Posts by GregoriusT

    How often does it happen to you, that you try to just rotate your full MFSU, and then you dismantle it due to a Lagspike?

    I just want to suggest a Rotation-Only-mode for the Wrench to prevent that shit, which happens pretty often. And no, that accidently dismantling is definetly NOT a failure from human Side, its 100% Lagbased and happens even to the best Computers.


    Large Sidenote:
    I saw lastly a Suggestion to make Ironfences able to slide on them downwards, like in Firedepartments, but before someone was even able to post a Reply, Alblaka seemingly misunderstood it (no wonder by that Grammar) and closed the Thread immidietly. So whats was so bad about sliding downwards on nonmagnetized Ironfences?

    EDIT: I just Doublederped.
    1st: I forgot about ALT-Holding to change the Wrenchrotationmode
    2nd: I didnt know about shiftholding for sliding down an Ironfence

    Gregorius, please change clockless gen pic to this one :
    It explains redstone delay (And i discovered that 4 redstone ticks also works nicely, probably better than 3 tick delay)

    *Changed*

    I added simple IC²-Pump-based Snowballproduction to Page 4.

    Just curious about that contraption you've built, are all those machines required just to create that item, ie wood to planks?

    If you mean the Craftingtables than no, they are not all needed, just one of those is needed (they consist out of the Autocraftingtable, a Retriever, a Retrievulator and the In- and Output-Tubes). With the Setup on the Screenshot you can recursively autocraft up to six diffrent Recipes (and its easyly expandable).

    But now i have to add my new fast (Snowgolemfree) Snowballproductionsystem (these Snowballs can then be converted to Ice of course).

    Why do you neeed to waste that much UUmatter on a stupid generator, when you could make a 1840 EU/T Nuclear Reactor by using only UUMatter from Greg's MISEL MK-III?!

    Possible in theory, but my Blackholechest with random Junk (almost anything gets sorted into it) is too full to autocraft Reactors with UUM only. And i also have (or had until yesterday) three Direwolfwaterbucket-CASUCs, 4 Lightningrods (but still only ONE Thunderstorm in MC, while i had 5 in real Life, since the invention of the Lightningrod) and one of SpwnX Superwindtowers (256 Windmills) for Pureenergymassfabrication.

    And since all my Waterbucket-CASUCs were blowing up on Chunkload, i no longer make them. Now i make an Ice-CASUC with extra Failsafe.

    Pretty much what it says on the tin. Well, almost.
    I'd add/change three things:
    1.Using the chestplate as a battery for the rest of the suit(Already suggested)
    2. Have different kinds of nanosuit armor pieces with different effects. Say, either speed or jump legs, which give extra speed or extra jump. All other values except for armor stay the same(So you can vault high or you can make like the Flash, but not both).
    3.Bring the Qsuit down a peg or two. It'll still outrank a Nanosuit in almost everything, but a Nanosuit can beat it at one thing if it's tailored to do that particular thing.

    Why do you all complain about Nanosuit or QSuit? And was this supposed to be a Reply, because it sounded like that?

    na, the waste doesn't come from the setup for the autocrafting, it comes from the continuous crafting. as i explained with the logic gates, you may need some more complex things so often that it's worth putting up an autocrafting complex (that's actually the reason why every programming language has functions), but you only need them on demand when you want to build something new and not endlessly.
    for example: why would you need a chest full of nuclear reactors? it makes sense to build a setup for this since they are very complex and a pain to build manually, but you won't need them permanently.
    i don't like the idea of just throwing resources into my complex to make it work properly when i won't need 80% of the stuff it produces.

    My Chest is actually a Projecttable and it contains: one Reactor, four Reactorchambers, 32 Windmills, 32 Solarpanels, 4 Generators, 8 Machineblocks, 8 Advanced Machineblocks and 16 Watermills. After these specified amounts are reached, my System automatically stops producing these. Do you really think i would autocraft all that without Limit? I already had problems at Producing the 256 Windmills for my Windtower, because of going low on Iron.

    Of course i'm not only producing IC²-Generators, the complete List can be seen in my Profile. And anything except UUM has a Productionlimit.

    i hope you noticed that your definition of "efficient production" somewhere twisted into "production in abundance". it's somehow like people forget the value of money and work once they have more money than they'll ever need. :(

    Yes, you found the only Downside of this Device, but since its way too easy to aquire these Resources, its not that relevant. If you have a few IC²-Minersetups or a Frametunnelbore, then you already have enough resources, and you need only the resources to craft the Components twice (one for the Blueprint in the Retrievulator and another one for the Requestcontainer), before it starts producing, so it wastes only 1 produced Item more, than Logisticspipes.

    And isnt it the sence of Autocraftingsystems to massproduce Stuff?

    even though logistic pipes and in this case especially crafting pipes SHOULD work on a totally different concept i noticed that this problem is somehow connected, since all melting worked correctly once i had redesigned this "pipelayer" into a more disconnected, linear form. it still messes up with the rubber production, probably because you need a damn lot of it to make a solar panel. once you order more solar panels it gets confused with to much stacks at once.

    FUN-Fact: My RP-based System produces Solarpanels faster than Windmills!

    and i know that a single-purpose-production is better to realise with a RP2 system, but the advantage of crafting pipes is to build an all-purpose-production complex, which is much smaller than a RP2 one, since you only need one crafting table for every component ever.
    also, it's funny enough that this is best used for RP2 gates, since they're ridiculously complex constructions out of many subcomponents.

    Logisticspipes are costing 2 Blocks (Craftingtable + Pipe), 4 Blocks if you need Satellites. My Autocraftingsystem needs 5 Blocks (under the condition that Retrievulators are not touching), not matter how complex and Singleitem-Stacklasty the Recipe is. These 1-3 Blocks diffrence are not that much.

    with logistic pipes i just throw the raw materials into a chest, tell my request pipe that i want 3timer, 2 NOT's and an OR and ZAP, everything delivered fast and without me messing up because i miscalculated the resources somewhere.

    MY SYSTEM IS EVEN FASTER THAN LOGISTICSPIPES!!! Because the Items are already there and ready to take, and when i add Magtubes to Mk-II, then its 20 Times faster, HAYO!!!
    Here a small overview of Autocrafting-Mk-I, how i currently use it (guess where the Autocrafter for Nuclearreactors is)

    Any videos on how to set up an automated crafting table in redpower2? Preferably using something including a furnace in the process to say smelt iron to refined iron. With logistic pipes it's quite easy and straight forward but using redpower2 you'd have to resort to timers and crazy things, no?

    The Screenshot on my Tutorial about that is so placed, that you can see every single component of the Machine. And if you have Tubestuff (for Autocraftingtables), then you can also use Retrievulators for Autocrafting/Autosmelting/Automacerating/...

    So I guess there are 2 types of lag: the one that comes with bad code and/or system design and the graphical one, that we can't do much about.

    There are even more types of Lag. If you count all, then:
    - Connectionlag (Bad Internetconnection in SMP)
    - Graphical Lag (Mostly soved via Optifine)
    - Fragmentationlag (Minecraft 1.2.5 and lower cause that in SSP, if you travel too often between diffrent Dimensions, but its solved in 1.3)
    - Soundlag (can only be solved with deleting certain Sounds, what is almost impossible, but i finally found a way)
    - CPU-Lag (Just inefficient coded Features)

    I will add a more detailed List on Page 5

    That image (is it SpwnX's?) tells a lot.

    The Image is from me on SpwnX old Testmap.


    Edit: Added many Informations about Lag on Page 5.