Posts by FnordMan

    With Redpower 2 pre3 you can load/unload storage minecarts... I had a setup that moved both RE's and Lapo's around via minecart. Very efficient and I actually considered replacing large sections of my longer distance wiring with minecart tracks. Bugs in the system (read: Animals on the tracks) made me reconsider :wacko:


    *snerk* "bugs in the system" nice. You could always build a elevated rail line. (whee! cobble generator, a block breaker and a timer)

    I wonder if it's possible for some talented programmer to make an add-on that works like a multi-tool - all the functionality of the BC wrench, the IC wrench, the RP screwdriver etc... and make the tool smart enough to use the right tool on each device.


    heh, i've got the perfect name: "Sonic Screwdriver"
    i'm not exactly a Dr. Who fan but the name seems to fit based on what i've heard about it.


    i've got some Java skills but have *no* idea where to start on something like that, i've never modded Minecraft before. Plus 1.0 stuff is starting to filter out so... (Buildcraft for 1.0 is out, RP2 is just around the corner)

    Hi!


    Today when I was playing MC I started thinking on abandoned machinerooms. I think it would be really awesome if you where mining and suddenly you found a huge machineroom. Nuclear reactors, that may have exploded. I don't know how hard this is to code, just wanted to let you know of my idea! :)


    Anyway, AWESOME MOD!


    Try reading, The exact same idea here on the very same page: see here

    Ehhh, hi. Whenever I try to use these energy couplers to power a quarry, A) The quarry doesn't seem to work at all, and B) The coupler explodes violently. I have a setup where [QUARRY]<-[GOLD PIPE]<-[WOOD PIPE]<-[MV COUPLER] :Glass Fibre: :MFE-Transmitter:
    I have no idea what is going on. Obviously.


    sounds like your feeding the coupler with too much power.
    Also: quarries don't need MV couplers. With power regulated pipes you can power a quarry and a *bunch* of other stuff off of 32EU/t

    Mod compatibility? All I can remember is that BTW drills straight through the IC2 block IDs.


    Anyone ever saw the mess that is Technic's configuration files?


    That's basically a moot point now after FlowerChild threw his little hissy fit and withdrew his mod from the forge. (seriously.. the guy's a world class jerk, shoots his mouth off without doing any research)
    aka: if you want BTW you'll be stuck with *only* BTW. Personally i'm just dumping it, isn't worth the major hassle every time it updates (not to mention *still* no SMP... goodbye to that piece of junk mod) as it *still* doesn't support installing to the mods folder. (FC thinks about one person.. himself, doesn't think about any other mod out there)

    addon idea: Teleport Cables


    Desribtion: the addon would consist of cables similar to the buildcraft teleport piepes addon tp pipes but it would teleport eu.


    Hope somone makes it. :thumbup: :thumbup:


    Would be *horribly* broken.
    The item and waterproof teleport pipes are an item of convenience. The power ones still have loss.


    besides, one can already teleport power through clever use of the existing bc ic power compatibility mods.

    dispensers work a treat for automating scrap boxes.


    right now i've got a redstone tube (from additional pipes) in front of a dispenser on a delay. (note: items need to go through at speed, aka: a gold pipe) item comes through, gets fired at obsidian pipe and into the sorting system where most of the possible outputs get fed back into the recyclers.

    While that is cool, it assumes things are running. I've just found it easier to build everything within lossless distances. With glass-fibre running 39 without loss going any further than that, /maybe/ one form of signal boost or another; the distance is impractical on SMP for other reasons.


    Glass fibre runs 20 without loss. It's tin that does 40


    You must be pulling my leg, builder+quarry seems like it would do the trick and there doesn't seem to be a need for a wolf.


    The problem there is a quarry wouldn't stop after it got the trees. It's also relatively slow.


    The last method I saw involved a one (possibly two?) filler(s) and a builder (builder does the tree saplings)
    the wolf was to stop one (or both) of the fillers from completing it's job and shutting off.


    or you can just install minefactory reloaded and use the harvesters. (after configuring it to run off of BC power)
    granted it becomes a small maze of pipes. (one set for power, one set to deliver saplings to the planters and a final set to carry the wood away) I do have a 6 tree auto farm set up now though, works great. (and is powered via solar panels :) )

    Yeah, I'll keep this in mind from now on. I screwed up on Windows (accidentally updated), but the copy I have over on the Linux half of my HDD is still 1.8.1.


    Does anyone know how a similar feat to the batch file could be achieved via a bash script (*nix version of the batch command)?


    apart from playing games with symlinks to ~/.minecraft nothing comes to mind.
    something to the effect of:
    detect and rename any existing directory
    drop a symlink in place
    run launcher than wait
    remove symlink
    re-name original directory if it existed.

    HV cable has the biggest EU loss / distance. Check the current near the MFSU, and see if it is degrading fast when moving further away from it. Most likely your best bet would be to use glass-fibre cable instead of HV cable.


    note that HV cable is also capable of carrying EV packets at 2048. using that it doesn't lose all that much, relatively. Above a certain distance it loses less power than glass fibre.

    Well... I at least though it was quite clever... And considering it uses teleport pipes in such a way to evade current EU loss, you never lose any amount of EU gained via this process...


    Course it is impractical despite it's efficiency.. lol, but still a great job regardless...


    thanks :) Been trying to think up alternate uses for lava for a while.


    Friend poised the idea of moving around RE Batteries but the advanced wooden pipes can't discern between a partially charged and full batteries. (I just finished testing it and then blowing the hell out of a distant volcano with a few nuke blocks)
    Probably still doable but would be annoying to time and you'd have to have enough power available at the source (or have it manually triggered via a button or something)

    Actually, I'm pretty sure those power teleport pipes have a distance-related loss, but I can't seem to find the numbers anywhere now...


    0.05%/block, or something like that?


    note that those aren't power teleport pipes. I *explicitly* mentioned waterproof transport pipe with an optional teleport.


    aka: i'm not moving power about, i'm moving lava about, thus the system's effectively lossless.


    but yes, regular gold is 1%, power teleport is 0.05% last I knew. (not sure if that changed in v3, not using it yet)

    So I was messing around in the test world and came up with this silly little idea.
    Somewhat expensive and only really transmits in even units of 20 EU/t but it works.


    Uses additional pipes (power teleporting :) ) and power converters addons as well as BC.
    What's not fully depicted is the 20 solar array to the left of the sending side.
    works somewhat like this:
    input power -> lava materilizer -> waterproof pipe (with optional teleporter) -> geothermal generator mk2 -> output power


    scalable in increments of 20 by adding more generators to the output end.


    more of a silly "I wonder if this works?" sort of idea than anything practical but there's no losses in the process. Anyone else have any other working but silly ideas?