Posts by Two

    The solution to all this is GIT. It allows a developer to easily work on dev branches, switch back and forth between current and older versions, apply patches/fixes to any version state you ever made within seconds and... it is completely free.

    The last time I started a world, admittedly two versions ago, redstone was working fine as fuel, providing 1 operation per piece of redstone. Eventually some port or enet rework messed that up, I will take a look into it.


    Just created a test world to verify that, and I realized I was mistaken. Sorry for that.


    Once you insert redstone into the machine it will immediately consume 2. Since I had the issue with the basic generator before, I was under the impression this is the same problem. However the machine just stored 1k EU as it seems, although the energy-meter is at 100% already if you just put in 500 EU. Redstone works fine with both machines and a Batbox, both slowly consume Redstone whenever needed.



    Edit: Just did some more testing with the SUB since it was mentioned above.
    Setup: 2 separate Macerators (to make sure no power is left) both with no power attached and some ore to process.
    Insert 2 Redstone dusts (1k EU) -> Macerator processes 2 ores as expected.
    Insert 1 SUB (1k EU as well) in the other Macerator and it only processes 1 ore then stops at about 1/4 of the 2nd ore.

    Wasteful, you want to use redstone at the start only for getting these Single Use Batteries, until you craft your first legal generator and forget that SUB and Redstone as EU in machine ever existed.


    If you calculate the EU cost for creating these (besides that you already need half a base to be able to create them), it turns out that it is a lot more efficient (in both time and material consumed) to just burn the materials used to create them in a generator.

    While playing around with the reactor planner I noticed a strange oddity in this design


    If you look at the top row, the 2nd and 4th cooling cell, as well as those cells at the bottom with the free spot adjacent, they are marked as cooling cells although there isn't anything around them to cause them to heat up. Additional information shows that they are receiving 0 heat, yet they are included in the cooling calculation.


    Is this a bug in the tool or is this some secret nuclear engineering that I wasn't aware of?

    I recently learned that you can actually power machines using Redstone, which is a great thing at early game, since you can immediately build a Macerator, power it with Redstone and double your ores right from the start. The bad thing however is that one piece of Redstone is consumed as soon as the energy level is not at 100%, so if you put in 64 Redstones, they are gone before you can say "Oh shit!".


    Therefore I suggest that in general the usage of Redstone in all machines changes to:


    Code
    if ((machine.getPower() == 0)) || ((machine.getMaxPowerStorage() - machine.getPower()) >= item.getConsumePower()) {
      machine.consumeItem(item);
    }



    PS: The same could be added to the basic generator, as it will eat up material even if it is full and therefore waste the material.

    I think you missed the point of this thread Zulu, it was about "How to build a reactor with least possible components". ;)

    Just gave it a try: had to burn about 2 stacks of wood (transformed into scaffolds) till I had enough materials processed to build a nuclear reactor. Could be done with even less I guess as I wasted some wood on other stuff that wasn't really necessary.


    Compared to the rate trees grow, this is incredible low.

    Try this: build a tree farm, build an iron furnace, burn wood into charcoal, power the basic generator with charcoal.


    Green-gen with basic generator. As long as IC² has no CO² calculation. ;)

    Manned Watermill with Waterbuckets makes 500EU at 1 EU/t, while doing the same with Watercells generates 1000EU at 2EU/t, since IC² 1.103, so its no longer relyable or effective.


    I do not man water mills, it is hell of a lot of annoying and yields only a fraction of EU / bucket you toss into it. I have setup a chain of water mills hooked up on tin cable that allow me to generate 1 EU/t for each 4 water mills build, and with my setup I can chain 20 x4 mills in a row for a total of 20 EU. However at early game I just build 6 x4 mills (=96 iron) to keep my basic stuff running. The big plus of unmanned water mils is: once you have them setup, they just produce guaranteed EU and require absolutely nothing to keep them going, so you can build them everywhere you have the space available.



