IC2 is slowly dying out ?

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KirinDave

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Jul 29, 2019
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Not sure how you can compare very early game manual machinery like Quartz Grinder to an automated machine like the centrifuge. My first three machines are the Pulverizer, Powered Furnace, and a Steam Engine... I'm not sure how the Quartz Grinder is even on anyone's radar as a viable tool.

I've used it. It's often available after my very first "get early iron, copper and tin" mining run. In some cases I craft it alongside my first door. Usually I do this because I want Iron Armor as early as possible, but iron is often scarce and in demand early on.
 

KirinDave

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Jul 29, 2019
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Oh, so you are not instantly EX-TER-MI-NA-TING UE? Phew. So, my hopes are not broken :3

I will gun it down if it ends up being a problem. So far it hasn't stood out as a particularly bad citizen except in that if you power IC2 storage with it it's way too strong. What's funny is if you power GT machines with it directly... I think Greg is doing more here than he let on, like his own power normalization. I really hope he DOES do this, because one of the most interesting parts of GT that UE can support is this notion of a minium amount of power being available in the network. Greg tries to support this by demanding a mininimum EU packet size, but UE could make this much more interesting because the network goes to the trouble of monitoring load on the wires.

This is of course, way slower. But it's also a more complex model. UE does penalize you for overloading trunk lines. They were also talking about modeling voltage dip, which would be quite amusing.

And does using vanilla UE copper cable reduce load on server? Oh, wait... That's a Mekanism issue, not Electric Expansion... Wires are from Electric Expansion, right? Now I'm confused... So, issue is not the wires, it's generators, cubes and machines?

Mekanism has "universal power pipes" that handle all types of power. They are unusually slow. UE's native power network is not as optimized as TE's power network, but people claim it is on par with IC2's performance and outperforms some other systems (e.g., I personally got big RP2 power networks to kill a single player server!). As far as I know, the transmission interface between the Mekanism storage and the outside world is far from optimal, but has not stood out in any appreciable way on our server.

A far greater problem we've had is with Dimensional Doors. I had to turn off overworld rift spawning and, most critically, turn off rift spreading. Rift spreading could assassinate the server in a heartbeat if you went into a bad area. Right now we're hunting for reasons why chunk generation is so slow, who's spamming our server console with the number 0 repeatedly, and looking to find some memory leaks. RR is entirely usable for single player play right now, and the server has started to feel pretty good even though I have to restart it every 5-10 hours or so to prevent heapspace errors.

P.S., I start to feel a little uncomfortable talking about my modpack as if it is a product or something. Sorry for doing this... I am ultimately just assembling and configuring mods. But as anyone who's done it for a server environment can tell you it's a lot of work in aggregate.
 

KirinDave

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Jul 29, 2019
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The lava fab and its partner the oil fab exist because they used to exist (remember, MFR/PowerConverters are really old), and I don't exactly want to make them work the same way as TE's because what would be the point? TE already does that. So instead it's a gameplay decision thing: the magma crucible is much cheaper to run (only a profit on netherrack, though) but the lava fab requires no extra work.

I'm still confused how if there are 2 blocks that can do something with the addition of nothing but power is plausible, then a single block that automatically does the same thing with power is implausible? :D I'm also confused how it is plausible that cobblestone becomes liquid obsidian. It's almost like in the Minecraft universe, annealing weakens materials!

That said, I can understand why you might dislike the idea, which is why I let you disable the machine recipes for ones you don't want in your game.

And you are awesome for having such a good config file. We use it and love it. Heck, I still think your legacy conveyor system is awesome and entertaining and has its own unique merits. You can do some stuff that is otherwise very tedious to do with them. I just wish your artists would give them a bit of love.

P.S., can you explain your new laser drill sometime soon? I really wanna be the first guy on youtube to show this off. We're tracking your beta builds pretty closely on our server, and I have these objects sitting in a corner. The precharger is lit up and waiting for something to do with all its power!
 

DoctorOr

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Jul 29, 2019
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I'm also confused how it is plausible that cobblestone becomes liquid obsidian. It's almost like in the Minecraft universe, annealing weakens materials!

