If, like me, you have notice that your wooden pipes stop working after reloading the game until you update some block near them, you are lucky: Buildcraft 3.13 solves precisely that bug (among others).
You can download Buildcraft 3.13 here (Spacetoad's webpage), and in case you want to see the changelog, here it is a direct quote:
#166 fix wooden/iron pipes input/output slots
Wooden and iron state state was not computed correctly and forgot upon reload, now fixed.
#172 fix NPE in assembly tables
Fixed a null pointer exception when openning an assembly table.
#173 fix builder stopping before end of work
When connected to a path, the builder was sometimes stopping work too early. Now fixed.
#174 enchantements losts in pipes
Enchantements are not lost anymore when transporting items in pipes.
#175 fix laser spawning
Fixed major performance issue in laser spawning.
#176 gate performances problems with signal and redstone
Fixed major performances issues with pipe gates.
#178 iron engines doesn’t support non-bucket items
Iron engine doesn’t replace all inputs by empty buckets anymore.
#177 fix glowstone in blueprints
Glowtone blocks are now required instead of glowstone dust in blueprints.
I made this video on how to make a liquid teleportation system. It a simple proof of concept (it is easy to imagine how to set it up for several kind of liquids) using Ender Chests until the Teleportation Pipes comes around to Buildcraft 3.X.
First the good news: Redpower 2 Prerrelease 4b has been released. It only includes bug fixes (Nikolite and Flax bugs come to mind here). The bad news? It requires a new Forge version (1.2.3) that right now is not "official", just Eloraam's. So be warned that strange things can happen for some mods if they are not ready for Forge 1.2.3 and something they needed has been changed. Also there seems to be another official MCForge 1.2.3... so chaos ensures. Personally, while I don't see anything wrong with what she did in pr3b (just one file updated), I find this release of two versions of the Forge as a mistake on Eloraam's part. Let's hope this get solved soon :S.
Also, Buildcraft 2.2.9 has been released, again only hotfixes have been included.
Finally, I noticed in my latest update of Railcraft (a mod I'm having a look at) that there is a new machine, the Tunnel Bore. So I checked how it works and made one for the lulz.
It doesn't mine Marble by default, but I think you can add it easy enough to the config file.
I know to compare is something a little horrible, but I need to do it between Railcraft and Steve's Carts: Railcraft provides great, well, rails, and two extra minecarts (a tank for BC and a TNT one), and the Tunel Bore (which you can see herein action). However, if you have Equivalent Exchange, then it is quicker to just take the catalytic lens (or the destruction catalyst) and make a large 3x3 tunnel, and then use Steve's Carts to send two waves of minecarts: one that will place rails, and other that will place torches. Sadly, there is currently no way to have both mods, but the authors are working on it.
Edit: I will be out for a few days, but rest assured, I have programmed the release of up to episode 5 (and I am right now enconding a 6 minutes "episode" that I will release on the 3rd of January or so, with a longer show of evrything I'll be playing till now to the 31st of december or so.
Ok, first goes first: Industrialcraft 2 has been ported to Minecraft 1.0. However, expect it to have bugs & problems, since it is a direct port. Also, for those of you playing SMP, this port has tons of problems (including a messed GUI crossing with the new alchemical block used to turn water-filled bottles into awesome stuff). There has been no new additions from the 1.337 version, and regarding Enchantment of IC2 items, it will be blocked (there is a function in the MCforge code that allows that).
The second thing, while Zeldo's Additional Pipes (also called Zeldo's Teleporting Pipes) have not been updated officially, he has given permission for a new guy to release a ported version for BC 2.2.7 on Minecraft 1.0, until Zeldo releases an updated version himself. You can find this updated version here.
Also, about Millenaire and some bugs: rest easy guys, I tracked the error and solved the situation. It was simply some sort of code oversight somewhere so when the ID resolver changed Millenaire's blocks IDs there were problems with the upgrade of the civilizations with custom blocks. Deleting the config file of the ID resolver and raising the priority of Millenaire to 1 solved the issue, and fortunately it only costed me a crowbar from Railcraft, all the mineral for Forestry, and some minor stuff. And I will be testing IC2 tomorrow, but I bet I will be forced to remove one mod to make room for Alblaka's work. Most likely I would remove Forestry (and increase the size of the cactus farm).
