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LupusVindex

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Everything posted by LupusVindex

  1. UECs work exactly the same, they also store their energy when picked up by a omniwrench and recharge in your inventory with a powersuit on. There is no difference between the two types of energy storage really. The output from the UEC will out perform an energy cube as well. However, you have to use some universal cabling like previously talked about - otherwise they leak power. Just need to choose which type of power you want to use and store and go with that set up. My preference is the mekanism way for one simple fact - universal cabling is easier to make and run lines with. That is the only reason I choose it over TEs power storage/transport.
  2. If you set up a process correctly, then mekanism is the best for certain ores (Allowing a 3x output per ore to dust). These would include: Iron, Gold, Tin, Copper, Silver, Osmium. The process you use is as follows: Purification Chamber -> Crusher -> Enrichment Chamber The downside to this is that the Purification Chamber requires flint to work. The upside is that all these machines can be upgraded on their speed, allowing quick breakdowns. When coupled with the Ender Chest/Ender Pouch, and set up correctly on a AE network, these ores can be set up to auto-breakdown to dusts while you are out mining. Just install a chunk loader (Dimensional Anchor) where your base is to keep the machines loaded to do their work.
  3. I found out the reason these patterns do not work. It seems since UE removed the Basic Components mod of the entire pack (Instead mods just include them inside their core) - It seems the MMM can't tie into the API correctly so it does not know the correct recipes any longer.
  4. Also, if you turn on the vanilla option on the server, then it makes the items craftable with the vanilla recipes. I want them to be harder to obtain and use more resources.
  5. Even with the vanilla turned on for the client side only, you are unable to see the other recipes if you have them set to true as well. This then makes it so you can't craft the pieces. It is almost as if only the vanilla recipes work and all the others are completely disabled even if they are turned on in the config.
  6. I have it changed in my client as well, using the same config file as I am the server owner. However, I am still unable to get the correct recipe to work, nor to even just show up as correct on NEI. I see the item, but with the "Vanilla Recipes"=false set, I can't open the recipe at all to even see it in game.
  7. Big Dig Version 1.3.9 I am trying to use non-vanilla recipes for the Powersuits. I have changed the config file on the server I run to support this - B:"Vanilla Recipes"=false B:"Universal Electricity Recipes"=true Those are the two options I changed to make it harder to create the suits. However, I am unable to see the Universal Electricity recipes in NEI at all. And when I create them properly on the crafting bench, the item does not even show up on the right as "being" crafted. This makes it impossible to craft even the tinker table and set it up. How do I fix this to use the harder recipes?
  8. I do appreciate the help with this, by the way.
  9. Ok, so if you put light walls up, that will melt the ice. The next question is, how do you replace the ice once the filler is completely done filling the area? Will it keep running or once it goes through an iteration it will just stop and you have to replace the filler - basically continually picking up and placing it down?
  10. Or I will have to revert back to the ring layout instead of the more powerful star pattern layout for the reactor with the electromagnets.
  11. I tried the suggestions, and while it works slightly, it won't be applicable for the project. The issue arises because there is no place to put in the greg's light to heat up the ice under the large turbines. This would work for other setups that don't have a "ceiling" installed with other parts. Will just have to look for other options on this for if/when I build a fusion reactor.
  12. I could see that working. But the issue I have with the filler would be that it operates on a cube formation. There doesn't seem to be custom layouts you can accomplish. And it doesn't play nice to things being in the way, such as if you already have dirt mounds you wish to use, as say "Islands" or something. And especially if you wanted to use this to keep water pumped into a fusion reactor setup (Which was previously accomplished by making sure the area is fully covered and a redpower pump with grate located in a side wall). Mainly looking for a way to keep a fusion reactor set up to never run dry, which would require a lot of time management on a 24/7 server.
  13. In the current version of Big Dig, I was only able to find the dynamic tank valve, which only allows you access to a dynamic tank.
  14. With the removal of RP2 from the modpack, I have not been able to duplicate the way that a pump/grate functioned in this regard. How would one move an entire lake of water, lava, oil, etc. without putting it into storage only? I seem to only see ways to store liquids, but never get them back out into the world without manually clicking with a bucket and emptying into the area you wish. This seems to be the only function left to be replaced with the removal of RP2. Any help would be appreciated.
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