Sorry for interjecting, but the version history on the Project: Red website is missing a few important versions - specifically, the ones based on RedLogic and Immibis' Microblocks (the 3.0.x, 3.1.x and 3.2.x versions for Minecraft 1.5.2), before Forge MultiPart was around.
Could you please add them for the sake of historical completeness? Or at least add a note, if a reason for the versions being missing exists - history should be preserved.
So maybe this is a really dumb question, but after overlooking the changelogs and posts here; what does the new 100v power line do? I can't seem to attach it to anything, nor place it anywhere. Anyone mind telling me what it does, or is it something that isn't officially in yet? thx
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Grammar and punctuation are the difference between; "I helped my uncle, Jack, off his horse." & i helped my uncle jack off his horse. We're on the internet, no intonation or body language, so why would your language skills be less important?
Well, you could have used your brains here:
Are they available in survial? Yes/no
No? They aren't implemented yet
Well I'm going to thank you for answering despite how you did so.
I haven't, in probably a year been in survival. I always play creative putting crap together for my server and sometimes just to see what I can make. So I though maybe because I'm not using the world part of the mod it was something I was missing.
Grammar and punctuation are the difference between; "I helped my uncle, Jack, off his horse." & i helped my uncle jack off his horse. We're on the internet, no intonation or body language, so why would your language skills be less important?
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TJ, can you add a recipe to your tinker's integration to craft redstone blocks out of your molten redstone? this not being there is fairly annoying as there is no way to get the molten redstone out if you put to much in unless you pump it out into a tank.
Ok. I was about to ask if the computers for the bundled cables would return. But then I read on the wiki that it can be achieved using computercraft. But now my question would be if bluetricity would make a return?
I'd hope that if it does that it would be an option/toggleable option, like on the block itself. Bluetricity is an amazing concept, but it becomes a severe hindrance on space and large automated systems as the more you place the more (vastly more) solar panels and theropiles you need, not to mention the battery boxes, batterys to charge/transfer power ect.
You spend more time making sure you have the juice to run your stuff then doing what you intended. At least the was the problem I had, I was making massive elevators with the frame motors and even with fields of panels, thermopiles and windmils, I STILL ran all (several hundred) battboxes dry.
As a counterpoint, I enjoyed working with the Bluetricity concept all on its own. The systems were fun to build and a windmill went a long way to keeping the system flush with energy.
I'd hope that if it does that it would be an option/toggleable option, like on the block itself. Bluetricity is an amazing concept, but it becomes a severe hindrance on space and large automated systems as the more you place the more (vastly more) solar panels and theropiles you need, not to mention the battery boxes, batterys to charge/transfer power ect.
You spend more time making sure you have the juice to run your stuff then doing what you intended. At least the was the problem I had, I was making massive elevators with the frame motors and even with fields of panels, thermopiles and windmils, I STILL ran all (several hundred) battboxes dry.
IMO, the mod is better with out it.
One nice an elevator I was actually trying to make an underground bunker doing that. Second yeesh that bad huh. Third have you tried that same thing but by using wind mills instead? They produced a lot more power than the latter. And also for me it's more or less an issue of if you don't like it just don't deal with it. And I guess for you if you have a quarry and you keep finding nikolite and don't want you just void pipe it.
As a counterpoint, I enjoyed working with the Bluetricity concept all on its own. The systems were fun to build and a windmill went a long way to keeping the system flush with energy.
Well, yeah, I have to admit I did have fun with the concept as well not saying I didn't. Just saying some builds and projects were hard if not nigh impossible to maintain and although windmills were an immensely awesome way to collect absurd amounts of juice, for projects like building Raccoon City, they were pretty out of place.
One nice an elevator I was actually trying to make an underground bunker doing that. Second yeesh that bad huh. Third have you tried that same thing but by using wind mills instead? They produced a lot more power than the latter. And also for me it's more or less an issue of if you don't like it just don't deal with it. And I guess for you if you have a quarry and you keep finding nikolite and don't want you just void pipe it.
My power usage project involves vast power systems, such as automatic doors, elevators, platforms and mobile on-the-rail vehicles. Suffice to say there would be quite a few windmills running to keep the juice nominal. My long running project a full rebuild of Raccoon City from Resident Evil, the city was powered by a nuke plant and give or take 200 even strategically placed windmills would look a bit out of place.