You start asking these questions and then you get into a spiraling black hole of them. Why is Obsidian - a glass like substance harvested by stone age man - the hardest substance in the vanilla game? How does a single bucket of liquid flow forever, but a single potion bottle uses it all up? How does anybody, anywhere, shape diamonds into a pickaxe like tool? (strong material or not, it would fracture. It's how gemcutters do their job)

P.S., can you explain your new laser drill sometime soon? I really wanna be the first guy on youtube to show this off. We're tracking your beta builds pretty closely on our server, and I have these objects sitting in a corner. The precharger is lit up and waiting for something to do with all its power!

Point it at bedrock.
 

KirinDave

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Jul 29, 2019
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Lemming said it on slow's stream a bit ago.

FFFFFFFFF. I literally do not have time to be a good employee, a good husband, a good dog owner, a modpack maintainer, a server maintainer, a minecraft payer, and an informed minecraft netizen. My life is too small!
 
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Hoff

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Oct 30, 2012
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FFFFFFFFF. I literally do not have time to be a good employee, a good husband, a good dog owner, a modpack maintainer, a server maintainer, a minecraft payer, and an informed minecraft netizen. My life is too small!
That's why we're here to help inform you ;)
 

Zjarek_S

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Jul 29, 2019
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Point it at bedrock.
Not exactly this, you can't point the laser, only put. Also you must charge it using prechargers.

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Edit: BTW laser in question is under the chest ;).
 

power crystals

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Jul 29, 2019
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P.S., can you explain your new laser drill sometime soon? I really wanna be the first guy on youtube to show this off. We're tracking your beta builds pretty closely on our server, and I have these objects sitting in a corner. The precharger is lit up and waiting for something to do with all its power!
Lemming said it on slow's stream a bit ago.
Huh, I didn't know about that stream either. Or at least that I was mentioned on it.

But yeah. Drill must have a clear shot to bedrock. Place prechargers one block away from the drill facing it. Connect power to the prechargers and pipes/etc to the drill. Enjoy your ores and empty redstone cells

The farther the drill is from bedrock (up to 128), the cheaper it is to run, up to around a 20% discount.

If you're on the betas, make sure you connect a sine wave to the RedNote block. Trust me.
 

Hoff

Tech Support
Oct 30, 2012
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Huh, I didn't know about that stream either. Or at least that I was mentioned on it.

But yeah. Drill must have a clear shot to bedrock. Place prechargers one block away from the drill facing it. Connect power to the prechargers and pipes/etc to the drill. Enjoy your ores and empty redstone cells

The farther the drill is from bedrock (up to 128), the cheaper it is to run, up to around a 20% discount.

If you're on the betas, make sure you connect a sine wave to the RedNote block. Trust me.
It was uh; interesting. MFR was talked about quite a bit though ;)
 

KirinDave

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Jul 29, 2019
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Huh, I didn't know about that stream either. Or at least that I was mentioned on it.

But yeah. Drill must have a clear shot to bedrock. Place prechargers one block away from the drill facing it. Connect power to the prechargers and pipes/etc to the drill. Enjoy your ores and empty redstone cells

Wow. A novel automining/spontaneous-materials mechanic? Holy smokes! Does it produce all ores or just vanilla? It'd be slick to pull copper, tin, silver and lead out. I haven't re-generated your configs since that and I didn't see an ore list when I last peeked.

The farther the drill is from bedrock (up to 128), the cheaper it is to run, up to around a 20% discount.

If you're on the betas, make sure you connect a sine wave to the RedNote block. Trust me.

Sir, I will have both of these visibile for public video consumption along with glowing praise this weekend. Thank you.
 

power crystals

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Jul 29, 2019
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Wow. A novel automining/spontaneous-materials mechanic? Holy smokes! Does it produce all ores or just vanilla? It'd be slick to pull copper, tin, silver and lead out.
As with everything else (with a few exceptions) I expect you to use the API for this. Lemming is already on board so you will have to wait his matching release. It does natively support AE's quartz the way the sludge boiler supports EBXL/BOP blocks and Pam's salt, though. Now I just need to talk mistaqur into adding drill support to NEI plugins.