    But werent we talking about Nuclear vs. Solar? Why didnt you test Nuclearreactors in earlygame? (Dont say they're too expensive).


    Just wanted to point out that solar power is the worst possible generator setup for early game, yet many people do build it.


    I in fact did try to build a nuclear reactor as primary power source, and yes it was too expensive. :D I am still trying to find a setup that is possible to do very early, but no matter how you do it, you will need a prior setup to generate the materials. I think I already have a nice 0-chamber 5 components setup, just need to optimize the way to get there fast. ;)

    I've been doing some "How to get started best" games with only IC² mod, the idea was to try each of the generators as primary power supply from the beginning and see how you progress with it at the early game.


    The result: Geothermal > all. Just dig down, find some lava and fill the GT with lava buckets. A single GT keeps your base running all the way till the endgame if you don't mind some waiting and lava is very easy to find/get. Second is wind generator, as from the green-gens it has the highest output (~1,5 EU/t / generator). Just stack some scaffolds and build your base at y=140. It requires some climbing, but 4 wind mills (=48 iron) keeps one set of macerator/extractor/furnace going for free and once you have some extra iron just stack more wind mills. If done right (and by spending thousands of iron) a farm of wind mills can easily power a matter machine at zero cost.


    The remaining generators are far behind that for various reasons. Building a water mill farm is slightly expensive but possible to do early game and they are a reliable source of EU without any resource requirements, however it requires a lot of digging. I tried solar generation but they are for once way too expensive at early game and are basically only useful in SP, if you skip every night by sleeping. If you can't/won't skip night, you have 1/3 of a wind mill for about twice the price that won't work half of the day with the only plus that you can just place them on your roof.

    While playing around with the reactor planner for a reactor design for small mining installations with the focus on max EU with the least possible amount of components to carry around, I came up with this design


    It runs 40 EU/t at max efficiency infinitely and only takes 2 CC and 3 HD to run. It as well has 11 free slots for whatever else you want to put in there, like more cooling cells or an additional 10 EU/t if you want.


    Love to get some feedback and possible ideas for improvement.

    I will try the next time this bug occurs.


    However I am not sure if this is the issue, as in that case it should turn the machine around and on the second click remove the block, but in the case of the bug above the machine randomly rotates, as in left, right, left, left, back, top, right and so on while repeatedly clicking on the same face of the block. I was never ('never' as in 20 tries) able to actually remove the block, it just kept rotating.

    Description: When trying to remove a machine by using an electric wrench it rarely happens that the wrench just keeps rotating the machine randomly instead of removing it. This effectively makes it impossible to remove a machine as it just keeps rotating no matter where you click at. The only way to 'fix' it is to shut down Minecraft and restart it. This seems to be a client-side bug as restarting as well works on servers running IC², the rotation is visible to other clients.


    How to reproduce: I do not know a way to reproduce this bug, however the longer you play, the higher the chance it occurs. Before 1.103 I never encountered this bug, however a friend frequently complained about it and sometimes had to restart Minecraft every time he wanted to remove a machine block. Since 1.103 this rarely happens to me now as well.


    Mods installed (SP): Forge 3.4.9.171, IC² 1.103

    The Crop-Matron uses up a good amount of Weed-ex whenever a world (in SP) is loaded.


    Way to reproduce:

    • Build a Crop-Matron and a field with Crop-Sticks.
    • Wait till the Crop-Matron applied Weed-Ex to all the sticks and it no longer uses up Weed-Ex.
    • Save & Quit to title, the load the world again.
    • The Crop-Matron immediately starts using Weed-Ex on the crops that it had already treated with Weat-Ex before.


    This wasted a lot of Weed-Ex and endangers agriculture setups if you don't know about it, as after 2-3 reloads a Crop-Matron usually is out of Weed-Ex. This might apply to the other ingredients as well, but I am currently not able to test that.