Also, the automated systems point was really made for others who do that kinda thing, as I have no idea how to make the pipe systems work right. :/
Well, yeah, I have to admit I did have fun with the concept as well not saying I didn't. Just saying some builds and projects were hard if not nigh impossible to maintain and although windmills were an immensely awesome way to collect absurd amounts of juice, for projects like building Raccoon City, they were pretty out of place.
My power usage project involves vast power systems, such as automatic doors, elevators, platforms and mobile on-the-rail vehicles. Suffice to say there would be quite a few windmills running to keep the juice nominal. My long running project a full rebuild of Raccoon City from Resident Evil, the city was powered by a nuke plant and give or take 200 even strategically placed windmills would look a bit out of place.
Also, the automated systems point was really made for others who do that kinda thing, as I have no idea how to make the pipe systems work right. :/
Are you talking about the pneumatic pipes? If so that was not what I was talking about. I was thinking the buildcraft void pipe. Also fully functioning raccoon city... Sha-Awesomsauce-BEANZ!
I thought the purpose of this mod was to recreate the old RedPower mod for those of us who missed it?
I am using this and I find all three gems right next to each other... but... gems spawn in different biomes and no two gems spawn in the same biome according to RedPower...?
I'd hope that if it does that it would be an option/toggleable option, like on the block itself. Bluetricity is an amazing concept, but it becomes a severe hindrance on space and large automated systems as the more you place the more (vastly more) solar panels and theropiles you need, not to mention the battery boxes, batterys to charge/transfer power ect.
You spend more time making sure you have the juice to run your stuff then doing what you intended. At least the was the problem I had, I was making massive elevators with the frame motors and even with fields of panels, thermopiles and windmils, I STILL ran all (several hundred) battboxes dry.
IMO, the mod is better with out it.
Yes because you didn't understand the concept of bultricy. The system in redpower took on the litteral concept of direct current, which is a real life thing ya know. Feilds of solar panels aren't what you would have needed, you need need a large number of 3x3 squares, and a grid of battery boxes, that connected to each other in such a way that no battery box has more then two power inputs and one output. Its a very simple concept once you get it working, but some people just make a massive feild 20x 20, and made the output on one side, that's unrealistic, and power couldn't transfer that far.
Also this mod is in parts just like redpower, meaning if he was to add blutricity, it would be in the mechanical part of the mod, meaning if you don't want it, don't install that part.
-__-'
His initial plan was to remake repower 2 yes, but as he has stated many times before he doesn't want to do that anymore. He wants this to be his own mod, and not JUST a recreation of redpower.
But all gems spawning right next to each other just seems unusual... /:
Yes because you didn't understand the concept of bluetricity. The system in redpower took on the litteral concept of direct current, which is a real life thing ya know. Feilds of solar panels aren't what you would have needed, you need need a large number of 3x3 squares, and a grid of battery boxes, that connected to each other in such a way that no battery box has more then two power inputs and one output. Its a very simple concept once you get it working, but some people just make a massive feild 20x 20, and made the output on one side, that's unrealistic, and power couldn't transfer that far.
Also this mod is in parts just like redpower, meaning if he was to add blutricity, it would be in the mechanical part of the mod, meaning if you don't want it, don't install that part.
I understand what Elo was trying to do with it and I understand how the systems work, what my problem was that the system was not balanced. One motor run for 4 ticks drew like 40 units of power from a single fully charged batt box and a system that ran at least 120 ticks would drain enough power to shut it down, the motors had to have a nominal amount of power just to be usable. It took around 8 minutes, for a single solar panel to charge a single box and double that when the box had a portable batt to charge. Batt boxes also had no designated in or out points. I did indeed use huge swaths of battery boxes, at least 100 then dropped a chunk anchor from Railcraft to ensure that the boxes would continue to charge when I was off fixing the RPD.
All in all I needed the system I had set up to theoretically run for days as when I was done I was going to release my map. I figured fans of RE would want it to run like it would in the game and not randomly stop between floors, primarily in the lab area being theres no floor buttons between floors.
