Posts by Ranakastrasz

    Only empty seems to work. And I couldn't even fill the jetpack once made from a fuel can. Has to be filled from fuel cells.


    The height limit of the electric jetpack makes it nearly useless for surface use. But the fuel jetpack is a massive pain to refuel, unless you make a fuel factory.


    You serious? I suppose if by surface you mean, on top of a mountain, you are correct. However, I find it quite usefuly myself to fly from my base to my construction site, easily and safe from creepers (till they get jetpacks anyway)

    This setup looks incorrect to me. It looks like 3/4th would go to your machines, and 1/4th would go to the mass fabricator. I have no issue with this, it is far better than my setup, but regardless, what am I missing?


    The top two storage will fill up, but the machines will tend to drain that one. When the other one is full, it will start discharging, sending half to the first storage and half to the fabricator. So this is certainly more efficient, and will certainly leave the other one full most of the time. Although, the second storage looks to be likely to have energy stored, which could cause your machines to go dry, since it only emmits when full. hmm.

    Currently, most people will find that their quantumsuit bodyarmor always runs out of energy the slowest. I think that, since many people will not make the armor because they prefer having their BatPack, it would serve the purpose of a batpack as well, BUT, it could recharge Mining Lasers and Nano Sabers. So people would find an actual use for these things. So you would effectively have a 1kk EU batpack.


    And the Quantum Helmet Solar upgrade! Surrounding a QuantumHelmet in 8 solar panels creates a Solar Quantum Helmet! This amazing piece of equipment generates a whopping 32 eu/s to recharge everything in your inventory! Just by being attached to the quantum helmet, the solar panels instantly become 8x as efficient! This will even recharge your Batpack/QuantumSuitBodyArmor so that you can run all those tools for a REALLY long time! As long as your head is in sunlight.


    First part, I do think that would be hugely useful.
    Second part, you stole my idea.

    What is this, I don't even... MinecraftSquid Heeehehehe. Certainly doable, although making more addons is probably gonna be back burner to core stuff for a while, so maybe another aspiring modder with IC2 source/MCP-decompile could take a crack at it. But how are you planning to fit eight solar panels on your head? 8|


    Also: Derail'd! Promise I really will get the electric treetap written. Actually, I could do that as an addon first too. That's really a pretty good way to test drive potential new items and machines.

    I like this idea, when I'm down in the mines I get really peeved when I encounter a long hall and begin digging and can't find anything.


    Indeed. I cannot think of any practicle field uses of the current scanner. All it is good for AFAIK is if you plan to manually dig a quarry, although if you have access to a scanner, you ought to be able to make an automated miner. This however, if it passively (toggled via usage, and must be in action bar, similar to EE's rings and otherwise) scanned (and displayed like this) ores in a radius of 3 or 5 in each direction (the two seperate scanners have that AOE) (radius being half the side of the cube) would be extremely useful, since you could be scanning the inside of the walls, and know whether or not it is worth removing said wall.

    Issues is that would make industrialcraft require Timber/nature overhault. A better idea would be to have an ADDON that is simply the chainsaw modified like such, so as to make the addon only require it.


    As a note the chainsaw may not be compadible in it's current form anyhow, considering how nature overhault actually takes durability for every log, and tends to destroy your axe often, which it would probably succeed in doing with your chainsaw as well.

    watch what happens when you take like 4 MFSU outputs combine it into one and plug it into the terraformer, its awesome, as al said there is a "max" that each TFBP will take, they also have different ranges


    Irrigation- 3000eu
    Desertification- 2500eu
    Cultivation- 4000eu
    Chilling- 2000eu
    Flatification- 4000eu


    If the capacity is THAT high, then why cant we feed em VHV?


    Also, question about range. I seem to remember a post a while back, which suggested that the terriformer would start only able to effect terrain close by, and gradually increase in range as it works. I think the response was that you were unable to attach data to the terriformer. So I have to ask why it cannot be stored similarly to how an MFE or similar stores energy, store the current range, or running time to caclulate the range?


    Silly Part:Well duh, Everyone knows how quickly you can chop down a tree with a chainsaw in comparison to a diamond PICKAXE!