Is the link in your sig where that video will appear? I love watching people mess with my stuff.

e: And don't forget the block smasher while you're at it, mob essence-powered automatic fortune picking in machine form.
 

KirinDave

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Jul 29, 2019
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As with everything else (with a few exceptions) I expect you to use the API for this. Lemming is already on board so you will have to wait his matching release. It does natively support AE's quartz the way the sludge boiler supports EBXL/BOP blocks and Pam's salt, though. Now I just need to talk mistaqur into adding drill support to NEI plugins.

Is the link in your sig where that video will appear? I love watching people mess with my stuff.

Yes. I introduce MFR Rednet in ep 8 to make a standard latched piston door and show how you can do a single block t-flop and I compare it to the equivalent vanilla logic. The application is trivial, but it's mostly so I can refer people back to it as an introduction when I start making more complex stuff.

I'm trying to get a bit of a technical let's play off the ground. In part this is to psyche myself up for mod development. We're in the middle of pushing a product to the app store at work right now so I found a back burner project like youtubin' and modpack maintenance to be a nice way to keep my interest kindled and fresh.

Sadly, what I wanted to do was kinda stomped on by your rednet. In a good way, though. I wanted to write a mod that lets you take existing redstone logic and condense it down onto a single tile, so that vanilla redstone logic could be viable in a modpack environment. I even wrote the graph reduction code already. No small task; have you seen how people are doing latches using sticky pistons in 1.5.1? The old normal way doesn't work anymore for inexplicable reasons, now we use a race condition.
 

DoctorOr

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Jul 29, 2019
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How do you even know this? I literally installed this like 3 days ago and I searched the last 10 pages of his forum thread for details.

I listen to streams[DOUBLEPOST=1368212646][/DOUBLEPOST]
FFFFFFFFF. I literally do not have time to be a good employee, a good husband, a good dog owner, a modpack maintainer, a server maintainer, a minecraft payer, and an informed minecraft netizen. My life is too small!

One of the reasons I no longer have pets.

The reason for the no wife is more complicated...
 

PonyKuu

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Jul 29, 2019
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I will gun it down if it ends up being a problem. So far it hasn't stood out as a particularly bad citizen except in that if you power IC2 storage with it it's way too strong. What's funny is if you power GT machines with it directly... I think Greg is doing more here than he let on, like his own power normalization. I really hope he DOES do this, because one of the most interesting parts of GT that UE can support is this notion of a minium amount of power being available in the network. Greg tries to support this by demanding a mininimum EU packet size, but UE could make this much more interesting because the network goes to the trouble of monitoring load on the wires.

This is of course, way slower. But it's also a more complex model. UE does penalize you for overloading trunk lines. They were also talking about modeling voltage dip, which would be quite amusing.
Sounds awesome!
*sigh* If only UE guys were so kind to update their wiki... But there are lots of information on ICBM. It seems like it's the most popular mod there. :3
Mekanism has "universal power pipes" that handle all types of power. They are unusually slow. UE's native power network is not as optimized as TE's power network, but people claim it is on par with IC2's performance and outperforms some other systems (e.g., I personally got big RP2 power networks to kill a single player server!). As far as I know, the transmission interface between the Mekanism storage and the outside world is far from optimal, but has not stood out in any appreciable way on our server.
ORLY?! I mean... wiki says nothing about power pipes. Grrr... We NEED good documentation on UE. That might be one of the reasons of its... unpopularity. But anyways, I don't think that we need such pipes badly - we can just use basic cubes as converters like you did in your LP.
A far greater problem we've had is with Dimensional Doors. I had to turn off overworld rift spawning and, most critically, turn off rift spreading. Rift spreading could assassinate the server in a heartbeat if you went into a bad area. Right now we're hunting for reasons why chunk generation is so slow, who's spamming our server console with the number 0 repeatedly, and looking to find some memory leaks. RR is entirely usable for single player play right now, and the server has started to feel pretty good even though I have to restart it every 5-10 hours or so to prevent heapspace errors.