Wasn't the power draw from a motor supposed to be proportional to the amount of blocks it was moving? In practice, I never had major power problems with the frames. Maybe you were losing it all to line losses?
Could you please add them for the sake of historical completeness? Or at least add a note, if a reason for the versions being missing exists - history should be preserved.
http://files.shinono...ods/ProjectRed/
Missing versions are 3.1.0.31 and 3.0.0.23-29, as they are not mirrored anywhere anymore.
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Grammar and punctuation are the difference between; "I helped my uncle, Jack, off his horse." & i helped my uncle jack off his horse. We're on the internet, no intonation or body language, so why would your language skills be less important?
Well I'm going to thank you for answering despite how you did so.
I haven't, in probably a year been in survival. I always play creative putting crap together for my server and sometimes just to see what I can make. So I though maybe because I'm not using the world part of the mod it was something I was missing.
Thanks
Grammar and punctuation are the difference between; "I helped my uncle, Jack, off his horse." & i helped my uncle jack off his horse. We're on the internet, no intonation or body language, so why would your language skills be less important?
You spend more time making sure you have the juice to run your stuff then doing what you intended. At least the was the problem I had, I was making massive elevators with the frame motors and even with fields of panels, thermopiles and windmils, I STILL ran all (several hundred) battboxes dry.
IMO, the mod is better with out it.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
One nice an elevator I was actually trying to make an underground bunker doing that. Second yeesh that bad huh. Third have you tried that same thing but by using wind mills instead? They produced a lot more power than the latter. And also for me it's more or less an issue of if you don't like it just don't deal with it. And I guess for you if you have a quarry and you keep finding nikolite and don't want you just void pipe it.
Well, yeah, I have to admit I did have fun with the concept as well not saying I didn't. Just saying some builds and projects were hard if not nigh impossible to maintain and although windmills were an immensely awesome way to collect absurd amounts of juice, for projects like building Raccoon City, they were pretty out of place.
My power usage project involves vast power systems, such as automatic doors, elevators, platforms and mobile on-the-rail vehicles. Suffice to say there would be quite a few windmills running to keep the juice nominal. My long running project a full rebuild of Raccoon City from Resident Evil, the city was powered by a nuke plant and give or take 200 even strategically placed windmills would look a bit out of place.
Also, the automated systems point was really made for others who do that kinda thing, as I have no idea how to make the pipe systems work right. :/
Are you talking about the pneumatic pipes? If so that was not what I was talking about. I was thinking the buildcraft void pipe. Also fully functioning raccoon city... Sha-Awesomsauce-BEANZ!
This game is so oreing.
I am using this and I find all three gems right next to each other... but... gems spawn in different biomes and no two gems spawn in the same biome according to RedPower...?
player.me/felinoel
Yes because you didn't understand the concept of bultricy. The system in redpower took on the litteral concept of direct current, which is a real life thing ya know. Feilds of solar panels aren't what you would have needed, you need need a large number of 3x3 squares, and a grid of battery boxes, that connected to each other in such a way that no battery box has more then two power inputs and one output. Its a very simple concept once you get it working, but some people just make a massive feild 20x 20, and made the output on one side, that's unrealistic, and power couldn't transfer that far.
Also this mod is in parts just like redpower, meaning if he was to add blutricity, it would be in the mechanical part of the mod, meaning if you don't want it, don't install that part.
player.me/felinoel
I understand what Elo was trying to do with it and I understand how the systems work, what my problem was that the system was not balanced. One motor run for 4 ticks drew like 40 units of power from a single fully charged batt box and a system that ran at least 120 ticks would drain enough power to shut it down, the motors had to have a nominal amount of power just to be usable. It took around 8 minutes, for a single solar panel to charge a single box and double that when the box had a portable batt to charge. Batt boxes also had no designated in or out points. I did indeed use huge swaths of battery boxes, at least 100 then dropped a chunk anchor from Railcraft to ensure that the boxes would continue to charge when I was off fixing the RPD.
All in all I needed the system I had set up to theoretically run for days as when I was done I was going to release my map. I figured fans of RE would want it to run like it would in the game and not randomly stop between floors, primarily in the lab area being theres no floor buttons between floors.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate