Posts by silentdeth

    Got a bug...

    .. was assigning ID's with ID Resolve...</init>

    that doesn't tell me anything other than something is wrong with buildcraft energy. Other people have been having trouble with ID resolver on the BC thread, I've not used it so I cant be much help, you can check there and see if it helps.


    Edit: I imagine if you look at your modloader.txt you will see an block ID error for BC's fuel block.

    BuildCraft-IndustrialCraft2 Crossover Mod v2.0[SSP/SMP]


    This mod adds 4 electric engines, a oil materializer which produces oil from UU-matter, a generator that can run off of oil, fuel, or power from Build Craft's conductive pipes.


    http://www.youtube.com/watch?v=BPA6ZdBSyWc&hd=1



    Download:


    v2.0 [Universal] Mediafire Link
    for MC 1.4.6/1.4.7, BC 3.3.0, and IC2 1.112.


    If you have a problem, you must follow the guidelines in the reporting bugs section or you will not receive any assistance.
    Changes:
    2.0

    • Updated to 1.4.6
    • Changed Oil Materializer default conversion ratio to 336, about 3 UU-matter per oil bucket.
    • Bug Fixes


    2.0 Pre 1

    • Updated to 1.4.5
    • Completely rebalanced all conversion ratios:

      • Engines now require 8 EU per MJ produced, this is changeable in the config file.
      • The petrochemical generator now produces 16 EU/t for 'low energy fuels' and 32 EU/t for 'high energy fuels'. This equates to 64 kEU for oil and 256 kEU for fuel. Other types of fuel, such as those from other mods, are converted using the same non-linear curve.
      • The oil materializer now takes about 3 UU-matter to produce one bucket of oil. This is changeable in the config file. The option in the config file is approximately thousands of a bucket produced per UU-Matter - 10, the default is 336. Meaning 0.326 buckets of oil are produced per UU-Matter.

    [*]New: Heat Sinks, a way to cool engines without using water. See the crafting recipe section for more information.
    [*]New: Dense Bronze Plating, used for making some heat sinks. Made by compressing 4 bronze ingots.
    [*]Added BuildCraft legend (the orange part) to the electrical engines' GUI.
    [*]Added a legend to the petrochemical generator's GUI.
    [*]Added support for forge's ore dictionary. You can now use other mod's metals to make the items from this mod.
    [*]Add localization support. The file is located in the lang/crossover folder of the zip file. Others will have to create translations as I do not speak other languages. To do so, copy the en_US.properties file and rename it to the language you want to use. Must be the same format as in minecrafts language selection. Then edit the names.
    [*]Updated default block IDs, this mod now uses block ID 2210-2213, and item ID 31000 by default.
    [*]Removed the MJ reader until I can get it to work with SMP code, or the heat death of the universe, whichever comes first.
    [*]Fixed memory leak with the petrochemical generator rendering code.
    [*]Engines will now accept ice as a form of coolant. Melting the ice will provide an initial amount of cooling, then the liquid will be added to the tank and function normally.


    Old Versions


    Installation

    • Backup your save.
    • Install Buildcraft and IC2 following their instructions.
    • Test to make sure BC and IC2 work.
    • Backup your save again.
    • Place the BCIC2crossover zip into your mods folder in the minecraft directory.
    • Play!
    • For multiplayer make sure you have the same block ID's as the server.


    On the first run, this mod will create a cfg file in the /config/ directory of your minecraft folder, you can edit that manually if you have ID issues. By default this used block IDs 2210, 2211, 2212, 2213 and Item ID 31000.
    FAQ
    moved to http://www.minecraftforum.net/…11311-and-ic2-143-sspsmp/ due to character limit.
    Reporting Bugs

    • Double check to make sure you installed it correctly.
    • Check the FAQ and Known Issues sections to see if your problem is covered.
    • READ THE ERROR MESSAGE AND MODLOADER.TXT! If it says you have a block ID error, you have a block ID error. If the error message does not contain BCIC2crossover anywhere in it, then its probably not an issue with this mod.
    • Post the error message you are getting, AND the contents of modloader.txt inside of spoiler tags.
    • If in the game, post a screenshot of your setup inside of spoiler tags. You can upload the images at http://imgur.com.


    Crafting Recipes
    Note: All electric engines run best when they are blue; however, they will not explode if they overheat. There is still a penalty, it's just not a crater where your engine used to be. They will still explode if you provide too high of an voltage. Diamond pipes, and diamond gears can now be crafted from industrial diamonds (not shown).
    Small Electric Engine
    Cools in the same manner a steam engine does, equivalent to a steam engine. Produces 1MJ/t. Accepts up to LV.

    Medium Electric Engine
    Requires coolant, equivalent to a combustion engine burning oil. Produces 3MJ/t. Accepts up to MV.

    Large Electric Engine
    Requires coolant. Accepts up to MV. Produces 8MJ/t.

