Posts by Fenrir

    but next time will you change the color of your text to a normal color because due to my color blindness i cant read the top part


    I'm sry i didn't thougt about that. I changed it to bigger fond and bold.


    For redpower cable, I think you need to make this for all cables including tin and HV cable, or you can go fancy and do this like Buildcraft do with its pipe wire, but in this case the wire is at the cable not the pipe, and the pipe wire conduct redstone


    Short: no
    Because i want them to be a little expensive. And i want to add more wires to this mod AND i only want to use one id. ^^

    My Cables don't work so i looked into the reactor api and made two components which are really usefull but need maybe some adjustment to be not to imba and not a wasted id. I will make some more Components with unusual/advanced behavior so there will be some more playing with the reactor and less mk1 here mk1 there ...


    So here is the first release:


    Advanced Cooling Cell:
    3 Components: MKI - MKIII
    Heat Capacity: MKI - 450k Heat; MKII - 900K Heat; MKIII - 1800K Heat
    Reactor Heat Transfer Rate: MKI - 45 Heat/Tick; MKII - 90 Heat/Tick; MKIII - 180 Heat/Tick


    They take heat from the reactor when he stores more then 2000 Heat. Below that they transfer the Heat back to the reactor.
    They stop Working before they break (Like the LZH Condensator) to prevent cell spamming / make it harder.
    Also they will crafted with no colling capacitys, so you have to cool them before you use them.


    Advanced Heating Cell:
    3 Components: MKI - MKIII
    Reactor Heating Rate: MKI - 8 Heat/Tick; MKII - 32 Heat/Tick; MKIII - 128 Heat/Tick


    They heat up the reactor until it is 2000 Heat before blow up.
    They will crafted with no heat, so you have to heat them before you use them.
    Simply put them in the reactor and turn it on. They need 100 Ticks per heat. So the MKII needs 32 * 100 = 3200 Ticks to heat up completly.
    Before they heat up they provide only an part of the possible maximum heating and they cool down if you turn off the reactor (Same amount like the up heating).


    Turbine:
    3 Components: MKI - MKIII
    Reactor Cooling Rate: MKI - 20 Heat/Tick; MKII - 30 Heat/Tick; MKIII - 40 Heat/Tick
    UP/DOWN Spinning Time: MKI - 100 sec; MKII - 150 sec; MKIII - 200 sec

    They Spin up when they can dispense heat and the reactor is running.
    While they are upspinning the cooling rate is liniear decrased. (MK1 @ 25% spinning Speed => 5 Heat/Tick, MK1 @ 50% spinning Speed => 10 Heat/Tick)
    If no heat is avaible or the reactor is out they spin down!


    Electric Vent:
    Reactor Heating Rate: 50
    EU Cost: Same as one Uranium Cell (Lowest amount i could use...)


    High cooling Rate but costs eu for running.
    Place it AFTER the Urancell or they don't work! (i can't change that it's an ic2 thing)


    Not up to date. Look into NEI.
    Recipes:


    Download:
    http://adfoc.us/1063911
    http://adf.ly/FWJgj


    This is the Old Threat contend. I really don't get the thing with the cable :/ I need a howto or an simple cable mod without ballast (Truely thanks Greg but i don't understand your code ^^)

    My fault - I don't test it with server with mods. However I'd rather wait for stable releases, because 1.107 is beta, and some builds may not work at all. That's right, it was an error with "armour rendering prefix", because server does not support rendering. Please check the attached build. It will be much easier to find errors if you attach the full report next time. :)


    Sry i wasn't at my pc the when i posted it. But thanks for the fix :)


    It's out of scope of this addon, but perhaps I will include something like this in new addon, which I'm already writing. Currently I do not have much free time, so I don't know when I finish it.
    Let me ask: why do you need so many EU?


    With the Big scanner + Dia Dirll the autmoiner needs much more energie than 800k (im mostly building on hills)


    And if you make the items so that you can disable them, then its not a problem to add many items in one mod (look @gregtech ^^)

    oh you think he is too offensichtlich german? ;)


    Da manche hier im Forum gern auf Russisch schreiben frage ich mal ganz frch auf deutsch:


    Wieso siehst du keine Chance für Speed einstellungen / Overcloocker slots?
    Ich hab für mich selber nicht soviel zeit zum Zocken d.h. mag ich es nicht das die Zentrifuge teilweise 40 Minuten braucht.


    egnlish: I just asked Greg something in german :P


    @above

    Quote

    quick question (i'm still a little new to the mod) where can i find ruby and sapphire i've been looking for quite sometime and i can't find them. Are they in a certain biome or am i just unlucky?


    sapphire: ocean
    ruby: desert

    Could you recompile the code with the 1.107 APi?
    Open Beta v1.107
    Im getting an classnotfound: awr error from my server when i add your mod :/


    And a suggestion:
    Quantum Battery Array:
    Recipe like this:
    QB = Quantum Battery
    IP = Iridium Plate


    QB QB QB
    IP IP IP
    QB QB QB


    Storage 4 000 000 EU (800 000 EU Storespace loss compared to single bats)
    Transferrate: 1000 EU/t
    Tier 1

    Is there an api for the machine upgrades like the overclooker/transformer upgrade?


    I want to add high tech upgrade comps (Iridium LvL & Gregtec LvL (something realy expensiv & awesome^^))


    Idears sofar are:
    Iridium LvL:
    transformer&storage combi upgrade (both in one slot. effective is the same like the original)
    Big storage upgrade: 100 k eu storage upgrade


    Gregtech LvL:
    Advanced Overclocker: Same Speed up as original but better energy consumption
    Energy saver: reduce the energy consuption by 10 % of the base value, min eu consumpion would be 1


    For the energy saver: I want them to be the last one to apply so you cant reduce the eu to min and then use overcloocker en mass.

    I suggest four config options:
    EU Output for the fusionreactor & the lightningroot (like the config for the gens in the ic2 config)
    Working speed of the industrial centrifuge
    Bauxit generation amount (like the config for the iridiumore)
    An extra option for the disabling of the old matter fabricator


    I quartered the eu output of all the gens on my server and i want to use your massfab as an expensiv (build mats) but effective (matter/eu) matter source and the old one as an cheap but ineffective matter source.

    Same with Version 301 of FOrge. IC and a big load of other mods is working.


    All Mods (Bc, ic, forestry etc) -> buggy
    Ic2 + you mods only -> buggy


    Also i reloadet minecraft + a fresh forge 301 + fresh ic 1.97 + fresh fallen mods dosn't solve anything

    I destroyed the cable betwen my MFSU and my Massfab but the MFSU is still sending energy to the Massfab.
    If i put only a cable on the Output then the energyflow stops.



    I use only the new IC2 v 1.103 and Forge 3.3.8 (testet with 3.3.7 with same result)


    :Recycler:====:MFS-Unit: Energy flows



    :Recycler:== :MFS-Unit: Energy flows O.O



    :Recycler: =:MFS-Unit: Energyflow stops

    Quoted from "GregoriusT"
    I marked the Fail, AGAIN.


    You DO realize I've removed that part from the OP about an day ago?


    BTW: The Wiki install Page still refers to the old recuriment:

    Quote


    For playing install the following mods in the SAME order in to your minecraft.jar:

    Changelog refers to the colored names of high-tier (aka 'enchanted') items. F.e. QuantumSuit has blue text color, NanoSuit yellow one.

    Damm an Option would be nice :/