Posts by GregoriusT

    No, its:
    Lever ON => Reactor OFF
    MFSU full => Reactor OFF
    Lever ON, MFSU full => Reactor OFF
    Lever OFF, MFSU not full => Reactor ON

    Right, I attached an image showing a boolean truth table of what I need. Makes it much simpler. And when I set it up like that, no wonder none of the standard logic gates can accommodate my needs :S

    If you put a Redstonetorch behind your Lever, then you made out of my "Table" your Table. You just had to negate the Lever for this.

    I like that Idea. It shouldve worked like that in the first place (realism). The Resin should regenerate slower (50%) on those Buckets to make it less abusable.

    As for the Code: I know it would have to change the Resinholeblock (and so the Rubberlog) to a TileEntity, but that doesnt impact the Framerate.

    I think the issue of practicality needs to be considered more. Possible, yes, but is it reasonable, no. For a smaller set of items it is practical, but on the scope of what logistics pipes are capable of, its just not practical imho.

    Thats what i said, but Ook thought it wouldnt be Functional or Possible, so i had to throw Arguments against his Statements.

    I know its a way too huge Effort, to build this just with Redpower and the Autocraftingtable Mk-II.

    Since we have an Alloyfurnace, which can Recycle such Items, i dont need a Device like that anymore. And that got Suggested the 4th Time.

    Since we have an Alloyfurnace, which can Recycle such Items, i dont need a Device like that anymore. And that got Suggested the 5th Time.

    1: not the point and you know it. I never sid *anything* about speed. I said automatic crafting, as in order up 64 humus and come back later.
    2: *snerk* now your just grasping at straws. I've had recipes that relied on several different components that also needed crafting. (like say, reactor chambers) Aka: impractical, hideously expensive and also not the point.
    3: Nope. Doesn't work like that as it isn't recursive at all. Plus it can't do stuff like use machines for crafting components. (like say, filling up a water cell or macerating cobble into sand)
    4: Very much so not the point and you know it. Very much so grasping at straws.

    so yeah. NOT POSSIBLE WITH RP2, period, end of story.

    1. Possible using Redpower and an extreme Complex Storage+Autocraftingsystem (of course much more expensive than Logipipes)
    2. Its possible to make a Factory for them using the Autocraftingtable MkII (of course also complex and expensive)
    3. Yes, Recursion is nearly impracticable, but using the RP-Computers its still possible.
    4. I said only its possible, not its userfriendly or easy.

    So yeah, its possible, but EXTREME Expensive, EXTREME Complicated and not as fast as Logipipes. And i doubt anyone would do that.

    And as far as i know, Player built a Solarpanelfactory using Redpower, which produces HV-Solarpanels only on demand. And Redled72 built one using CC-Computers and normal BC-Pipes. So if we transfer this Principle to other craftable Stuff like Nuclearreactorchambers, it is possible to just order the Stuff you need with a single Command (after you built a, way more than just 2 Blocks large, complex and expensive Factory for every single Item).

    And a random coincidence is, that Player, Redled72 and me are Germans, so: German Engineering FTW!

    If I understand you correctly, the reactor won't turn off when it receives the redstone signal from the MFSU, when the lever is on?

    No, its:
    Lever ON => Reactor OFF
    MFSU full => Reactor OFF
    Lever ON, MFSU full => Reactor OFF
    Lever OFF, MFSU not full => Reactor ON

    I've spent a couple of hours trying to figure it out. I am using the logic gates from Redpower2, trying to make this work, though it seems my brain is incapable of wrapping itself around gate logic :(

    Use the OR-Gate and connect one Input to the MFSU and another Input to the Lever. The direct Output shuts your Reactor OFF.

    how would it use any more cpu you would create another air block that has hit damage involved when in that area. The only calculation that would occur would be from the initial explosion. Meaning its just one diminishing equation over time. A linear model if you were to graph it where as distance increases the damage is less. The blocks could work the same way as any powered tool and after you use it, it lowers in battery life.

    So a mobdamaging Fallout-Air-Block with Metadata, to count its Decay to Air, after RandomTickUpdate, which is created instead of Air, when the Nuclear Explosion occurs?

    Good Idea, but i dont know if it would be implemented.

    Project tables aren't automatic or recursive.

    But with a bit Experience, they are much faster, than Logisticpipes.

    the autocrafting tables won't auto-grab materials from a network.

    A bit bundled Wiring, a few Retrievers and a few Transposers, and they can.

    Regulators aren't nearly good enough *and* can't request a finished product from a network.

    Regulator detects Item in Craftingtable => Item gets pulled out => Item get sent to Consumer. And for requesting you have Retrievers, or Buttons and a bit Wiring.

    so yeah. Doesn't count as it's not even half as functional as logistics pipes.

    It's more realistic as them, because it needs the ridiculous Power of OVERENGINEERING!!!

    Cooldowntime = 30mins, running Time 150secs for you Reactor, according to my Offlineplanner V2.

    My Reactor is incredibly expensive and has a 3m-Wall-Cube around its 7x7x5 Coreconstruction. Of course its my CASUC and it needs space for Bucketcoolant, but the 1840 EU/t are worth the Risk of, uhhhm... the destruction of Reinforced Stone? Nothing can happen to me, while standing in my Workshop, directly under it. Muahahahaha!

    Just found something strange, i can't connect Iron cables at sides of lightning rod, is it because it has QuadEV, instead of 4 packets of EV?

    Do you really think 8192 EU/t can go into your Steelcable, maybe the Superconductor of Rocketscience, but not the Maximum of 2048 EU/t for Steelcables. try to place 4 additional HV-Transformers around the four Outputsides. The bottom is no valid Outputside, so you can place whatever Electric Block, like the Massfab, under it, without causing it to explode. And the Top is also not Valid for Output (guess why).

    But good to hear, that i finally solved that Problem.

    The Oredictionary of other Forgeversions disliked direct use of Oredictionary.getOres("ingotBronze"), so i had to write a small Orehandler, and registered it with the (actually Depricated, but i need Downwardscompatiblity) MinecraftForge.registerOreHander(), to save all the Ores i need, in it.

    If you macerate the ores from forestry and redpower, such as tin or copper, they will go into the same stack as IC2 copper. At least for me it does.

    Yes of course as the Dusts are all from IC² (even Silverdust).

    It will only become problematic, when Eloraam adds her own Maceratorthingy to Redpower, which means, that she also adds her own Dusts. But that's very far in the Future, and her Macerator will not be so extremly Efficient, as the IC²-Macerator.


    Nope
    Can it set up huge auto-crafting networks like with Logistics pipes? Nope
    Can it automatically recursively craft stuff with said network? Nope (admittedly there is a limit to the recursion but it's pretty large)
    Can it auto-supply machines with a steady supply of stuff from said crafting network? Nope

    Is all that needed, when you have:
    - Projecttables
    - Immibis Autocraftingtables Mk II (you go with Addons too)
    - InventoryItemDetectors (aka Regulators)

    Nope.