Stay tuned, and remember to backup your game before adding/upgrading anything!
This is a new update for the lava production facility (for using Lava with Combustion Engines in Buildcraft) using Equivalent Exchange, Redpower 2 and Buildcraft 2. As I say in the video, I'm not using Buildcraft pipes (aside from the wooden pipes) because without Zeldo's distribution pipe I cannot control how the redstone will distribute itself in the system.
I'll give you a first episode and a peek on my next Let's Play on Friday ^^.
First, scumbag youtube messed up everything I was uploading yesterday thanks to "maintenance mode"...
Second, I made a quick and small video of BC's quarry with steam engines supported by Eloraam's Redpower 2 stuff. The result is quite amazing.
Now, diamond pipe Vs sorting machine: the diamond pipes don't require electric cables, can be easily chained and have a bigger "inventory", while the sorting machine allows us to do really nice stuff. I'd like the pneumatic tubes to be able to directly interact with BC pipes and machines, but I doubt that will happen.
Also, I find kinda funny the new redstone tubes because I sent Spacetoad a message some days ago when he released the video of his pipes with redstone cabling, and in that message I asked him if it was possible to add recipes with the pipes and the cables so whe were able to place a pipe with 1 to 4 cables already placed (instead of needing to place cables on already placed pipes). Of course, breaking those pipes would produce the relevant pipe and the cables, separated. Eloraam's version only has one redstone channel per pipe (but using paint we can run them adjacent without signal mixing, I think), but the tube, once broken, loses the paint, not the redstone.
Finally, I suggested to add some Equivalent Exchange support to the feeding line of the engines for this contraption, but I didn't add it in the video. No need to complicate a demo, after all ^^.
Yeah, that's true. Buildcraft 3.0 has been released as an alpha version (meaning you will find tons of bugs, unstable stuff, etc... and that previous mods won't work), and SpaceToad has released a new video with a tutorial on the new stuff.
I'm working on other stuff on my part, and I won't be updating to the new BC3 at least until next weekend. The projects I have running actually are two, one of them being Skyrim (my Breton is not the same now that the birthsigns have dissapeared... but I will end the game faster than usual, since now you cannot customize spells, a part of Morrowind and Oblivion I tend to spent more than 10 hours of working, preparing and such), and the other being a Tale of Kingdoms "Let's Play", with my usual collection of mods in support. It will be a short series, because I made a sort of test one that I will present as the first video and it took me less than 10 hours of playing (and about 5-6 of AFKing while stuff was being made by itself), but will cover the steps from a fresh game to a full Tier 2 ToK's town and Red Matter gear with Equivalent Exchange (which is "endgame").
Stay tuned!
Edit:
Spacetoad made a new video, with more detail and less rushing around the different concepts. Uou can see it in his channel, but I place here a link for your commodity.
SpaceToad just released a video of the upcoming Buildcraft 3, with wiring and two logic gates integrated into the pipes (AND & OR). I sent him a message asking for ways to craft pipes with the wiring already in place (so if we wanna make a pipe system using the four avaiable colors, we wont need to walk & put stuff 5 times, but just put together the wiring and the pipes in a crafting table). Here you have the video:
I really like the part about being able to turn off the engines if they hit the red zone, since for some reason I always end running out of water to cool the engines XD.
I also found this thread in the Buildcraft forum about tips & tricks related to Buildcraft. Just one detail: I bet when they say "redstone engine" they refere to a hot engine (in the yellow level).
Finally, I'll be releasing some videos about Equivalent Exchange, BC2, Tale of Kingdoms, and all the other stuff I'm using. Because, to be truthful, I want to show my base before the next round of upgradings turns it to dust XD.
Ok, here we are. First of, this uses the Equivalent Exchange mod to turn cobblestone into lava (some intermediate steps are required XD). Second, it uses Redpower 2's Deployer to put that lava in a place where a Buildcraft 2's pump can gather it, put it into a deposit, and use it as fuel for combustion engines.
Notice the following points:
Lava is not as efficient as oil or refined oil (fuel), so don't complain because the pneumatic energy produced is not as good as you want.
Lava heats more the combustion engines, thus more water is required.
I advice against making the engine rows more than 8 engines in length. Usually, six is more than enough.
You can power several lava pumps if you want, and with that lots of engines. I'm presenting only a small setup, a prototype if you prefer.
