Posts by GregoriusT

    Though most of the resources that got fed into factories tube system were mainly single items or tiny stacks. Wouldn't this possibly cause increased lag with so many entities going through the tubes? In which case is there a easy way to get them to form full stacks?

    Single Items are not really laggy.

    The GregTower2 has sometimes hundreds of single Items and small Stacks traversing through a huge Tubesystem without any Lagincrease. I was also able to decrease the Pathfinding (and increase the Overviewability), using colored Tubes and colorcoded Items in the whole System.

    The Buffer in TubeStuff was designed for things like this. Send items in one side via pipes, put a filter on another side, and it'll pulse the filter to extract items, while also combining stacks to reduce lag.

    Does your Buffer really pulse a Filter? I should've read all of your Descriptions. :D

    Hmm, i thought it would "split" like in RP's Pneumatic Tubes. It just fills the closest Target up and then it searches for the next Target to fill (my Factories are confirming this). But when every Target is equivalent close to the Splitterpoint, then it completely depends on how the E-net is coded. So it either alternates the Packets, or it splits one Packet into two halfsized ones and sends them to both Locations.

    Player, if you read this, could you explain that to us more precicely? Because you wrote the new E-net.

    IC Recycling != EE EMC (or TC Vis)

    My Recyclingpriorites are:

    RP-Alloyfurnace for the Metals
    TC-Crucible for Dirt, Gravel, Gems, Viscrystals and i also gave Tungsten a high Visvalue
    IC²-Generator for wooden Stuff and Scaffolds
    IC²-Recycler for Cobble, TC-Lowvalue-Artifacts and RP-Rubbertreesaplings
    Tubestuff-Terminator if the 7 Recyclers are massively overflowing (yes i improved my Factory, since the recent Worlddownload of the GregTower2)

    Since i have all those Possibilities, i no longer need advanced Recycling.

    1. Whats the best way to transfer the resources from quarries into my factories redpower tubing system? I've tried running the buildcraft tubes into a series of chests and using the retriever, but that has 2 problems. First it ignores some of the chests and second it tends to focus on the items popping up in the top left corner (least thats what happens when using a single chest). The latter becomes a big problem when it stops grabbing stacks and just does single items half the time.

    Relays. Just put a Relay adjacent to your BC-Quarry and the Quarry should fill it. Then connect the Inputtube to the Outputfacing of the Relay and viola, you fill the Tubesystem like the Quarry fills BC-Pipes.

    2. What would be a simple way to split some items up? For example sending half the stone to the output chests and the other half is processed.

    Just branching like in BC-Pipes. But you have to make the Ways equivalent long, because otherwise it would choose the shortest Way.

    3. Should I be using overclockers or instead increase the number of machines? I was using 4 quarries in my creative game and it easily out paced my factories ability to process all the materials. I've heard that having too many machines together can create a ton of lag. Also maybe the number of overcloakers needed would push the power requirements sky high.

    More Machines. The Lag produced by them, is only from the Sound they make, so you can just decrease the maximum amount of IC²-Soundsources in the Configfile for no Lag.

    Thanks! I personally find that, by the time you have nuclear power, you don't need much more power or can afford bigger green plants.
    As for wind mills, yeah, I guess you can argue about my specific examples a lot, but I find that plains and extreme hills are relevant opposites. Which one's good and which one's bad is, of course, up to discussion. I haven't looked into the realistic aspect here, to be honest.

    In Minecraft, Plains and Extreme Hills are nearly the same. Of course Mountains only spawn in Extreme Hills, but mostly it consists out of Plainslike Landscape (at least, if the Biomegeneration of 1.3.1 is set to large Biomes)

    Solar panels work with sun, but they tend to overheat. I don't know what technology is used in the Mojave desert, but roof-mounted home solar panels... I've heard in the radio that lots of people here in Germany complained about them functioning at 30% of their assumed power when summer was really hot. They'd overheat and produce less power, which is, if you think about it, a big weakness. I don't know what Steve builds, but I don't suppose it's heat-resistant high-tech.

    These Solarcomplexes in Deserts are based upon Mirrors and heated Water. Photovoltaic (like Solarpanels in IC²) has a strong weakness against Heat, it even causes them to incinerate and burning down your House.