    Industrial Electric Engine
    Requires a fully powered dedicated pump, connected via gold waterproof pipe, or heat sinks to remain cool. Accepts up to HV. Produces 25MJ/t.

    Petrochemical Generator
    Runs of off any fuel the combusion engine can use or power from BuildCraft's conductive pipes. Turns off on redstone power. Produces 16 EU/t when running off of oil or power from BuildCraft's conductive pipes; 32 EU/t when running of off fuel; providing a total of 64000 EU for oil and 256000 EU for fuel. Editable in the config file. Note: the conversion ratio is non-linear, how efficient a given fuel is, is determined by the total amount of energy that fuel produces per bucket.

    Oil Materializer
    Produces oil from IC2's UU-matter. This requires a wooden waterproof pipe and an redstone engine to extract the oil from the machine. Produces 1 bucket of oil per ~14.4 UU-matter. Editable in the config file.

    Heat Sinks:
    Heat sinks provide a way to cool your engines with air instead of water. A heat sink will transfer heat from engines and to other heat sinks that are cooler than itself, and the atmosphere. The greater the temperature difference the greater the rate of transfer, this is very much not a linear function. Thus the hotter a heat sink is, the faster it cools, but the slower it transfers heat from a engine. This also means that lower tier engines are harder to keep cool as they have a lower maximum temperature. Only cools BC engines once they reach yellow heat.
    Each heat exchanger has a maximum amount of heat it can hold, and a maximum amount of heat it can transfer to/from neighboring blocks, this is called the thermal conductivity. These will work on stirling/stone and small electric engines.
    Bronze Heat Sink
    Has a thermal conductivity of 15 MJ worth of heat per tick. At maximum temperature it can cool ~1.42 MJ worth of heat a tick. The bronze heat sink has the lowest maximum temperature of all heat sinks.

    Dense Bronze Plates are made by compressing 4 bronze:

    Copper Heat Sink
    Has a thermal conductivity of 222 MJ worth of heat per tick. At maximum temperature it can cool ~7.3 MJ worth of heat a tick. The copper heat sink is noteworthy for its high thermal conductivity, making it a favorite for use in large heat sink arrays.

    Refrigerated Heat Sink
    What is better at cooling than copper? Really cold copper. The refrigerated heat sink can maintain a balmy -60 degress C with the application of a little EU. It can accept up to MV, and will cool 1 MJ worth of heat per every 2 EU. It can also run unpowered, but has a penalty to air cooling when doing so. Has a thermal conductivity of 222 MJ worth of heat per tick. At maximum temperature, and with 128 EU/t it can cool ~152 MJ worth of heat a tick. The refrigerated heat sink the highest maximum temperature of all heat sinks, as well as the highest rate of cooling, this makes it ideally suited for both the sink and source positions in a heat exchanger array.

    Known Issues


    Terms

    The transformer is just a switch its not intended to transform anything, the current has already been stepped down to LV; since it has no source when redstone powered it should not do anything, it is, its doing lots of flaming death. As soon as the power request comes in from the miner its melts the wire and goes boom. Interestingly there is also a bat box connected to the same wire, closer to the power source, that suffers no ill effect; even if I rewire it so that the batbox is closer to the pump circuit than the miner, the miner is still the thing that blows up, nothing happens if its just the batbox.

    I wired a circuit as depicted below:


    And it caused my miner to explode. Note that the LV transformer is connected to a pump and has no way to get power to generate a MV current to destroy my miner, I was just using it as a switch to turn off my pump.

    if you needed high accuracy for something like breeders you split off the wire going to the reactor and connect that to a timer, thus when the reactor has power and is off, so is the timer.

    Thats not a Mk I, thats a Mk III, you are producing 96 heat, 4 cells*3 ticks per cell* 4 heat per adjacent cooling cell*2 adjacent cooling cells= 96
    and you are only cooling 35, +22 water block (22 because you have to wire it with redstone somehow or it will explode), +1 for reactor itself, +12 coolant cells =35 that means you can only run about 36% of the time meaning you would only need ~36% of the materials listed for a solar array to equal the same output.


    - 50 Rubber
    - 47 Copper Ignot
    - 94 Tin Ignot
    - 209 Iron Ignot
    - 48 Redstone Dust
    - 209 Cobblestone
    - 58 Coal
    - 58 Sand


    This is, of course, not rounded to an actual number of solar array just 36% of what you listed. Also it doesn't count a breeder cycle if you wish to be completely even that would have to be included. According to the early reactor thread, you cannot, in fact, have a decent (over 9k heat) breeder with 0 chambers. So, assumeing you can get a perfect breeder running, you then need to account for the time it takes to run, decreasing your efficiency down to about 31%.