This uses Equivalent Exchange version 4.x, the previous one to the current. I'm working in a new version, but I think it won't use the cobble generator as source.
Now with the explanations. The conversion chain up to the lava buckets you all know from the video: cobble from the cobble generators gets turned into redstone blocks, that in turn are transformed into redstone (dust), after which 3 redstone are turned into 2 coal and 2 redstone remain unchanged. Then the last step is to create a lava-filled bucket.
Redpower 2's deployer then puts the lava in a predefined place where a BC2's pump can take it. Meanwhile, the advanced wooden pipe takes away the empty buckets for reutilization.
Since lava can be used as fuel by the combustion engines, we can now power as many engines as we want, for as long as we want, andif we make the rows of six or seven engines in depth (for a total of 12 or 14 engines) it won't explode as long as we have an active water pump.
Here we are again, revising an old concept. We already have an wheat farm with automated harvesting options, but the planting process is a nightmare. Ok, there is this mod called Minefactory Reloaded (llok for it in the sidebar) which gives us a "planter" block; a block that will put a seed or sapling on the prepared dirt block over itself when it receives a redstone pulse.
With this and Buildcraft pipes we can make this:
EDIT: New version of the video, with fixed audio and better quality.
I used the distribution pipes from Additional Pipes mod (previously called Teleport Pipes). As you can see, I added a small part on the end of the video about using Redpower 2 logic blocks to make it fully automated (so we won't need to do anything but receive the stuff). However, I left a mistake on the video and put a comment on the description telling the people to come here and look at the fully functional version. I know, I'm evil... or a little annoyed with the people who don't bother looking the description. So here it is, the solution to the enigma:
As you can see, I added two logic blocks and some cabling between the piston control and the planting control. The toggle latch will allow the timer to start working once the pistons unpower (and release the water), so that timer needs a value equal to the time it takes for the water to take all the wheat and seeds to reach the collecting channel and dissapear (it will be different for each farm, depending on how long they are). That new timer will repower the toggle latch (blocking itself) and start the planting process.
And for my next update, I promise you an infinite source of pneumatic power using combustion engines. Equivalent Exchange and lava are involved, and the release will be first in this blog (with a video, of course), and some time later in my youtube channel.
Have fun!
Edit: Since I had a crash in the game, I can put a full list of my mods, here you have it ^^
Ok, so first: Buildcraft is now on version 2.23, but about 90% of the changes between this version and 2.22 are SMP fixes.
Second, new version of the teleporting pipes, and they now include a redstone pipe (the distribution pipe is no longer red, but now black). This redstone pipe, from what I looked in the forum, seems to NOT be a revision of Eloraam's, but a new one, daughter of the orginal redstone pipe and the telepoting pipes (in short, it seems to give a signal in a frequency). So now we seem to have 4 "channels" in the Teleporting pipes mod: items, liquids, power and detection. Add the fifth channel that would be Wireless Redstone... And in a big server I foresee more "radiation" from wireless signals than on Mercury's surface during a solar storm ^^.
Will check, anyway, and suggest a new pipe for more lazy people (like me): a teleporting Wooden-sucking pipe. In essence, you put this pipe under (or at any side) of a chest (let's call these ones "sending pipes"), then in other chest/pipe system you put another (let's call this the "receiving pipe"). Then you set a number of items inside the GUI of the pipe (which would be the same as the Advanced wooden pipe), apply a BC engine to this, and see how the receiving pipe takes the required items from all chests connected to a sending pipe!
Edit: I checked, got a world crash, but it seems like nothing went wrong in the end (I had a whole backup of the game, anyway xD). The new Redstone Pipe is, at the end, the one from Eloraam, actualized to 1.8.1 (sadly, it doesn't seem to emit redstone power, ot at least I wasn't able to find an item that would receive the current, so it seems like it will only light up, at least for now :S).
There is also a new functionality, the F9 key will show (on the sky) a blue grid not much different to one you can make with Buildcraft, a marker and some redstone power. This grid marks the chunks in the game. This is important if you use Fraps, because I think the default key for recording is F9... Anyway, I actualized my Fraps version and now it seems like I can record videos with audio without crashing the game. Sadly, more than 3.95 Gb (about 6 minutes or so in Minecraft) and I get more than one video... Oh, well.