    It'd be an additional challenge if the biomes where rubber trees spawn were not suitable for any generator (except maybe the regular generator because they contain much wood)

    Rubbertrees are spawning in any kind of Forest, but you can still plant them anywhere. And the regular Generator is not really a green Generator (yes i know you can burn regenerative Stuff inside them)

    Does anyone have a rough estimate of the time it takes for resin hole to respawn? I was just thinking it would be neat to set up an automatic rubber farm using treetaps in RP deployers. Problem being, if I were to set them up on a timer, I have no clue what interval to set the timer for.

    Edit:Technic wiki says 2 - 3 mincraftian days... rather discouraging. Seems stickreed is the way to go at this point. Or just a plain rubber tree farm with block breakers.

    Deployer + Resinhole doesnt work...

    turning off the need for a thunderstorm would make it fire randomlyish during clear skies

    Yes, thats what the config is for. Random Lightning at clear Sky.

    Also curious if you could make a powered cake, which feeds you like a normal cake, but instead of running out of slices requires EU. Like how BTW has powered cake, but functional.(at least I don't think powering cake in BTW makes it not consume slices when you eat it, never was able to test that and can't now)

    If i would make a Powered Cake like in BTW, then i would have to drop anything Forgereleated. :D

    And I'm trying to make one using bronze, but ModLoader.addRecipe is a mystery to me at the moment.

    Dont use Modloader for IC²-Recipes. Use the IC²-API.
    Stuff like mBronzePiston or mSilverCircuit are just the readed booleans from my Config

    Out of "mod_GregoriusCore"


    // implements IOreHandler

    public void registerOre(String aOreClass, ItemStack aOre) {
    if (aOreClass.equals("ingotBronze")) {
    if (mBronzePiston) {
    Ic2Recipes.addCraftingRecipe (new ItemStack(Block.pistonBase, 1), new Object[] {"WWW", "CBC", "CRC", 'W', new ItemStack(Block.planks, 1, -1), 'C', new ItemStack(Block.cobblestone, 1), 'B', aOre, 'R', new ItemStack(Item.redstone, 1)});
    }
    }

    if (aOreClass.equals("ingotSilver")) {
    if (mSilverCircuit) {
    Ic2Recipes.addCraftingRecipe (new ItemStack(Items.getItem("electronicCircuit").getItem(), 2), new Object[] {"CCC", "SRS", "CCC", 'C', Items.getItem("insulatedCopperCableItem"), 'R', Items.getItem("refinedIronIngot"), 'S', aOre});
    Ic2Recipes.addCraftingRecipe (new ItemStack(Items.getItem("electronicCircuit").getItem(), 2), new Object[] {"CSC", "CRC", "CSC", 'C', Items.getItem("insulatedCopperCableItem"), 'R', Items.getItem("refinedIronIngot"), 'S', aOre});
    }
    if (mSilverAdvCircuit) {
    Ic2Recipes.addCraftingRecipe (new ItemStack(Items.getItem("advancedCircuit").getItem(), 2), new Object[] {"SGS", "LCL", "SGS", 'C', Items.getItem("electronicCircuit"), 'S', aOre, 'G', new ItemStack(Item.lightStoneDust, 1), 'L', new ItemStack(Item.dyePowder, 1, 4)});
    Ic2Recipes.addCraftingRecipe (new ItemStack(Items.getItem("advancedCircuit").getItem(), 2), new Object[] {"SLS", "GCG", "SLS", 'C', Items.getItem("electronicCircuit"), 'S', aOre, 'G', new ItemStack(Item.lightStoneDust, 1), 'L', new ItemStack(Item.dyePowder, 1, 4)});
    }
    } }

    I decided to make a Pre-Release of the GregTower2, but without Screenshots, so you have to run around yourself.

    Why? Because i want to rework/relocate the Factory to another Layer of the Tower (there is currently sooooo much emptyness inside it, so i will find a good place far away from my Workshop to not cause local Lag)

    If you are wondering why it is still not finished: The Reason is, because i had to overkill the Taint, optimize my Workshop and to build/maintain my Framequarry, and that consumes many hours. And writing a new IC²-Tutorial, coding my Game, watching Minecraftvids/TV and LAN-Playing 1.3.1 with my Friend are also good reasons. Yes, i'm a Nerd, but i'm sure you knew it already, lol.