That should cost also more Energy. But it could be a fun way of Mining.
Posts by GregoriusT
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In IC2 electricity is only a buzz word for small magical dwarfs carrying nanobatteries. From every energy source or storage there is one dwarf released every tick. Size of a dwarf is determined by amount of energy they are carrying. Cables are in reality just a tunnels where they run. If a cable or machine don't provide enough space for a dwarf it will get angry and blow up.
However many dwarfs are happy to run alongside each other and will in cooperation carry any amount of energy through a cable. Big dwarf will still prefer to blow up, then to split, but he can split into smaller dwarfs in transformer. Every smaller dwarf which is produced by transformer can go to the same output tunnel.
These useful little creatures are also sometimes nicknamed packets.
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Hi fellow modders,
Would it be possible to make the ingredients for recipes stackable ( stackable to 2 would be enough )
This would make using Industrialcraft recipes in combination with Logistics-pipes much easier.Especially I'm referring to the following items:
Lapotron Crystal 
PS, I know there is a workaround with logistics pipes by using a chest and a sattelite pipe. But this is cumbersome and only works for recipes with a maximum of three non-stackable items. Furthermore multiple requests of the same item will break the crafting chain.
Like i'm always saying: Logisticspipes are useless Garbage. With Tubestuff and Redpower you could do that much better, even if it costs a bit more.
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Do you use 1 pulse per stack or 1 pulse per item mode? - I don't know if the 1st one is too laggy
Depends on usage. In a Factory (which produces many diffrent small Stacks) i use one Pulse per Item, while for things with a large Output (like swapping things from Overflowstorage to Sortingsystem) i use Pulse per Stack. Redstonepulses themselves are not causing Lag, only their Graphicupdates (what is no issue with Optifine) or the tings you pulse (The Retriever doesnt even Lag at all!)
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You should see the huge amount of them in this Forum.
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is there something you need this for?
new book recipe in 1.3.
And the Retriever needs also Leather to craft.
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I much prefer making systems of things based on RP logic than from expensive computers (if we are talking about survival here) as for more complex things, while in computers you can create lines of code for no cost (excluding the RAM) I think it is easier to spot problems in complex systems of RP logic than large bodies of code
The only reason, why i still not use RP-Computers. And my Systems are simple but extremly effective, so there is no need for a Computer. And a Frametunnelbore needs just 5 Statecells (Left, Breaking, Right, Breaking, Forward and repeat), to continously run without Problems.
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And let's be honest, that Water mill nerf was a bit overdue... Need to buff unmanned now imo...
Lol, right after i read the Changelog i crafted 32 additional Watermills and placed them to my Automanned Watermillplant to get 56 EU/t, what is even more, than i produced right before the Update

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In a related note, Direwolf's got the bearded Steve from alpha.
So he doesnt use the Defaultskin? You could check by adding a Texturepack, and then look at Direwolf, if he then changes the Skin to the Default of the Texturepack, or if he still got his normal Steveskin. I know you are at the SMP-Server.
And i also know, that you killed Florastar. Why the heck did you do that?
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Also, the reason I'm only using one recycler(seems pretty dumb right?) is because I have ten overclockers in it(extreme late game power, I can auto craft nuclear reactors and reactor components, so I'm not hurting for power), so it goes through cobble stone like it's nothing. Then I pull out the scrap and put it into a chest, then it gets crafted into scrap boxes and used as Massfab Amplifier(a la GregoriousCore, thanks a lot for that, I also am using Silver Circuits and Bronze Pistons now) which is powered by 128 wind mills, three nuclear reactors, and two MV Solar Arrays that all together produces roughly 348 EU/t.
The Massfabamplifier is now Part of Core-IC² (since 1.102 according to Changelog), but i'm too lazy to remove it now.

Regulators are awesome. I just added a few to my Storage, one hour ago, to give me an accustic Signal (Noteblock), whenever i have not enough raw Materials in my Storage. Btw i added two Blackholechests (Infinite large Chest from Tubestuff, which must be enabled in the Config) to my Storage. One for Sortingoverflow, and the other one for storing Resources, which are exclusivly needed by my Autocraftingsystem.
And i'm waiting for Immibis, to fix that stupidly strong Redstonesignal from the Retrievulator (So you cant place Retrievulators adjacent to each other), before i add the following to my Autocraftinglist:
Sand (Cobblemacerator)
Charcoal
Retrievulators
RP-Buffers
RP-Relays
RP-Transposers
RP-Brassingots
RP-Siliconwafers
IC²-Coppercables
IC²-Circuits
IC²-AdvancedAlloy -
1. bc3 gates, and logistic pipes - emit redstone signal when scrap supplier fails.
What is BC? Do you mean that completly useless Mod, when you have Redpower installed?