    Also, your figures are off for the cost of the reactor:


    For the reactor: 20 advanced alloy = 30 tin 30 iron 30 bronze
    30 bronze = 1.5 copper and .5 tin = 15 tin + 45 copper
    8 reactor plating = 4 additional copper per = 32 copper
    2 IHDs = 2 copper, 1 adv circut each, and 2 collant cells each= 4 copper, 2 adv circuits, 2 coolant cells
    additionally for the reactor: 2 adv circuits 2 machine blocks 1 generator
    2 machine blocks= 8 iron each = 16 iron
    1 generator = 1 iron furnace 1 RE Battery 1 iron
    1 Iron furnace = 1 furnace 5 iron
    1 furnace = 8 stone
    1 RE battery = 1 copper wire 2 redstone 4 tin
    For the internal components:
    4 advanced alloy = 6 tin 6 iron 6 bronze
    6 bronze = 1.5 copper and .5 tin = 3 tin + 9 copper
    4 reactor plating = 4 additional copper per = 16 copper
    4 IHDs = 2 copper, 1 adv circut each, and 2 collant cells each= 8 copper, 4 adv circuits, 4 coolant cells
    Also for the internal components 10 coolants cells.


    Balance 8 adv circuits 16 coolant cells 1 copper wire
    16 coolant cells = 4 tin
    8 adv circuts = 4 restone 2 glowdust 2 Lapiz Lazuli 1 electronic circuit = 32 redstone 20 glowdust 20 Lapiz Lazuli 10 electronic circuits
    8 electronic circuits = 6 copper wire 2 redstone 1 iron= 8 iron 16 redstone 48 copper wire
    49 copper wire = 1/2 copper 1 rubber = 50 rubber 25 copper with 1 wire left over


    Total
    - 50 Rubber
    - 139 Copper (25+8+16+9+4+32+45)
    - 62 Tin (4+3+6+4+15+30)
    - 65 Iron (8+6+4+16+1+30)
    - 52 Redstone Dust (16+32+2)
    - 8 Cobblestone
    - 16 Glowstone Dust
    - 16 Lapiz Lazuli

    The output from each reactor intersects at a block ajacent to an MFE input side, dumping the combined power into the MFE, another 5EU/s is also added to the MFE from a different face, from a breeder reactor. From the MFE the power goes to a powered MV transformer increasing the pulses to 512EU/s from the transformer the line combines with another MFE-> powered MV transformer line and that combined power goes to a powered MFS unit. The MFS is at ~50% capacity. The output from the MFS is connected to a terraformer running a flatification program; the terraformer is nowhere near finished with its task.

    I created the following reactor:


    The first run it produced 60 EU/s, which it should 3*4*5=60. However, after cooling and reloading the reactor it only produces 30 EU/s, I have two reactors running this setup and they are both producing only 30 EU. I have tried removing the cells and replacing them, as well as exiting and restarting the game to no effect. I did not use any mods such as TMI to get the cells, all of the cells were acquired via enriching isotope cells in a breeder. That is the only difference between the first and second runs; I merely let them cool and replaced the uranium, this time using cells acquired from a breeder instead of ones crafted with a uranium ingot.

    Perfect Breeder:


    Water cooled it has 0 net heat gain, maintaining constant temp. It also has enough plateing to be able to reach over 9k heat without producing lava. It does evaporate water, so you need to have the source blocks far enough away from the reactor that they will not be destroyed; I have mine flowing from above. It can enrich 8 isotope cells per fuel cell if it is hot enough. You may have to move the plating around durring the heating process, as it likes to dump all its heat into adjacent cooling cells.


    Heat gained: 5*10 + 1*4 = 54.
    Heat loss external: 6*2+1+20=33
    Heat loss internal: 20*1+10*0.1=21
    Net heat: 54-54=0


    Required heat to produce lava = 19250*0.85= 16262, which is after components have started to melt effectively making it 10k.


    I have a piston switch to shut off the water flow to manage small losses in heat during changing out fuel or isotope cells.


    With water off:


    Heat gained: 5*10 + 1*4 = 54.
    Heat loss external: 6*2+1+5=18
    Heat loss internal: 20*1+10*0.1=21
    Net heat: 54-39= +15

    Seems to be some problems with the calculations and modeling.
    I tried modeling the following reactor:


    And this happened:


    It seems that IHDs dont remove and redistribute heat to from/to thier neighbors. Also note the listed heat produced, it shows 48, when it is actually twice that.

    You want an efficient cheap reactor with no additional chambers, or a good breeder? Sorry but I just don't see that happening. any efficient design is going to have to spend so long turned off to cool with 1 chamber it would be better to just build solar panels until you can afford a full reactor.

    If would be useful if you could show the final heat value and how long it would take to cool before it could run again without exploding. Also, possibly have the ability to set the heat value of components, it's not always optimum to assume you will be starting with all items containing 0 heat.

    Perhaps range varies based on power provided?


    Or should, I can see localized terraformers being useful.

    I think there is some kind of bug with the terraformers' loop that causes it to shift a grid, I'm not certain though. But, if you look at the image above, you can see there are distinct areas where it was working, then would move to another area, or it could just be how it works.