Finally, in this ecclectic collection of ramblings I'll advice you to check a youtube channel if you want to see some stuff about Industrialcraft 2: Direwolf20's channel is quite interesting. I'll add it to the sidebar.
Hi again, I just finished with my small project of base in the Nether, with the primary objective being the development of a self-sufficient energy generation base. In this instance, that means Lava Cells production to feed geothermal generators. By adding the Equivalent Exchange mod (see the sidebar for the forum link) and with the help of the Teleporting Pipes mod (again, sidebar for the link) I was able to make a base that would require only Tin Bars from outside the Nether (since Tin is an IndustrialCraft 2 resource, it cannot be produced by Equivalent Exchange).
The tricky part, you might think, is the cobblestone generator, since it requires a water source. Leaving aside that you can use inventory editors and such (as I mentioned before), Equivalent Exchange has a recipe for crafting an ice block with the philosopher's stone and 8 glass blocks. You can then place the ice block in the nether, and break it to have a water source, solving the problem.
Another trick I used to avoid too much trouble with the limited capacity of Buildcraft 2's crafting tables was to connect the pipes to chests, which gives a greater buffer. For item distribution I used one of the extra pipes included in the Teleport Pipes mod, from where I also picked the pipes that teleport power and the ones that teleport liquids (in this case, the lava). The Wireless Redstone mod allows me to control the lava being send or not to the base (though it is mostly a redundant capacity, since I control the energy I send to the pump).
Essentially, the base is divided on two parts: Part one provides endless energy, while Part two crafts the lava cells proper.
While the base of the Lava Cell generator is the same I showed in the Geothermal Generator video, I made a more compact design, thanks mostly to the Advanced Wooden Pipes (from the Teleport Pipes mod), a version of the wooden pipes that applies a filter to what it gets or not (from the deployer, for example, it will take only lava-filled buckets, while from the chest where those go it will only take empty ones) and to the trick of putting the chests adjacent to the crafting table.
The energy generation "plant", on the other hand, I left it without any automated feeding to the steam engines to avoid... unfortunately explosions, let's say (I'd like to tell you that directly attaching a steam engine to a pump with 14 coal or less won't explode... but by putting a wooden pipe between engine and pump the overheating problems nearly dissapear). Anyway, 5 steam engines are a little overkill for a single pump XD.
Back to topic, the energy production part goes as follows: the cobblestone generator produces 1 cobble every 4 seconds. 5 cobblestone get transformed into 20 dirt, which produces (with 20 saplings) 40 wood. 20 wood go to the furnaces (powered by a Klein Star, an item from Equivalent Exchange that provides infinite burning power to vanilla items. If that item becomes fully usable with steam engines... right now it acts like a single piece of coal) which in turn makes them into 20 charcoal. The other 20 wood blocks go for another alchemical transformation... producing 20 saplings. That means I turn 5 cobble into 20 charcoal, if I'm not mistaken. And when the redstone engines are really hot, the furnaces cannot keep the rythm (I think adding a fourth furnace would relieve most of the problem, though).
The worrying thing, of course, is that with Equivalent Exhange, some cobblestone generators and some base mats, using Buildcraf 2 we can stop farming forever...
Oh, and I made a diamond factory with Equivalent Exchange and the cobble generators, too. But that has been covered enough in the mod's forum thread ^^
So I was the other day mailing Eloraam because the deployer didn't interact with Buildcraft's tanks, when she told me that yes, they do... and I realized what my problem was. Anyway, I was able to end my project of an automated factory that needs only one input from the player in order to produce industrialcraft's energy. Here you have a video with the idea:
Explanations:
The tanks need to be at the same height than the deployer, or it wont work (that was my mistake: I tend to bury half the tank).
The charcoal can be kept being put thanks to a nearby tree farm, or put there manually (in the video, I did the second option).
You can change the stone engines for the combustion ones (which can be powered by lava), but they overheat quicker and the only way to have water sources in the nether is cheating (place a water block, itemID 8, without using a bucket... and it can be placed).
I lack BC2.2.2 extra pipes (bouncing and insertion, to be precise), and I didn't test the teletransport pipes.
The input you cannot avoid is tin bars. You will get a 4:1 ratio in lava cells per each tin bar (you need 4 bars per 16 empty cells).
