Posts by Ranakastrasz

    I think we ought to revisit the *frequency* security system, where you could use a freq-trans to charge it with the value of a tesla coil (or the other way around rather, hopefully allowing customization of frequency, similar interface to the forcefield addon)
    And anyone with the frequency transmitter that matched the tesla-coil would not get zapped, so distribute them to *friends* so as to allow them safe access (and tell them to be careful, and perhaps change codes periodically, so as to avoid theft resulting in unwanted visitors)

    All I can say is there is NO reason at all, to ever use energy crystals to store power. I cannot think of a single place where you would use them. Wanna keep your mining laser charged longer in the mines? How about your drill, Chainsaw, Nanosaber? And why would you use them for luminators, if they take just as long as batteries to recharge them, and in any reasonable place to use them, you would use cabling anyway?


    Oh wait, One place to use them. I have a geothermal base in the nether, and I want to transfer some back to the overworld, which produces Tier-2 levels of power (not enough to fully charge a laptron/lack MFSU tech on both sides) and I will use energy crystals to transfer the power. This is a relatively short duration, after which laptrons will be used instead, since you take 10x as much power per trip, maximum.


    These were legit. I get everything legit. I don't even have TMI installed (too tempting)


    I haven't tried them with the latest update, will have to give it a go... will also give me a good excuse to use all my collected gunpowder :)


    Alright, I just had to ask, since SOOO many items dont work with TMI, and SOOO many people fail to read the common-problem thread, It would probably be statistically likely that you were one of them (probably because I am not actually able to get valid statistics, and am just guessing, from the large number of threads that do that)


    And yes, trying the latest version tends to help.

    Because it was deleted, probably due to my constant whining on the subject, Icant link the post. Basically however, one path used two less iron than the other path. He changed the recipie costs however, so it all balances now, aside from a few bits of stone, and some furnace cycles, which are not major issues.


    Where did I say "but"? You're the only one that said "but". I think the way I worded my sentence was rather clear.


    The jist of my suggestions is: Luminators are a shoddy, high maintenance version of glowstone. They either need perks (other than aesthetics) or they have no good purpose IMO.


    I suppose That means I just screwed up reading it. Never mind, no contrediction.


    As for the Air blocks, that is unfortunate, but not extremely surprising.

    So after using luminators in a few different ways, here's some suggestions I have for them.


    1) Make them charge faster by hand... either flat out faster, or faster based on the energy device used (battery slowest, lapotron fastest)
    2) Make their charge last longer (not consume more energy, just make the energy last longer), as I think they should be less of a maintenance deal.
    3) Is it possible to increase their light range? As it stands now, there is not much incentive to use these over the other light sources like glowstone, or jackolanterns, or RP2 lights. I think the reward for using a power-consuming light source would be more light from a single block. I think if the luminator was capable of putting out a light level of 18 (effectively 15 for 3 blocks), it would make more sense to be putting our precious power into these things.


    Here's hoping! ^^


    -Faster by hand I want.
    -Not consume more energy, but make energy last longer. The 'but' makes that extremely confusing. You want the energy to last for a longer time, via using less energy, right?
    -Yep, Impossible to increase range without baseclass modification (well, almost). Ofc, if he added back microwave lights, to roast zombies, I suppose that would be nice, although a teslacoil already does that job well enough.


    (I wonder if it would be possible to make luminators project an *air-like* block that you can walk through, but gives off 15 light. specifically, project one of them in all six directions, skipping one block, which must be air or a transparent block, as a hackish method of extending the light)

    That is probably where the cost equalizes itself - sure, that way costs 8 more stone, but you only need to refine 3 iron instead of all 8.


    Yea, and that's even better, since it equalizes, unlike before, where if you did it one way, You saved two iron (or wasted 2 iron the other way), and I do not think 5 smelts + 2 iron is worth 8 cobblestone.

    I actually think it is completly impossible for you to totally balance all sources of power.


    As a note, The solar panel recipie was reverted back to how it was in IC1.


    Lets see, The other thing is that solar panels take up very little space in comparison to the other renewable generators, which could include generators, assuming you are using a cactus farm or similar.


    It is basically impossible, unless alblaka were to make power logic run secondly instread of once a tick, to have part of a EU be sent through a wire.

    True, and that is the strategy I use once I get far enough. Still I don't mind the wait... Come to think about it, faster charging times were discussed somewhere else on this forum, just can't remember where.


    I think I made a thread a while back on it, I think something about things charging at twice(or four times) the rate for each tier up of a charging device you stuff it into, so a rechargable batterie in a MFSU would charge 4(16) times as fast as a batbox, as would a drill.

    Problem with charging bench is it still does not actually accelerate the charging, It just does them in parallel. Ofc, if you have 2 of everything, you can leave one set in the bench, while you use the other set, then switch each time.

    You forgot the version numbers for the mods you intalled.


    However, the solution is still obvious, which would not always be the case because you left info out.


    between 1.23 and (what was the next version?) Alblaka redid some of the API. Some of your addons happen to be for a later version, and are using the new API, which IC 1.23 does not accept. Update Industrialcraft to 1.337b, and it ought to work. Also update all of your other addons, and any that did not update yet, add them one at a time to make sure they work as well.