins.

    3. I pick the last of the top center links, industrialcraft-2-2.8.111-ex112.jar.

    4. The file downloads, but google Chrome puts an alert at the bottom of my screen, saying "this file is dangerous". I have to press "Keep".

    5. Finally, I can go to my download location, copy or move the file to the .minecraft\mods folder.