The factory will consume lava, coal and tin. It will produce, in exchange, lava cells.
The idea is to put this factory in the Nether, near a lava lake. once you have emptied the lake and the lava reserve from the tanks, you can pack all the system and go to another place.
The energy production requires the player to take manually the lava cells from the nether to a geothermal generator in the "real" world, where they are used to produce energy. You can also put a geothermal generator in the nether in order to produce energy for your tools (the chainsaw, the energy sword, the drill,, the mining laser, and the armor).
Expanding the idea:
By cheating and placing water into the nether, we can make several cobblestone generators, run the cobble through a recycler and use the scrap and energy produced by this plant to create universal matter, that we will use later to make tin ore that we will macerate and then smelt into bars that we turn into cells. Or we can use Equivalent Exchange (which I am really reticent to).
Edit: I went home and made some tests.
First, 3 Universal matter are required to get 5 tin ore => 10 tin dust => 10 tin bars => 32 empty cells & 2 tin bars. Each Universal Matter needs 1.000.000 of energy, and each lava cell produces 20.000 energy. Without much looking into it, with 4 tin ore we can produce 32 lava cells => 640.000 energy, meaning the process won't yield any benefit. As for boosting the mass fabricator with scrap, 640.000 energy and 129 scrap (2 stacks plus a single unit) produces 3 UU-matter and the 83% of a fourth one, meaning the process can be kept self-sustaining by a really small margin that allows nearly no errors (testing method: an MFSU, 10 stacks of one use batteries => 640.000 energy. Connect to a Mass fabricator with a stack of scrap, and keep the fabricator with scrap).
Second, I installed the teleporting pipes, and the conclussions are quite clear, also: you cannot teleport stuff from the nether to the "real" world. You can, however, set up the factory near the portal, so you only will need to move the pump, steam engines and teleporting pipe.
And yes, I'll be testing Equivalent Exchange. I still have 17 block IDs left, after all, and 77 sprite IDs...
Ok, I've been toying around with the machines from Redpower 2, and the deployer, while it's quite interesting, it's not the godlike machine I thought it was going to be XD. First let's take a look at the block, and its innards:
The funny thing of a deployer is that does almost the same thing Steve? does with a right click of the mouse wehn receiving a redstone current pulse. However, some items require a little care (for example, you can use the deployer to empty a bucket of water, or to retake the water source if there is an empty bucket inside the deployer, as long as there is a block to support the water, the same way you cannot place a water source in the middle of the air). Doing this allows me to place a music disk when I want:
And here we go with Portal: not only can the deployer put turrents in front of him (yeah, it can put 9 turrets in the same block), but he can fire portal guns too!!
This made me though about IC2's mining laser...
And yes, it works. It also consumes less energy (I had put the laser into long range... but it was consuming like mining only).
The deployer can also plant seeds, however, it only plants in the block in front of him, so it's not really efficient.
Let's make a catapult... with Portals, again:
The range is a litte short, but it's an easier way to make a catapult than the usual with pistons. Also, I checked and the deployer accepts Buildcraft's pipes, allowing for endless supplies. And with the block breaker, it also allows for other things (but you can usually do that kind of things with one of the blocks from Better than Wolves, so it's not as useful unless you don't want to install that mod).
And since we are talking about the block breaker, I made a small video about making a cobblestone generator with this machine. Quite more efficient and cheap than Buildcraft's based ones were!
I'll now try to complete my small world, since I now have RedPower 2 cabling and logic gates (but I still miss the extra pipes... oh hell... XD).
Weeeeell... Here I am, realizing how spoiled I've become when I notice the few mods I cannot use but I'm too used to have...
The good news are that I'm making a nearly 100% automated farm for wheat (and hemp or any single-block based plant, that is, not for pumpkins nor melons... nor, obviously, sugar cane, wood, cactus...), thanks to Minefactory Reloaded, which solved the usual problem we always found: replanting the stuff.
Here, have some screenshots of the prototype (I have a much bigger farm in process):
The upper view does not differ much from the usual wheat farm's design (aside from using three blocks wide plantations, instead of two). One detail that I didn't applied here is that I'm planning to make each "echelon" only 6 blocks in length, so each echelon will need two seeders.
The underpart is also quite "traditional": a chest to gather the wheat, and the diamond pipe will send the seeds to other storage.
