Posts by silentdeth

    I just read the 4 last pages of this thread and i still confused.


    What i want is to pump all my nearby lava pockets into some steam engines, send the energy to an petrochemical generator and send the EUS to my mass core.
    I am intending do something similar to oil (making fuel first).


    This is worthy or i will just destroy lava and oil?


    Oil/Fuel yes. Lava... you'll get more energy if you use geothermal generators.


    There is a 50% energy loss from converting UU-matter to oil, not counting any scrap used to make the UU-matter. So 20 buckets of oil = 500k EU.

    silentdeth First of all I want to thank you for this mod! I used other power converter mods and it lagged like hell. You managed to make it run much smoother and, again, you have my thanks.
    Getting to the point: on my install of Minecraft I also use Forestry which produces, among other things, biofuel and biomass. I tried to use both with the petrochemical generator and it doesn't accept it. Is there any way I can make this work? Looked into the config file but there is no setting to allow other liquid fuels. It would be logical, more fun and actually LESS overpowered to be able to only use the biofuel ( which is distilled from the biomass). Could you please look into this?!
    Hope to hearing from you soon.
    Cheers!


    Really it just doesn't work right now because Spacetoad moved to fuel to the API after I coded it. I intend to enable it eventually, no ETA. It is just hard to do right now with the BC energy pipe bugs, I can't test to see if it works right.


    I think I figured out the oddness. My Refinery ran out of oil, so it full stopped - I erroneously attributed it to the now-red engine. As for the explosion effect, I need to double-check, but I believe it's because the crossover loads first.


    Crossover must load first to work correctly, to overwrite the file. The explosion effect is explicitly overwritten in the crossover code. If you are experiencing the explosion effect then that means it is invoking BC code, which can happen if TileEngine.class is not overwritten.

    Okay, then I must have a weird bug then. Attaching a Large Electric Engine direct to a Refinery left the Refinery blue when powered. Putting Conductive Pipes between them got it green.


    (this bug might be non-related; I just drag-updated the Forge/Optifine pair when they had updates instead of refreshing the minecraft.jar and reinstalling the prereqs and Optifine. It's likely that there may have been some oddities.)


    Yes, I reported this bug on the BC forums a few weeks ago.

    I tried the petrochemical generator and i see some major issues with the way it convers energy


    i used steam engine with 1 coal which is, in a generator 4000 EU
    then when i saw the outcome it was only 1500 Eu ~


    also i used the industrial electric engine with lapotron crystal that had 1 million EU and the outcome was 172500 Eu....
    if you lose more than 80% of the eu in the procces of converting it i cant see how the petrochemical generator can be useful or is it even intended to be that way - with so much power loss?


    • WARNING: There is a bug with BC energy pipes that causes them to transfer much less energy than they should. This is a BC bug, I cannot fix it.

    Interesting notes about the Petrochemical Generator:


    Oil in the Petrochemical Generator gives 50000 EU, larger than a single BatBox can hold. At 10 EU/t, it takes 5000 ticks to fully burn the Oil. Fuel gives 625000 EU, or a 1250% increase over Oil. At 25 EU/t, it takes 25000 ticks to fully burn. Again, this means that a single MFE cannot hold the entire amount without transmitting some of that energy.


    true.


    Attempting to use engines to power a Petrochemical Generator is inefficent - you expend slightly more energy than you generate, with larger engines being even more inefficent. Connected to the generator with one Wood and one Gold Conductive Pipe, a cold Steam Engine gives 1500 EU per Coal (a Generator burns Coal at 4000 EU); a conventional cold-started Combustion Engine gives 27000 EU per Oil, and 508500 EU per Fuel. DO NOT use a Large or Industrial Electric Engine to power a Petrochemical Generator - you will lose metric craptons of EU, as the capacity of the Generator is exceeded. Linked spare Redstone Engines might be your best option if you must use Conductive Pipes as a power source.

    • WARNING: There is a bug with BC energy pipes that causes them to transfer much less energy than they should. This is a BC bug, I cannot fix it.



    Serial connections to the Petrochemical Generator is a bad idea, due to the Buildcraft bug noted in previous posts in this thread - energy is for some reason lost with a direct connection to non-pipe objects. This seems to transfer over to the generator, as the held EU in an adjacent storage box is not divisible by 25, and there's leftover in the generator which cannot be removed without more energy. Even connecting away from the generator, you need to connect the engines to at least one non-wood Conductive Pipe for it to transmit.


    not true. Direct connections result in no energy loss.



    Electric Engines decrease in efficency the more "hot" they run, to the point where a red engine delivers barely any energy. If they run to the point where they would have exploded had they been a conventional Buildcraft engine, the overheat will cause explosion effects around the engine, (though it won't damage anything,) which will make it fairly difficult if you have a crap computer to get to the switch. The effect ceases once the engine no longer recieves power.


    While the fact that they don't blow up like regular Buildcraft engines makes them more reliable, they aren't quite as efficent as their comparative regular engine, as these start at max speed and only slow down if not properly cooled, while regular engines start at this speed and speed up as they warm up. I'd take a Large Electric Engine to five Combustion Engines any day of the week, though.


    If you are experiencing the explosion effect, then something is installed wrong such the TileEngine.class did not get overwritten.
    They do not product less BC energy as they overheat, only use more EU.
    Regular BC engines do not change the amount of energy produced regardless of how hot they are, it is constant. Except for redstone engines, which are a special case.

    I dunno how technically difficult it would be, but it seems to me the easiest thing to do would be to resolve the issue modloader has deobfuscating enum list. That way it wouldn't require you to keep update this every time there is a new version of IC2.

    Code
    java.lang.Exception: mod_BCIC2Crossover 1.14 for MC 1.0, BC 2.2.11, IC2 1.43 is missing dependency: mod_IC2


    IC2 is definitely installed, I have been using it for a while. Buildcraft appears to be working as well.


    Not sure what could be causing the issue.

    post the entire modloader.txt. Most probably you have a block ID conflict, or the zips are loading in the wrong order, which should only happen on non-windows servers.

    More info. Looks like a gui problem. I noticed that if I logout with items in the OM they are not there on re-log, also, tried pumping in some uu matter and that worked, oil started coming out the other side, but the gui did not show any change. Going to do some gui swapping and see if that gets it.


    Tank with oil works fine btw.

    stranger and stranger. I will see if I can reproduce this in the morning but I don't I'll be able to as I tested OM quite a bit before I released 1.14.

    Hmmm... not sure what is going on. Try pumping out from the side. Also try replacing the OM with a tank full of oil and see if that works.

    Any chance we could get the petro gen's EU/t rate changed to 8/16 or 16/32. Same eu total output per oil/fuel would probaly be ok since I haven't noticed any issues there. But IC2's energy system works on a set of multiples of 8's largely. Batbox/copper cable=32eu/t, MFE/gold cable= 128eu/t, MFSU/glass fibre=512 eu/t. So basicly 4/2 petro generators would fully power a batbox. Ect. Instead of 1 burning fuel giving two thirds of a batbox or 3 oil still requiring you to add another 2 eu/t from elsewhere.

    I'm disinclined to do so, while it would be convenient, it could lead to problems with modded fuel types. You would end up with a small amount of fuel left in the generator, not enough to burn for 1 tick of energy, nor would it be empty, thus you couldn't fill it with another fuel type.