2. redpower - you have chest, where you put all scrap, you retrieve full stacks of scraps from this chest with a filter, then you try to put it into a massfab, then, you put all the rest of this scrap in this chest. also you have an item detector on tube after massfab, it emits signal every time, stack of scrap passed here, and reactivates state cell, which, after a not gate, allows massfab to work some small piece of time. If here is no scrap after massfab - state cell shuted down, and not gate emits signal to stop massfab, and when scrap apears again, it allow massfab to work again.
Waaaaaay to complex. You just need an Itemdetector, a Redstonetorch and a Pneumatic Tube for that. (See MISEL-Mk-III on Page 4 of my Tutorial)
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If you have/can figure out a way to check if there are items in an inventory(example, in the top slot of a Recycler) with RedPower 2, then I can completely remove BuildCraft from my list of mods to install(would still install forestry, because forestry is awesome). I've been using gates and cobble structure pipes to detect if there is cobblestone in a recycler inventory, and if there is not to send a redstone signal which gets inverted and connected to two filters. One filter pull any scrap out of the recycler and another pulls 64 cobble out of a chest and places it in the top slot. I had to NOT gate the redstone signal so that when there wasn't any cobble it was like a pulse of redstone.
You want to pull Cobble, out of a Cobblesource (lets say a Chest, or a Cobblegenerator with Outputchest like in my Base), as soon as the Recycler gets empty, or has too few Cobble, or? Thats very easy if you have Tubestuff installed, and a little bit more complex, when you only have Redpower.
With Tubestuff you place just the Retrievulator-Retriever-Combo (exactly like with my Autocraftsystem) on the Top of the Recycler, set it then to 64 Cobble and connect the Tube to the Cobblechest. And then it works (as soon as you power the Retriever with Blutricity, of course).
With Redpower only, you can detect Content with the Regulator. Just place it on the Top of the Recycler (facing upwards), put 64 Cobble in its left Slot and 1 Cobble in its right Slot and as soon as the Recycler has less than 1 Cobble it will stop emitting a Redstonesignal. So you need a NOT-Gate and maybe a Pulseformer for the Filter of the Cobblechest.
Is it really possible to install Forestry without having BC installed? I know the Liquidsystem is Part of the BC-API, so there is no Problem, but the BC-Energysystem too? That could be quite instressting.

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You DO realize I've removed that part from the OP about an day ago?
It was still there while i quoted, and it has not shown your edit in the "this Post has been edited 1 time by RichardG". I guess it doesnt show your edits. But now it's fixed.
IC2 teleporters can move stuff that's not a player or mob?
Yes they can since, moment... i think 1.97 or the Version before that.
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Just curious if it's possible to get IC2 recipes to show up in it? It's the only mod I run that doesn't show up in it. Was hoping they fixed it in this latest version but IC2 might not even be the problem, right?
Any similar mod that works in SSP and does the same as CT3? I know of... quickbench but apparently it only works for smp.
The CT3 is not compatible with the advanced IC²-Recipesystem. Its the fault of the CT3-Creator and not of IC².
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IC²-Pump + Water + Compressor + much less EU = SNOWBALLS
nuff said
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I'm pretty sure that Mod-loader is unnecessary to installing industrialcraft, start fresh, just put Forge version 3.3.7 in your minecraft.jar, run minecraft, drop industrialcraft.jar in the mods folder, run minecraft and make sure it works
in the event that the above directions do not work, please consult the
part of the most recent public releases post which may be able to offer additional help
I marked the Fail, AGAIN.
MagusUnion: Teleportpipes? Seriously? Enderchests, IC²-Teleporters or Magtubes are the Way to go!
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The Bots are coming back!!!
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With your Storage, i would suggest you, to use my Logisticspipesfree Requestsystem, based off Redpower and Tubestuff.
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What version of Forge are you using? Are you using all RedPower addons? NEI 1.3.0.1?
Forge 164, NEI 1.3.0.1, and OF COURSE ALL REDPOWER-MODULES + TUBESTUFF
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Will you implement an armor with invisible skin which explodes like a nuke upon taking damage? It could be called Banzai Armor
THAT'S TERRORISM!!!
