Posts by Ranakastrasz

    Being able to customize the shape of a forcefield would be nice, but you would need to design a relatively complex system for it. I would agree with being able to have the size of the forcefield unrelated to power input, but have power input do something else (regen as you said)

    I have a *hueg* mining shaft, going from my backyard, to bedrock. Now, I have a ladder heading the whole way down, and I ususally try to speed it up a bit by falling off of the ladder, and grabbing back on near the bottom. However, With rubber boots, I take damage when I hit the bottom of the shaft (while on the ladder, at normal ladder speed)


    Is this intended?

    the "buffer for the night" is gone if you go to bed once


    I never use beds aside from once to set my initial spawn point to my house. If I really want to use beds, I will activate the Somnia mod, hence why this does not apply to me.


    Beds reduce the difficulty of the game, and really don't seem to have been implemented very well. I think some of the reason people find Solar panel OP is that they use their bed, so they are almost always working.

    Seeing as Bronze is not magnetic, bronze boots not working actually makes a lot of sense


    How about a nanosuit? Is redstone magnetic? I know Energy crystals have redstone on them. The helmet ought to be magnetic, but you need the boots.... Hmmm

    For me that sentence doesn't make any sense. Mind reformulating it to make it more simple to understand?

    Sorry, i was in a bit of a hurry. let me try again.


    With the fuel based jetpack, If you activate Hover mode, I would like you to fall at the slower rate UNLESS you hold down the spacebar. Basically, reverse of what currently occurs.

    If making a solar flower, making it produce 64 Eu/t would be idea, if using a batbox, so it outputs during the night as well as the day. Although, The capacity may not be able to buffer that output...


    (this assuming that the currents are split into multiple pulses, and hence 64 pulses of 1 Eu should not cause it to explode)


    40,000 Capacity
    32 Eu/t surplus
    1250 ticks to fully charge
    62.5 seconds
    ~1 minute, so would certainly NOT last the whole night, and would hit the capacity during t he day. So I am incorrect, this would not work without a bigger buffer.

    Nope, this is fully intended.


    Fuel Jetpack: Big storage, high trusting, less additional functions = Meant for long range travel, hover mode is for landing.


    Electric Jetpack: Small storage, high forwards speed, intelligent hover mode = Space is up, not space is down, perfect for cave exploration without worrying about fall damage at all.

    Ah, ok. it looked like a bug to me. I must have miscommunicated on how the space-bar interacted with the electric jet-pack, because If you hold it, you go up, while if you let go, you go down.
    Also, would you rename the toggle for the fuel jet-pack to *land mode* so as to not confuse people?


    For the jetpack, can you make it fall when the button is NOT held down? Not fly while it is held on hover, but fall when it is held down?

    (I am hoping the electric jetpack works as intended, otherwise I have to complain)
    When you activate hover mode for the electric jetpack, while spacebar is down, you go up slowly, and when let go, you fall slowly.
    When you activate hover mode for the fuel jetpack, while spacebar is down, you fall slowly, and when let go, you fall at normal speed.


    I think they are supposed to work similarly, and using the first one's control scheme.

    Thank you Ranakastrasz! I think we can go without Jetpacks.
    But we can't go without the nano suit! what is the problem?
    EDIT: Now my friend's Nukes disappear when he tries set it off with redstone.

    You *can* add the nanosuit into the server folder, but beware, it is extremely buggy. Seriously, it tends to vanish/reappear, and does not have some of the abilities, you can run/jump, and breath, but neither boots nor chest prevent damage. Its kinda odd.


    As for the nukes, you cant do anything about that, Unless you don't have the latest version (pretty sure he never fixed it) Because Notch added new code removing any unregistered entities (such as nukes)

    It makes for an interesting experiment, though: if you can somehow construct enough reactors to have one running constantly, and a redstone circuit controlling the timing, you could have a massive-output reactor set. unfortunately, it would probably take up nearly an entire render area (on flat ground, at least) to construct said reactors.

    That isnt required to have a smooth current, You can simply use a buffer (or a few, as MFE's can only transmit 64 per second max, at least in IC1) to store the burst, and release it at a steady rate (the average rate, rounded, via MFE configuration)

    Afaik such a rector design is possible.
    Of course, the efficiency is A++, but in redo you will produce FAAAAAAAR less energy over time.
    A basic safe Mark II can produce steady 40 EUt along his entire cycle, nonstop.
    Your reactor will merely produce a few 1000 EU within 3 seconds... then need a whole cooldown for half a day.


    It's efficient, no doubt, but i wouldn't like to have a power plant of that kind XD

    I initally wouldn't either, but I would note that if you were to totally automate it, if doing the 3*6 grid, it produces a burst of 100k Eu before vaporizing (unless you hault it ofc, easy to do) Then cooldowns down in 6 minutes, for anouther 100k burst. The 3*6 runs for ~12 seconds stablely, and is about 163 Eu/sec averaged.

    Anouther thing, I *designed* a rather interesting Mark 5 reactor. Basically, I stuff the whole thing with Uranium fuel cells. It has an efficiency of 4.44444... and can run for 3.75 seconds (to hit 9k heat) before taking 6 minutes to cool off (water cooled, could be accelerated via buckets of water). It actually is quite efficient, because with extremely simple redstone circitry, you can automatically turn it off after the 3.75 second period, and use a button or similar to reactivate it. Unless a delay in deactivation exists, or say the power production scaled up from 0% to 100% in ~10 seconds, I think this is the optimal reactor, at least for total power output/uranium. It also appears to be 100% safe, unless you did some evil coding magic to make it not.



    Ok, thanks for the answers. it helps significantly on my premptive designing XD

    (This may not be the right section)


    I read the tutorial, but I have a few things I do not understand/are unsure about.


    -Is heat an integer? Is heat for components/hull stored as an integer, meaning that you cannot have half of a heat unit? if you can, Most of my questions are not neccisary.


    -How does plate heat splitting work? I assume it cannot split heat to the tile it got the heat from, but I assume the heat can be tranfered between two plates in the case of two heat pulses going on oppisite directions. Also, it is unclear on how it splits uneven amounts of heat, such as 3 heat to 2 tiles. Does each tile get 1 heat, and one is stored in the plating? Do they get 2 heat, creating 1 extra heat magically? Does it do either, but use stored heat to equalize it?


    -How much does plating increase hull durability by? Also, Unless you had orphaned urainium cells, or a HD, I see no way heat would find it's way to the hull. Do platings interact with the hull to cause this? Does external cooling do nothing unless the hull has heat stored, or does it start to apply to the components in that case?


    -How long does it take to refine a almost depleated uranium fuel cell, in the case of 0 heat? I know it is 2x as fast in the case of 3k heat, and 4x as fast for 6k, and 8x as fast for 9k. (would higher amounts be possible if you have plating as well, which I think increase the threshhold for something, I assume increases the threshhold for explosions, but does it also increase the threshholds for melting/radiation? I am not sure about this either.


    How would you design a reactor that heats up, but does not melt any components without using a HD? I am pretty sure that unless some magic occurs for plate conduction/other interaction, this is impossible to do. I know that if you give a cooling cell exactly 2 heat per tick, it will melt EXACTly at the moment the reactor deactivates, unless I missed part of the model, such as how heat gets to the hull without a HD or orphaned reactor.

    I think the issue is mainly that the mobs are unable to find any way to get to the shrine, and their teleporting function is not detecting this fact, so they never find their way to the shrine. I do think this would be a useful command, but I think the issue that causes it to be wanted is the real issue.