    Serious Part: Someone made a mod that made logs behave like sand did when falling. This did cause some minor issues, namely some branch setups instantly falling, but it was a minor issue, since trees got roots. I have to wonder if it would be possible feasible to make it behave similar to sand, except it does not fall if the rest of the logs cannot fall either. Leaves would also fall similarly(but not be checked for whether they have room, and will be removed, and act as though destroyed in that case), so it would gradually move itself downwards, hence becoming shorter as you cut it down. It would at least be an improvement, of feasible.

    have you played 1.8? food is ridiculos easy to get. Everything drop alo of it. I wonder what will be the role os tin cans. Right now, they got unless.


    Personally I disagree, if only because my current world has very little in the way of pigs, cows, or chickens, yet has tons of sheep. Hence why I have a fishing pole and a garden, which really isn't enough. (have an unmodded server)


    So I would claim that increased food gains would be nice. Actually, a *replicator*, like from startrek would be really neat, as it would let you get food without having to collect it. Whether as UUM recipes or some special machine.
    Also, If Alblaka were to reduce food stacks to 16 (which I personally think ought to be legit max stack, rather than 64) then canned food would still be useful.

    Name:
    Field Generator, Shaped using Build-craft Blueprints



    Description:
    The Field generator will be an add-on, to avoid IC requiring BC, so instead only the field generator add-on will require BC.


    Build-craft blueprints are currently able to be used by a builder to allow it to automatically build structures. The blueprint therefore must somehow store information on all of the blocks that are used to make the structure. (not block types, just whether one is there or not)


    This suggestion is to have field generators have a slot for 1 (or more, see below) blueprint(s), which determine which blocks are maintained by the generator. The blocks would behave similarly to IC1 field blocks, but would have a longer duration. The field generator would similarly try to replenish the missing blocks in the field. The rate it replenishes the blocks is determined as a function of power input, so more power means a faster replenishing force field. If it receives more power than it can use, it will either reject it, store it, reinforce the field blocks (either replace with more explosive resistant version or reset timer)
    This will allow shaped fields that perfectly cover your house to be formed, rather than the constant spherical fields of IC1. If less power than is required to maintain all of the field blocks, holes will remain in the field, hence a base requirement of power for any blueprint can be easily calulated. More power would ofc allow for the field to be just barely maintained, or well maintained (all the blocks are being reinforced/reset) and ofc able to be replaced quickly if under *attack*.


    A second blueprint would determine the location of *key* blocks, (may or may not be a different block type, or look different) which act like the axis key blocks in IC1, but remove all key blocks (and suppress key block regeneration for a few seconds) but no other blocks.

    Does that mean that more power supplied = faster processing of the terrain? Also -- I remember that in IC1, the snow terraformer was a bit buggy because MC doesn't like snow in the sunlight in non-snow biomes -- is that still an issue?


    possibly, although the power consumption is insanely high as well, like 256 for one of them, not sure if that is above or below average however.

    Question, how do you know what the output is? At any tick the power output is either on or off, and It randomy gets *fuel* added depending on the wind, but produces power just like a generator. (last I checked anyway) This means that it will always produce an integer amount of power at any point in time, but if you average the power generated (use an EU reader over like a full day) you will probably get a fractional number.

    Wait ... Can't you place one wire ---> paint it ----> place the other cable?


    ACK! Its an E-Troll, anyway, Serious....


    Yes you could, but the connection would still occur when you place the second cable again, because black cables always connect.....


    How about designation one color that cant connect to anything? Even normal cables.


    How about allowing us to make WHITE cables (bonemeal ofc) which cannot connect to anything but white cables, hence allowing us to set this stuff up.

    The problem with prepainted wire is what do you do when you need red wire but all you have is yellow wire? Or what if you want unpainted wire and don't have the resources to make it? What about crafting things that require wire? You can't mix and match different kinds of materials with our current crafting system, even though they serve the same purpose. We would need a bunch of different craft recipes that make the same thing just to allow for colored cables in your inventory.



    I think the current system is just fine. It sounds like you aren't planning your wiring too well. :(


    I know that. I think I was thinking out loud there. I wonder if there would be a way to use a special tool to place the wires and paint the instantly, except ofc you would need to indicate the wire to be used. I probably need to plan out my wiring better, but I still think this kind of flexibility would be useful. I also see the issue with the crafting recipies, namely due to all the different versions acting like different items. So I think I will just need to carefully drain and unplug all of my machines (like you ought to IRL, so I suppose its a bit realistic)