Posts by Ranakastrasz

    Name:
    *Extractor* pipes, and other Miner Tweaks


    Description:

    Code
    Did you ever ran out of fuel for your Geothermal Generator because  buckets seem to only take a small percentage of the lava and make the  rest disappear? We solved this issue!
    Our patented, 100% lava-proof, wood-made Extractor Pipes will ignore all the useless ore, and dig straight (down) for valuable liquids, like water and, especially, lava, ignoring any water found along the way.
    Due to advanced refinement methods, the extraction will even  yield in FIVE filled buckets per block of liquid. "FIVE" is not a  defined number, but a steady and semi-random variable.
    Actual liquid yield cannot be calculated and may vary. As well, liquids can only be stored in empty buckets, located in chests placed next to a miner.
    To make this pipe functional, at least one Geothermal Generator  is needed beside the miner. Lava will be transferred to the adjacent  Geothermal Generator automatically. The Generators can be placed in  eight boxes in the horizontal plane, adjacent to
    the miner. It cannot be  placed above/below the miner.
    It is possible to use normal mining pipes first and manually switch to an extractor pipe when the pipes reach lava.


    - First of all, I have no idea why these are still called extractor pipes. Personally, I call them "Liquid penetration and Geothermal Conduction Pipes"
    - Second of all, The whole "Cannot Extract Lava" thing was due to the Dorolk Reactor issue, where you could create a quite dangerous (to refill) but infinite power source via lava and a miner. The issue was that one source block would literally fill 5 buckets, or more, with the help of flow blocks. The removal of the ability for miners to fill buckets *fixed* this, but made them useless for a time. Then, miners started feeding geothermal generators nearby, allowing to make automated geothermal stations, which is all well and good, except for one thing. I know that it is easily innately possible to make miners fill buckets, and I am pretty sure that flow blocks also are ignored now(possibly not for geothermal filling) However, Because The cause of this issue is fixed, why are we unable to extract lava anymore, to fill buckets, so we can mass farm obsidian?
    - Third A lot of people on the forums have had confusion with how extractor pipes do not look for things out of their way, while normal mining pipes or diamond pipes do, but are unable to penetrate water. (or mushrooms, from what I heard, or probably chests or mob spawners) Surely considering that mining pipes stop when hitting lava, rather than trying to go through, (and melting) or obsidian, and trying to go through (and wasting power or breaking), they instead stop, but never tell you what the issue is, even though this high tech equipment ought to be able to send *error* messages when hitting an invalid block, Namely displaying the inventory image for the block in the way, or a lack of buckets when trying to extract a volcano worth of lava. (just ignore the water if there are not enough buckets, its really cheap, seriously)
    (f.e.) An Obsidian block in the case of obsidian, a mushroom in the case of a mushroom, a bucket of lava if there is lava in range to collect with an extractor pipe, but there is not a free bucket to fill, and a lava tile if you are using non-extractor pipes and hit lava. Also, added bonus if a tooltip is implemented, saying that, say, "Not enough buckets to hold Magma", or "Obsidian can only be mined with a diamond tipped mining pipe", or "Only extractor pipes can penetrate Magma", as these would remove any confusion as to why the miner is *malfunctioning*. (unless it really is via a bug)


    So, my suggested changes, summarized...
    - Allow extractor pipes to extract water and lava into buckets, but source blocks only, and also use the same 5x5 search area. completely ignore flow blocks, unless replacing them with pipe, in which case replace them. Additionally, give exactly one bucket per source block.
    - Allow normal and diamond pipes to ignore water when digging, but do not fill buckets, just replace that which is in the way of the pipe.
    - Display an additional slot in the miner, with an icon which represents the error the miner is experiencing, preferablly with a tooltip.
    Recipe:
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    Unless you're building a super-tower at around 100 elevation, and a bunker of DOOM at 6 elevation. Now, I know this is an extreme demonstration, but it would save people the hassle of wiring an HV current from the top floor of a super-wind-tower down to the level bedrock sits at. I'm a mole, and this would definitely help myself and others become completely mole-ish, as well as power several factory areas without having to wire 10-20 HV lines from the surface to the underground.

    Well, you can actually run multiple HV lines through one line, which isnt as hard as doing 10-20, but you have to correctly split it apart at the bottom, to make sure each HV there gets at most one pulse per 20 ticks, and one HV sending per 2000 EU/s

    Name:
    More EC Manipulator Displays
    /Tweaks


    Description:
    A possible way to display energy stored in certain cases, specifically, in the case of the Teleporter, relay, and variable generators (wind mill and water mill), would be to display that information when right clicked by a EC Manipulator. In the case of the Teleporter, showing either the amount of EUs that it currently has, or showing a percentage of the amount needed to teleport, would help people determine whether or not it is charged yet. Fixed in newest update, although I think an EC Manip should be required
    The relay would show how much energy is going through it, like a wire does.
    The Wind and water mill would display the average power generation rate, since their generation rate requires some manual calculation, and such a advanced tool ought to have programming to do that as well\


    Also, I think the shift and control key increased effect for modifying output of MFE transmitters should be changed to 8 and 16, (or 4 and 16) so that it would be easier to modify the values, as 2 16s would be enough to increase from 32 to 64, rather than 3 10s, and 2 1s, which takes a lot longer, and ofc when you overshoot, it requires significantly more adjustment, due to 64/10 not being an integer.

    Hi
    I am using IC v8.10 and my problem is SSP


    I am having difficulty making the teleporters work. I have made sure to have all the required class files installed. I do not believe I have any other possibly competing mods (don’t think I have any other mods installed) I have made sure to use the FreqTrans correctly (right click to copy left click to paste coordinates on both teleporters) the teleporters are correctly powered up and indicate they have the appropriate power by glowing red and the teleporter pad itself is wired via redstone to a lever.
    my only thought is that the teleporters.ssav file may have been generated to the wrong location (as it went to my desktop strangely) and so the recorded coordinates may not be being accessed thus my question is where should the teleporters.ssav file be stored?
    Thank you for your help

    I know the file generates in the same location you launched Minecraft from, I suggest you move it to your .minecraft folder, and use a shortcut instead. Also, the redstone glow is currently bugged, it seems to either have no relation to the amount of charge it currently has, and in the case you are feeding it with a switch cable directly under it, with a torch under the switch, it would cause the teleporter to go off each time it charges instantly, which explains the difficulties I was getting. A way to figure out the charge rate is to check the total energy being sent to it per second, (note that the EU/s values are all per tick, and 20 ticks are in a second, so a MFE emits 320Eus per second) and divide 3,000,000 by that value to determine the charge time. take into account the rate of power generation, and whether or not the MFES are sufficiently full to emit constantly.

    Name:
    Relay Power Waste Fix


    Description:
    Currently Relays send current regardless of whether or not there is any reason to do so, and as such tend to waste it, making them mostly ineffective at their job, except in a few cases, such as in making a squaricle solar panel. I seem to remember a conversation on the forums about this, where the fact that HV wasted power in a similar situation (when it gets sent back, but there is not enough room for it to be taking back) and it was fixed by doubling the capacity of the HV in the case of power being sent back. (but not normally) I would like relays to work similarly, having 512 capacity, but only accepting 256 of it, and sending all of it each time it is requested. I do however see a small issue with this, namely that you may occationally get power spikes in certain cases, which could cause inconvenient explosions. I am not sure how one could solve this, due to the nature of the setup, In the case of less than 256 input to the relay, sending 256 in that case would work, but could cause a similar issue.

    Name:
    Switch Cable Output direction


    Description:
    I think switch cables should direct current somewhat differently than how they are currently. In the case they had only one output connection (top or bottom) they would output to that direction. However, with two connections, they would default to the bottom. If redstone is applied to it, it will output to the opposite side, in the case of a single connection, this would cut it, but in the case of a double connection, it will make it output to the top.

    Seems unnecessary, with only 2 exceptions. One, it could make a good defense system, and two, it could allow for cables to not have to run outside. However, Considering it still would damage people, and considering the massive power loss, I would note that you should just use HV cables for the same thing except better.

    Rather than being actually struck by lightning, a similar effect, preferably smaller in scale, I think would be better, as lightning hurts and sets you on fire (from what I heard). Also, making the teleporter's effect look more like an aura of redstone, which expands as it charges, to max at the Squaricle AOE of teleporters would probably work better, as it would allow for more in the way of progress display.

    They look way better than solar trees, and tessellate much better, but ofc they require more resources as well. I think I could make a setup that is almost the same as a solar tree, but squaricle, and using relays to make it mostly flat. This is interesting none the less, and Actually, you could easily make the generic setup a lot of people tried first (including me) using relays, basically
    S = solar, > = relay
    SSSS
    >>>>
    SSSS

    Well, first of all, all releases tend to be a bit unstable, and second, I cant get the teleporter to work 100% of the time either.


    The field however, i can help you with. Apparently however, if the field's radius is larger than 20, this will not work regardless. Basically, you need to click specifically on one of the 6 *key* blocks, which are centered on the force cube faces, and also lined up with the generator.

    No, this is true of 8.10 as well, I think it is because of the timed life of field blocks, meaning that when you expand the field via more power (or shrink it, by breaking some of the wiring or wrapping an MFSU output) it rapidly *regenerates* the new layer without removing the old one, which it probably should do.

    I know it is a known error, it is in the known bug section, and has been mentioned on the thread many times. I could not however find anywhere where it said it also occurs in non-pvp mode, so I was posting this here to make sure. Perhaps the Known bugs could be updated with this info?