Posts by Knightmare

    you only need 5 surrounded overclocked heat vents to cool those uranium cells =)
    EDIT: take back my words. was thinking wrongly. need 9 =)
    Also I would recommend if you are trying to keep it cheaper, to make every Component Heat Exchanger that is only touching 1 side of an Overclocked Heat Vent into a Basic Heat Exchanger / Basic Heat Vent combo, since that is way cheaper.

    you only need 5 surrounded overclocked heat vents to cool those uranium cells =)
    EDIT: take back my words. was thinking wrongly. need 9 =)
    Also I would recommend if you are trying to keep it cheaper, to make every Component Heat Exchanger that is only touching 1 side of an Overclocked Heat Vent into a Basic Heat Exchanger / Basic Heat Vent combo, since that is way cheaper.

    Thanks to your help, I just made the design a good bit cheaper, and woot for my first design on the new reactor planner! :D

    http://www.talonfiremage.pwp.blueyonder.co.uk/v3/reactorplan…csdc6qj960iic5c

    EDIT: Just made the design a tad bit cheaper. http://www.talonfiremage.pwp.blueyonder.co.uk/v3/reactorplan…yeoe1kkar9wqku8
    I think this is my favorite design yet, I may just use this to power my base~

    On a side note, anyone care to try making it even cheaper, without changing it from MK1 and single-cell design?

    EDIT#2: Well, the 2nd design is a bit cheaper in iron.....
    I'm still happy with it.

    mm, I made myself a nice Single Celled, MK1, 6 chamber design ^^

    Outputs 330EU/t(165EU/t standard), can run indefinitely, and only uses single cells, which means no mass compressing of copper and actual 10,000 second cycles :D

    Currently working on a more compressed/less resource-intensive design.

    EDIT: Just replaced the design, as I realized a vent that seemed like it wasn't being used actually WAS, which made it start heating up when I removed it...

    mm, I'd like to Post a bug report.

    It occurs occasionally when opening the interface of the Adjustable power source thingie.

    Display Spoiler

    [noparse]---- Minecraft Crash Report ----
    // Why did you do that?

    Time: 9/21/12 11:12 PM
    Description: Unexpected error

    java.lang.ArrayIndexOutOfBoundsException: -999
    at java.util.ArrayList.elementData(Unknown Source)
    at java.util.ArrayList.get(Unknown Source)
    at gregtechmod.common.containers.GT_Container_AESU.a(GT_Container_AESU.java:33)
    at atc.a(PlayerControllerMP.java:423)
    at aqh.a(GuiContainer.java:392)
    at codechicken.nei.forge.DefaultSlotClickHandler.handleSlotClick(DefaultSlotClickHandler.java:17)
    at codechicken.nei.forge.GuiContainerManager.handleMouseClick(GuiContainerManager.java:562)
    at aqh.a(GuiContainer.java:355)
    at apn.d(SourceFile:112)
    at aqh.d(GuiContainer.java:458 )
    at apn.m(SourceFile:100)
    at net.minecraft.client.Minecraft.l(Minecraft.java:1491)
    at net.minecraft.client.Minecraft.J(Minecraft.java:843)
    at net.minecraft.client.Minecraft.run(Minecraft.java:773)
    at java.lang.Thread.run(Unknown Source)

    Relevant Details:
    - Minecraft Version: 1.3.2
    - Operating System: Windows Vista (x86) version 6.0
    - Java Version: 1.7.0_07, Oracle Corporation
    - Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    - Memory: 141059824 bytes (134 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
    - JVM Flags: 2 total; -Xms512m -Xmx1024m
    - FML: FML v3.1.15.378 Minecraft Forge 4.1.4.272 Optifine OptiFine_1.3.2_HD_B3 21 mods loaded, 21 mods active
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Mystcraft [Mystcraft] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_ReiMinimap [mod_ReiMinimap] ([1.3.2]ReiMinimap_v3.2_05) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forestry [Forestry for Minecraft] (forestry-A-1.5.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    LogisticsPipes|Main [Logistics Pipes] (LogisticsPipes-0.5.1.pre3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    CompactSolars [Compact Solar Arrays] (mod_compactsolars-main-3.0.1.13.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IronChest [Iron Chest] (mod_ironchests-client-4.0.2.44.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.1.7.0.15.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Railcraft [Railcraft] (Railcraft_6.1.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    GregTech_Addon [GregTech-Addon] (gregtechmod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    - LWJGL: 2.4.2
    - OpenGL: GeForce 6150SE nForce 430/integrated/SSE2/3DNOW! GL version 2.1.2, NVIDIA Corporation
    - Is Modded: Definitely; 'forge,fml'
    - Type: Client
    - Texture Pack: Parkour Academy Pack.zip
    - Profiler Position: N/A (disabled)
    [/noparse]

    All relevant info included in the spoiler.
    If i was a derp and missed anything, do say do ^^.

    Also, I put a space between an 8 and ) to avoid the creation of a smiley in my spoiler.

    Until the Onlineplanner is updated, i would suggest the use of my EU-Consuming Ingame-Nuclearreactor-Planner. [/GregTech-Advertisement]

    Actually, I do plan to get your mod to help me with designing reactors :P

    By the way, could you link a description for your fancy EU storage system?

    It looks great as a way to store massive amounts of EU on my soon to be world-ruling, self sufficient, fully armed frame machine :D

    Hmm.

    Try changing the house to stone, unless you like the look of wood a ton.
    Planks can burn, and if a fire was to somehow start(Overheating nuclear Reactor perhaps) Your whole house would go up in smoke.

    Also, you could make a small frame quarry to fit inside that dirt room, then when you need resources just go over to that room,get in the quarry machine, and go find a spot to mine.

    Indeed, inucune.

    I had what I thought was a relatively inexpensive, 100EU/T Reactor design, and as the components needed to cool down, I turned it off.

    I thought 'Wow, this design is good, no smoke so far and only a small cooldown time!'

    5 seconds later, it went boom.

    Alright, did some proper testing. I opened a creative map, and I lined up a macerator, extractor, compressor, electric furnace, and a recycler. I gave each one a stack of random material to process, and fueled them with one-shot batteries. None of them produced any sound, EXCEPT for when the material they were processing was removed mid-operation, inducing the "wrooonk" sound of the aborted job.

    Then, I tested the generator types, by hooking up a regular generator, a geo, and a reactor to the working macerator (via glass cable, naturally). I fueled each of them in turn, and not one produced any sound at all. I then blew up the reactor for shiggles, and... No explosion sound. The crater simply materialized before my eyes.

    The "wrooonk" proves that the mod is indeed producing sound. I performed these tests with all the other mods removed from my \mods folder, to make sure it wasn't some cross-mod calamity. I also checked the IC2.cfg file just to make sure that sounds were in fact enabled, and found that yes, they are. I suspect this may be an issue with Forge; some months ago, we had a similar audio problem wherein explosions were producing no sound, and the issue resolved itself with a later Forge update. I'm currently using Forge 4.1.1, if anyone's wondering. Any other thoughts or suggestions on this?

    I'm also having the issue, sadly.

    Currently I'm hoping that a later version of either forge or IC2 fixes it, but until then I'm playing around with the new reactors and waiting for my favorite addons and Redpower 2 to update~