And the last one is the good one: the planting blocks (that cover a 3x3 block surface), fed by the pipes. I'm missing bouncing pipes here... and Eloraam's cabling and clock. In fact, my idea includes the sequencer, not the clock, for the full automation of the farm, but until a new and stable version of RP2 is realeased, I'm a little bound here.
As for what goodies does Minecraft Factory reloaded includes, well, it has the old harvester, seeder, fertilizer and the conveyor blocks. But it added four new rail blocks (cargo pickup, cargo dropoff, passengers pickup and passengers dropoff), a fisher (same as harvester, but for fishing!), and a rancher (same as the harvester, but for animals). the only "problem" of the rancher is that at least the sheeps tend to die after producing 5-6 whool blocks, most likely because I suspect the rancher block "hits" them with the same strenght as an unarmed Steve?. I'm using the cargo pickup and dropoff rails to move goods from the different "farms" to the main base.
My plan is to make a map that inlcudes all the farms and some stuff I usually end making in a map, and my plans are to make:
Mushroom farm
Wheat farm (in process)
Sugar cane farm (done)
Quarry (I already set up three for autonomous work)
Monster grinder
Animal farm (mostly finished, I need to eliminate all other blocks with grass from around)
Fish farm
Cactus farm (actually, I'll cheat and use a .schematic file I made two weeks ago from the cacti farm in my last video)
Cobblestone generator
Wood farm (done)
Universal Matter farm (meaning a really big solar array too, and connected to the cacti farm)
Scrap farm (between the cacti farm and the Universal Matter farm)
A fully electric house (meaning extractors, compressors, electric-dependant furnaces, recyclers, macerators, a magnetizer's supported access, a canning machine and even a teleporter).
Sadly, all the projects will require some sort of support from RedPower 2, so "done" means "waiting for cables" XD.
If you want some other farm or detail included, please tell me, and I'll try to include it.
Notch released this tweet yesterday... with the 1.9 preview. So we can expect a 1.10 version of Minecraft before a month or so, so my advice: Stay in Minecraft 1.7.3 if you want to keep all your mods.
For what I saw in the Minecraft forums, we can expect a 1.8.1 version for RedPower and Industrialcraft 2 (meaning a new version of Minecraft Forge, most likely), but I didn't found more mentions about other mods (I didn't checked them all, anyway). What is really important, however, is that unless the code related to the mods remain unchanged, there won't be much mod actualizations for a while, at least until the whole "adventure update" is released (yeah, Notch is releasing that update in minipatches).
In case you want to check the news, by the way, I found some tours made by Paulosoaresjr and updated to Youtube. Here you have them:
I'll advice to subscribe to his channel, since about 13 hours ago only the first one was up (I'll live in GMT+1, so I was sleeping while he was uploading XD).
Hi people, Spacetoad just released a preview video of the upcoming features in the new version of Buildcraft (I wouldn't hold my breath if I were you waiting for it, though, since Minecraft 1.8 was released a few days ago). Here you are:
For those of you who don't wanna watch the full video (now), here are most of the important parts:
New pipes: new kind of pipes will be in the mod. Liquids will have their own pipes (I think those will be variants of the existing ones), and energy will be transported through another set of pipes (energy generated by engines, that is).
The refinery: now we extract oil, but it needs to be refined into fuel (yellow-tinted liquid) before the iron engines can use it. A refinery needs energy to work (and raw oil, of course XD).
Cooling. Engines will now have a bar for water to cool (at least, the iron engines...).
Personally, the part about energy being transmitted through pipes is something I find a little too premature, since its only use (at least in the video) seems to be powering the refineries right now, while the other "techno-advanced" mod (Industrialcraft 2) have tons of machines feeding from electricity. However, it's more than likely that for BC 2.2's release new uses for energy will be there, so let's wait.
On a sidenote, I found Eloraam has a blog, and new features will come with the new version of RedPower (like new ores and blocks). Since she has tin and copper ores, I was worried about the interaction with Industrialcraft 2, but she's good: there was already an answer in her blog (made by herslef):
Copper and tin ores may be confusing for a version or two if you’re running both RedPower World and IC², but I’ve already designed a solution. I’m working on a module for MinecraftForge called the Ore Dictionary, which will allow mods to share common resources. That way, if you install IC² and RedPower World at the same time, you’ll only have one set of Copper and Tin ores.
