Posts by Tomcat

    hey greg while you're fixing everything IC2 and on a "coding binge" any chance of making the magnetizer worth using? either by increasing its limit from 20, or making it work on a pole from the side, (both would be great) a power usage modifier based on length wouldn't go amiss either (nerf/buff depending on length) especially as every other elevator mod is currently out of date with not much chance of getting updated. ( I really miss dynamic elevators )


    disregard this, fallenbeast took up the mantle after i proposed it to him on his forum

    hey greg while you're fixing everything IC2 and on a "coding binge" any chance of making the magnetizer worth using? either by increasing its limit from 20, or making it work on a pole from the side, (both would be great) a power usage modifier based on length wouldn't go amiss either (nerf/buff depending on length) especially as every other elevator mod is currently out of date with not much chance of getting updated. ( I really miss dynamic elevators )


    Playing on my FTB server (latest modpack with the 1.0.1 launcher) I've seem to come across a bug.
    Putting Bauxite Dust in an IndustrialCentrifuge causes the 4 arrows to instantly turn white (fill up completely), and the recipe never takes place.


    thats is "normal" its a gui bug that i have come across many a time on my personal server, dont worry the bauxite is still processing it just takes bleedin AGES to do so (about 40mins). and it takes 250000 EU at 5eu/tic over those 40 mins. i think the "white arrow" bug is partly due to the long duration of the cycle



    CrafterofMany you managed to failquote AND not be helpful. congrats

    for luminators you are going to want CF covered fibre cable and a few batboxes above, this negates almost all cable based losses, or to "state the bleedin obvious" you could just use glowstone, power free and same amount of light.

    On another note, I have another question about the Miner block. Once the piping goes as far down as it can go, how do I bring the piping back up? Say, it mines all the orens within its vicinity and I place new ones around, but it can't mine the newly placed ones because the piping machine reached all the way down. Only way I can get it to mine those new ones again is if I destroy the pipes one by one all the way from below and restart the machine with new pipes.


    once its fully mined out, take out any spare mining pipe, and place in some cobblestone or dirt into the pipe slot, make sure it still has some juice and it will pull up its pipe replacing with with the cobble/dirt the pipes blocks will go into the chest nearby

    greg would you be able to add a option for ore biome spawning into the config file?


    ect:


    Rubyorebiomes=2,17,


    this would allow us to put the ores where we want them, this would also adds default compatibility with relatively little work for people playing with any of the many extra biomes mods if they take the time to add the biome IDs to the config by hand

    thanks for the info, i knew it would be low priority since we already have access to them ingame


    also: I think the IC devteam could use a lesson in update schedule from yourself. they are getting quite slow these days especially for bugfixing. I'm guessing that's due to IRL constraints, fair enough, but they could do with "recruiting" more decent addon creators to the core coding team like al did with Richard. the concept of "too many chefs" be damned


    Yes, Adjustable Electric Engines can be hooked up to Refineries. It won't explode if you accidentally give it maximum output, but it will waste a crapton of energy. I'm not sure on how much MJ/t is required to get the Refinery full spped, largely because I'm getting it green with as little as 6 MJ/t according to the GUI (admittedly, after some waiting time), and I'm (pretty) sure that's not right. The Fast Electric Engine outputs 10 MJ/t, which is enough for full speed immediately.


    I figure the Refinery expends 5 MJ/t, so the extra MJ/t goes to the buffer.


    Why does the mod need Builders, anyway?


    The Refinery and quarry both take upto 10mj/t i run 8 quarrys and set my adjustable engine to put out 81mj (10 per quarry 1 for line loss compensation)


    the quarry works with a internal energy buffer. the more energy in said buffer the faster it works and the faster is drains its buffer. so it stays at a level speed after you fill the buffer to equilibrium (50% at 5mj/tick 80% at 8mj/tick ect) not sure if the refinery uses the same mechanic but i guess it would with the way it ramps up speed

    well i already have a 32 engine powerplant feeding a HV pneumatic gen. I don't see any need for a direct fuel>eu generator, i prefer the planning and expense of a water cooled setup considering the HUGE amount of eu that is in fuel (500000eu per bucket ~480000 if you count the cost to refine) so by my calculations i have around 40 BILLION eu in fuel storage and another 120 billion in the umpumped oil deposit