P.S., I start to feel a little uncomfortable talking about my modpack as if it is a product or something. Sorry for doing this... I am ultimately just assembling and configuring mods. But as anyone who's done it for a server environment can tell you it's a lot of work in aggregate.
Well, rift spreading is not the main feature of DD - I don't think that hurts the enjoyability of the mod :3 Or you had to turn off the dungeons at all?
I love those dungeons and ability to make multidimensional bases (I think very valuable ability with ICBM, you know. Hiding a door is far easier than hiding a complex base with fusion reactors and stuff)
Today, I was exploring one dungeon ~700 meters away from my starting island in an ocean and fell into Limbo. When I left the Limbo I appeared RIGHT AT MY ISLAND! That was just... wow.

Anyways reboots every 10 hours are... not very goo I guess. But I wish you good luck EX-TER-MI-NA-TING those bugs!
And Also, I don't think you should be worried about talking about your modpack that way. Actually, it's me and other people often ask you about it ^_~
 

power crystals

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Jul 29, 2019
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Sadly, what I wanted to do was kinda stomped on by your rednet. In a good way, though. I wanted to write a mod that lets you take existing redstone logic and condense it down onto a single tile, so that vanilla redstone logic could be viable in a modpack environment. I even wrote the graph reduction code already. No small task; have you seen how people are doing latches using sticky pistons in 1.5.1? The old normal way doesn't work anymore for inexplicable reasons, now we use a race condition.
If that actually works, that's both amazing and horrifying. I'm legitimately impressed.

I have plans for MFR rednet that go beyond basic wires and logic, but I'm not sure when I'll get to them. There's at least one more new machine guaranteed for 2.6 plus whatever else I spontaneously decide to add, ala the rednote block as mentioned which was conceived and implemented over about an hour. But the stuff I want to do requires renderers, and me and them do not get along.

Though with the drill beam working I might be able to fix the thing that was meant to be in 2.3 but didn't make it in because the lighting never worked...
 

PonyKuu

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Jul 29, 2019
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Huh, I didn't know about that stream either. Or at least that I was mentioned on it.

But yeah. Drill must have a clear shot to bedrock. Place prechargers one block away from the drill facing it. Connect power to the prechargers and pipes/etc to the drill. Enjoy your ores and empty redstone cells

The farther the drill is from bedrock (up to 128), the cheaper it is to run, up to around a 20% discount.

If you're on the betas, make sure you connect a sine wave to the RedNote block. Trust me.
I guess, there will be more OP discussions about that :p

But it looks nice! Keep up a good work!
 

KirinDave

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Jul 29, 2019
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If that actually works, that's both amazing and horrifying. I'm legitimately impressed.

It worked for hand-coded cases. I was gonna provide explicit timer and delay blocks as unique primitives because, uh, there are a lot of funny designs in 1.5.1. The Graph reduction is easy if you just have functional blocks, obviously. What's slightly more complex is creating shared anonymous classes that collect the relevant data into locals before doing the graph execution. I'm not versed enough in the minecraft environment to do this yet.

I have plans for MFR rednet that go beyond basic wires and logic, but I'm not sure when I'll get to them. There's at least one more new machine guaranteed for 2.6 plus whatever else I spontaneously decide to add, ala the rednote block as mentioned which was conceived and implemented over about an hour. But the stuff I want to do requires renderers, and me and them do not get along.

I really hope we see people integrate with these. Let's form a posse to demand RichardG get computercraft on board stat if it isn't already (is it? I haven't seen). Let's also demand that the IC2 reactors output their temperature top the red line of a connected MFR cable as a scaled signal and listen for stops on the orange line. It's already so crazy what you can do with a PRC and analog-ish signals, but complex control logic could be totally changed for the better.

Want a Rednet feature idea? An inventory-type comparator integrated into the endpoint of a MFR cable. Plugs right into things with inventory and measures capacity. Two versions: the vanilla one and the Epic One that uses 3 lines to show num slots, numslots free, and number of items taken. Unscaled, naturally! I'd love to use this to have a signal on if my machines have work left (e.g., if any of these chests have inventory then continue to run my engines until they do not and have not for 30 seconds).

Though with the drill beam working I might be able to fix the thing that was meant to be in 2.3 but didn't make it in because the lighting never worked...

I cannot wait to see what you'll come up with next.