So that's all for today. I'm expecting a tiring and busy weekend (not only we have the local festivities, today's afternoon I have to help some friends and we'll go to have some fun later, and tomorrow I have an Eclipse Phase game to master, but I have tuesday's fireworks to count with and more stuff...). However, I'll try to give you something new along next week.
Hi people, today I'll show you some IC2 and BC2 interactions. Specifically, the recycler and the mass fabricator. Both are old friends, and they seem to work ok in the new version with BC2, as long as we put the pipes in the right places.
About energy, both get it from behind (so you can't see it in the screenshots), the recycler from a batbox and the mass fabricator from a MFS unit, both with default settings and with the relevant cables (remember the basic copper cable can't handle more than 32 EU/s, which is the batbox output, and the MFS outputs 512 EU/s, which require glass fibre cable or HV cable).
The Recycler setup:
As you can see, it takes the items to be recycled from the upper side, and the output is on one side (remember the energy goes in from behind). Other experiments I made show that you can place the wooden pipe in the back of the recycler too.
The green pipe is an Insertion Pipe and the blue & white a bouncing pipe, both from Buildcraft's Extra Pipes mod.
Personally I use a cactus farm to feed a recylcer. A big cactus farm with two chests with two wooden pipes each as buffer (but depending of the size, you might need more to keep fed the recyclers).
The Mass Fabricator setup:
Like the recycler, the output is on the side. The input, however, is under the block, since the scraps are placed in the lower part of the machine.
As a bonus, I'll show you the surface of my latest base, played in a world with the "Industrialcraft2" seed. I spent most of the time getting materials and setting up a really big cactus farm (in truth, I think I should have made the farm wider instead of so high, but since this was the first time I was trying to make a really big one...). By the way, the mass fabricator devours the scrap now, in exchange for not needing almost any energy (in the video there are about three solar panels directly connected to the mass fabricator, all the others being connected to the MFS unit). I'll admit I cheated with the cabling, since I was taking the chance to test the range and energy loss of the fiberglass cable.
Hi again people, I've been updating some ideas and concepts to the post-minecraft forge, and refining some ideas. Let's have a look, first, at some of my old designs on farming:
These are the basic designs I shared with you in July, as a compendium of sorts, for a wheat farm, a cactus farm, a sugar cane farm (fully automated), and a mushroom farm (that could be made fully automated, but I prefer semi-automated). I also made an antry for a semi-automated tree farm at the end of august. So now, I present you with the updated version of my tree farm idea and a new version of an old video of mine, the semi-automated food cans factory.
Here we are, the Quarry used to take all trees in an area and not keeping the drilling until reaching bedrock. It needs, as a minimun, a quarry, a builder, the temporary use of a template drawing table, two combustion engines, and the pipes and chests (and blocks) needed to store and distribute the harvested goods. Everything else (the lights, for example) is just some stuff I put to make things easier to manage or faster.
The concept lies around the inhability of the quarry to mine the cables introduced by Eloraam's RedPower mod, and the only "problem" of the video is that I put the quarry too close to the ground. If you use the white-crusted trees, putting the quarry block on the ninth block of elevation should suffice, but if you are using IC2's rubber trees, I'd advice to put it 15 blocks over the surface where you plant them.
Now the second encarnation of my food factory using a wheat farm, I had to encase it because I'm playing with Mo'Creatures and birds seem to be able to mess with the farmland. Sadly, right now the interaction between IC2's machines and BC2's pipe system is a little messed up, and IC2's mod team's priority seems to be the release of a stable SSP and SMP version. This means that extracting the finished product with pipes is out of the question, sadly.
Here we can see the insertion/extraction distribution I've been seeing with my pipe distribution (I'll post the screenshot next): numbers are the spots where stuff goes in, while the letters indicate the order of extraction. Yeah, it's a mess...
Here is the attempt I made to fix the problem, without any success, I'm afraid... (the idea is that if the wooden pipe extracts the wrong item, that item would be reinserted in the right pipeline). Not because the idea was wrong, but because it extracts too quickly and it tries to extract first the item being canned (2A in the previous image), quicker than the machine can process it.
Oh, and as a final reminder, porting IC2 to 1.8 will take about 4-5 weeks, so don't update your minecraft too quickly.