Oh, Forestry does screw up world generation, no doubt about it. It just isn't screwing up rubber tree generation.
DF? Do tell.
Nope, I think it's just wind mills that suck at it, anyway the water mill produces to eu I think, so it doesn't run the fertilizer module very quickly.
DF = denoflions
Items are called a lava pit liquids I guess I could do, not gonna get in 2.1 though.
1: Not going to happen until eloraam changes her license. In the meantime, use relays which she added for exactly this reason.
2: In beta right now.
3: Will happen in the future, 2.2 or 2.3.
4: Put item collectors down there. Grinder sucking up items in front did weird and annoying things. And if you're leaving items when they die you aren't implementing it properly, the grinder shuts off the "doMobDrops" rule while it's working, so you shouldn't be dropping anything.
I think it's the wind area calculation that sucks. And DF might be denoflions.
Yep watermills work quite well, and are really cheap. They can also be broken with a pick, and bingo PC wins a prize for getting that acronym right.
Nope, I think it's just wind mills that suck at it, anyway the water mill produces to eu I think, so it doesn't run the fertilizer module very quickly.
DF = denoflions
Yep watermills work quite well, and are really cheap. They can also be broken with a pick, and bingo PC wins a prize for getting that acronym right.
Woot looking forward to it.
I'm pretty sure it takes the same amount of MJ to power something in MFR as it does in EU.
Oh, Deno...it's for IC2 though, I'm talking about the TE induction smelter, not the IC2 induction FURNACE. Wonder why Google didn't find that plugin, but I did find the same IC2 plugin on IC2 forum, but with different author (or Deno has a different name there).
Ooohhhh! Gate copy and paste..where have you been all my life!
Oh, Deno...it's for IC2 though, I'm talking about the TE induction smelter, not the IC2 induction FURNACE. Wonder why Google didn't find that plugin, but I did find the same IC2 plugin on IC2 forum, but with different author (or Deno has a different name there).
Ooohhhh! Gate copy and paste..where have you been all my life!
My name used to be Sithyrr on the ic2 forum. I changed it at some point but I don't know if the thread ever reflects that.
My name used to be Sithyrr on the ic2 forum. I changed it at some point but I don't know if the thread ever reflects that.
Gate copy has been in the bowels of the forum.
Yeah, that was the one. It hasn't changed apparently.
Gate copy would save me much repetetive shizz. I was just thinking the other day how nice it would be to have something like it (that and preconfiged logistics modules, although I notice there are new mod-based ones now)
Ok so trying to nerf power conversion something chronic, but can't quite get the ratios right.
Pretty much want:
512eu = 1Mj
100MJ = 1eu
My current config:
I:BuildCraftInternalEnergyPerEachInput=1
I:BuildCraftInternalEnergyPerEachOutput=500
I:IndustrialCraftInternalEnergyPerEachInput=1
I:IndustrialCraftInternalEnergyPerEachOutput=100
From the formula above: outputQuantity = inputQuantity * inputScale / outputScale Im expecting With: 512eu input Output Quantity = 512*1/512 = 1Mj
My test setup.
MFSU -->HV Consumer --> Energy Bridge --> BC Producer --> Conductive wooden pipe --> Conductive Golden Pipe --> BC Consumer --> Energy Bridge --> HV Producer --> MFSU
I place a lap crystal in the first MFSU.
In the 1st energy bridge it shows.
512EU input
0Mj output
in the pipes there is a constant blue energy line....
at the second energy bridge
26-29Mj input
0EU output
MFSU slowly increases over time...
So to me it looks like the BC to IC convertion ratio is about right but the IC to BC one doesn't function correctly?
Any pointers?
Cheers
With that setup a 512 EU pulse is going to get you 5 MJ. 512EU (input quantity) * 1 (input scale, IC2) / 100 (output scale, BC) = 5 (+12 internal left over). Likewise, a 100 MJ pulse will get you 1/5th of an EU - 100MJ (input quantity) * 1 (input scale, BC) / 500 (output scale, IC2) = 0.2. I think you forgot to take the unit switch into account when you did the math.
With that setup a 512 EU pulse is going to get you 5 MJ. 512EU (input quantity) * 1 (input scale, IC2) / 100 (output scale, BC) = 5 (+12 internal left over). Likewise, a 100 MJ pulse will get you 1/5th of an EU - 100MJ (input quantity) * 1 (input scale, BC) / 500 (output scale, IC2) = 0.2. I think you forgot to take the unit switch into account when you did the math.
"100 (output scale, BC)" = "I:IndustrialCraftInternalEnergyPerEachOutput=100" ?? I think you misread my scales. I redid my test with
and put a fully charged batpack in the first MFSU 60k EU
got 96 EU in the last MFSU. (Not what I expect, there is the divide by 500 but no divide by 100)
I am making a private pack for FeedtheBeast and i saw this mod and fell in love and wanted to thank you for making it free for non-commercial use thanks so much love the mod!
Sweet mod from what I recall but I rather not have to look for a replacement again
A risk you run with every mod, really. I won't hold it against you if you think I'm going to be too unreliable to use this thing - but I assure you that after the amount of work I put into making this version 2.0 I plan to stick around for a while because if nothing else I want to fg see people actually enjoying the fruits of my labor. That's why I do this, after all. And hey, worst case, if I drop off the face of the earth again, at least if people have used it enough maybe other modders will want to incorporate the features into their own stuff as usually happens when old mods die. Besides, it's been maintained this whole time, it's not like it was gone until I showed up again right now.
What I'm saying is I understand, but you should totally use it anyway - it can only help you. dr
and put a fully charged batpack in the first MFSU 60k EU
got 96 EU in the last MFSU. (Not what I expect, there is the divide by 500 but no divide by 100)
Oh hell there's actually a bug in the BC producer where it's using the input scale when calculating energy rejected so that explains the weirdness. The bridge tries to dump its entire reserve, so if only x% is used, the rest is upscaled and put back in storage, but it's upscaling wrong. I already need to look at powerconverters due to a bug with the charger so I'll take a look at this once MFR 2.1 is out. Sorry for the mess!
e: this must not be the only issue like this from what you've seen, so I'll have to go hunting with uneven input/output scales. Still, it will get addressed.
Now that the forum is actually loading, somebody in my IRC posted this:
A GIANT battery(?), that thing might be a little excessive, but looks amazing. Do you by any chance know what the orangeish beam looking thing in the middle is?
Edit: What could use that much power anyway, or is that the emergency stockpile in case of a creeper apocalypse? looks like it could power a mass fab for about a real life week.
Will PowerConverters ever support redpower blutricity?
Not in the near future Elo has to change her license. You would know this if you looked in the last 2 pages before posting. PC you need to put this in some sort of FAQ (Maybe the Questions From People Who Can't See Questions Asked Yesterday, or QFPWCSQAY) in the OP.
Edit: Just saw the MFR 2.1 video, and may I be among the first to say that the new version looks amazing. So is there a way to force crafting with the liquid crafter, without redstone, because I can see use for that as a machine without autocrafting, like letting me switch out recipes while the machine still has liquid in it.
INFORMATION WANTS TO BE WRONG
Nope, I think it's just wind mills that suck at it, anyway the water mill produces to eu I think, so it doesn't run the fertilizer module very quickly.
DF = denoflions
Yep watermills work quite well, and are really cheap. They can also be broken with a pick, and bingo PC wins a prize for getting that acronym right.
Woot looking forward to it.
I'm pretty sure it takes the same amount of MJ to power something in MFR as it does in EU.
Oh, Deno...it's for IC2 though, I'm talking about the TE induction smelter, not the IC2 induction FURNACE. Wonder why Google didn't find that plugin, but I did find the same IC2 plugin on IC2 forum, but with different author (or Deno has a different name there).
Ooohhhh! Gate copy and paste..where have you been all my life!
My name used to be Sithyrr on the ic2 forum. I changed it at some point but I don't know if the thread ever reflects that.
Gate copy has been in the bowels of the forum.
Yeah, that was the one. It hasn't changed apparently.
Gate copy would save me much repetetive shizz. I was just thinking the other day how nice it would be to have something like it (that and preconfiged logistics modules, although I notice there are new mod-based ones now)
Pretty much want:
512eu = 1Mj
100MJ = 1eu
My current config:
I:BuildCraftInternalEnergyPerEachInput=1
I:BuildCraftInternalEnergyPerEachOutput=500
I:IndustrialCraftInternalEnergyPerEachInput=1
I:IndustrialCraftInternalEnergyPerEachOutput=100
From the formula above:
outputQuantity = inputQuantity * inputScale / outputScale
Im expecting
With: 512eu input
Output Quantity = 512*1/512 = 1Mj
My test setup.
MFSU -->HV Consumer --> Energy Bridge --> BC Producer --> Conductive wooden pipe --> Conductive Golden Pipe --> BC Consumer --> Energy Bridge --> HV Producer --> MFSU
I place a lap crystal in the first MFSU.
In the 1st energy bridge it shows.
512EU input
0Mj output
in the pipes there is a constant blue energy line....
at the second energy bridge
26-29Mj input
0EU output
MFSU slowly increases over time...
So to me it looks like the BC to IC convertion ratio is about right but the IC to BC one doesn't function correctly?
Any pointers?
Cheers
INFORMATION WANTS TO BE WRONG
"100 (output scale, BC)" = "I:IndustrialCraftInternalEnergyPerEachOutput=100" ??
I think you misread my scales.
I redid my test with
I:BuildCraftInternalEnergyPerEachInput=1
I:BuildCraftInternalEnergyPerEachOutput=100
I:IndustrialCraftInternalEnergyPerEachInput=1
I:IndustrialCraftInternalEnergyPerEachOutput=1
and put a fully charged battery in the first MFSU 10k EU
got 11k EU in the last MFSU. (shouldn't there be at least a /100 in the output somewhere?)
I:BuildCraftInternalEnergyPerEachInput=1
I:BuildCraftInternalEnergyPerEachOutput=1
I:IndustrialCraftInternalEnergyPerEachInput=1
I:IndustrialCraftInternalEnergyPerEachOutput=100
and put a fully charged battery in the first MFSU 10k EU
got 96 EU in the last MFSU. (More what i expect)
EDIT:
Just repeated it with your requested setup
I:BuildCraftInternalEnergyPerEachInput=1
I:BuildCraftInternalEnergyPerEachOutput=100
I:IndustrialCraftInternalEnergyPerEachInput=1
I:IndustrialCraftInternalEnergyPerEachOutput=500
and put a fully charged batpack in the first MFSU 60k EU
got 96 EU in the last MFSU. (Not what I expect, there is the divide by 500 but no divide by 100)
I am making a private pack for FeedtheBeast and i saw this mod and fell in love and wanted to thank you for making it free for non-commercial use thanks so much love the mod!
Sweet mod from what I recall but I rather not have to look for a replacement again
A risk you run with every mod, really. I won't hold it against you if you think I'm going to be too unreliable to use this thing - but I assure you that after the amount of work I put into making this version 2.0 I plan to stick around for a while because if nothing else I want to fg see people actually enjoying the fruits of my labor. That's why I do this, after all. And hey, worst case, if I drop off the face of the earth again, at least if people have used it enough maybe other modders will want to incorporate the features into their own stuff as usually happens when old mods die. Besides, it's been maintained this whole time, it's not like it was gone until I showed up again right now.
What I'm saying is I understand, but you should totally use it anyway - it can only help you. dr
Oh hell there's actually a bug in the BC producer where it's using the input scale when calculating energy rejected so that explains the weirdness. The bridge tries to dump its entire reserve, so if only x% is used, the rest is upscaled and put back in storage, but it's upscaling wrong. I already need to look at powerconverters due to a bug with the charger so I'll take a look at this once MFR 2.1 is out. Sorry for the mess!
e: this must not be the only issue like this from what you've seen, so I'll have to go hunting with uneven input/output scales. Still, it will get addressed.
INFORMATION WANTS TO BE WRONG
INFORMATION WANTS TO BE WRONG
A GIANT battery(?), that thing might be a little excessive, but looks amazing. Do you by any chance know what the orangeish beam looking thing in the middle is?
Edit: What could use that much power anyway, or is that the emergency stockpile in case of a creeper apocalypse? looks like it could power a mass fab for about a real life week.
INFORMATION WANTS TO BE WRONG
Although I kinda wished he had used conveyor systems instead of buildcraft pipes in his examples
Not in the near future Elo has to change her license. You would know this if you looked in the last 2 pages before posting. PC you need to put this in some sort of FAQ (Maybe the Questions From People Who Can't See Questions Asked Yesterday, or QFPWCSQAY) in the OP.
Edit: Just saw the MFR 2.1 video, and may I be among the first to say that the new version looks amazing. So is there a way to force crafting with the liquid crafter, without redstone, because I can see use for that as a machine without autocrafting, like letting me switch out recipes while the machine still has liquid in it.