Added UU-Matter requirements. Hopefully all is well, it seemed to check out ok from my testing. The only thing not included is sand, as UU-Matter can't produce sand, the only option is to macerate cobblestone. I could add a workaround to take this into account, let me know if you want this done.
UU-Matter is broken down for each item that it's applicable to, and the grand total at the bottom of the table.
There's now 510 recipes in the system, something for everybody! I'm beginning to think that some form of search function is required. Oh my.
11th May 2012
Switched "rubber" to "sticky resin", which is the true raw form of rubber. It all makes sense now!
Adding to that, I've added a toggle for if you have an extractor, doing so will cut your sticky resin requirements down to a third. It's treated in the same manner as a maceratable ore; It will show the total amount of sticky resin required and the respective number of stacks, but will show the actual number of stacks required in the "Raw ore" column. Which, as rubber isn't an ore, has been renamed to "Raw materials".
Added CompactSolars, with the low voltage solar array, medium voltage solar array, and high voltage solar array .. Wow that thing is expensive.
Added Advanced Machines, with the centrifuge extractor, rotary macerator, and singularity compressor.
Finally updated IndustrialCraft², adding the booze barrel, crop-matron and crops (well, the stick things). As well as scaffolds and iron scaffolds, dynamite, industrial TNT, sticky dynamite, dynamite-o-mote, and the cutter.
Wow, busy weekend, as Redpower prerelease 5 was released.
Added fluid pipe, ribbon cable, state cell, synchronizer, randomizer, transparent latch, light sensor, bus transceiver, 8k RAM module, monitor, central processing unit, disk drive, IO expander, assembler, pump, grate, sonic screwdriver, blank floppy, FORTH boot disk, ejector, relay, and jacketed bluewire. Phew.
Whoops, forgot the backplane. In there now.
21st April 2012
Added the signals system blocks, the various minecarts, world anchor, coke oven and blast furnace for Railcraft.
For the coke oven and blast furnace, I've added them in their entirety, so instead of requesting the 26 coke oven bricks that make up a coke oven, you just need to request 1 coke oven, the rest is taken care of for you.
That seems to be a large majority of Railcraft, if anything is incorrect, please tell me!
The upcoming iteration of Redpower looks to be really slick, with its liquid mechanics and extra logic gates. I've taken note of new things I've seen, just waiting for the download to come available.
Might have a look at BuildCraft 3, now ..
Yup, now supporting BuildCraft 3 with all those lasers, gates and chipsets,
20th April 2012
Added a good bunch of Railcraft items: Machines and the many, many available track and rail combinations.
For the detectors, oak and pine woods are required for the animal and growth detectors respectively, the results show this also.
For the standard rail, I've favored steel as opposed to iron, giving 16 as opposed to 8. Feel free to suggest otherwise.
Hopefully I've got all the rails calculating correctly, if there's any issues please let me know!
Signals and carts to come (I'm thinking various bricks too for the various furnaces), their structure hierarchy are listed in red, just not functional. :-)
19th April 2012
Attempted to earn a few dollars through Google Adsense, but was declined as this page doesn't have "sufficient content". Charming.
Speaking of content, due to popular demand, Railcraft will be appearing in the not too distant future. Planning on starting this weekend.
12th April 2012
I've now/finally set up an email address to simplify contacting me, see below.
For items that require tools, such as any saws or the diamond drawplate, these aren't included in calculations. The calculator assumes you've already these on hand.
R.I.P Floyd, 1993-2012 <3
24th February 2012
Updated for IndustrialCraft² 1.71, turns out the quantum armour recipes were wrong! All sorted now.
23rd February 2012
Updated for IndustrialCraft² 1.70b.
Updated quantum armour, which now requires nano armour, meaning less UU-Matter and more coal dust .. Kinda strange, but there it is.
Added static boots and solar helmet.
21st February 2012
Rearranged RedPower 2 hierarchy a little.
Added red alloy wire, coloured insulated wire, bundled cable, lamps, jacketed wire, and jacketed cable.
For the latter 2, as you can have a large variety of covers, I've named the output "cover of your choice".
Similar story for lamps, instead of adding the many colours and dyes, the output is "dye of your choice".
Fixed the handling of "dust" being removed, as glowstone dust was being included in that, causing confusion. All fixed!
20th February 2012
Added alloy furnace, bluelectric furnace, buffer, project table, blue alloy wire, battery box, thermopile, solar panel, voltmeter, and bt battery.
Seems to be a majority of RedPower 2 items added now .. Thinking of doing the various lights next, and a few other bits I've missed; Watch this space!
19th February 2012
Added a switch for if you have a macerator, toggles the display of raw ore column, and removes "dust" from resource name.
18th February 2012
Started adding RedPower items today; logic gates, arrays, and some machines for all!
As well as lots of behind the scene changes that should make my life easier, making updating and additions simpler.
As RedPower allows multiple items for a smelting recipe, such as a red alloy ingots, which can be created with iron or copper ingot plus the redstone, I've favoured iron ingots in this instance. Feel free to convince me otherwise.
I'm not quite sure of the "proper" hierarchy for RedPower, as there doesn't seem to be a fully fledged wiki to base the listing and grouping of items, so I'm basing things off of the NEI subset.
Little unsure about how to present the ore dusts, just incase you're playing without IndustrialCraft², don't want to cause too much confusion.
Tightened up the calculation methods on several items.
28th January 2012
Added the electric hoe, energy storage upgrade, overclocker upgrade, transformer upgrade, electric treetap, and toolbox.
22nd January 2012
There were a few cases of "cobble stone" as opposed to "cobblestone" in the code, fixed that up.
Added some placeholders and code in preperation for IndustrialCraft² 1.62+ and it's new items.
Added the cropnalyzer for now.
31th December 2011
Added an additional column to the results table, shows how much raw ore you'll need if you've a macerator handy. Only gives results on ores which will double your yeild when macerated.
Bronze is still bugging me, at least I think it's bronze .. Something about the nuclear reactor and/or chamber is causing incorrect copper and tin to return, might be the reactor plating, or something. Can't quite put my finger on it, despite going through manually several times.
I've noticed this calculator is getting a good amount of use, which is pretty nice to see. Thank you. :-)
Happy new year everyone.
24th December 2011
Tweaked bronze calculations so should be more accurate now. In theory, at least.
17th December 2011
Fixed the iron usage for making the generator.
Added EC-Meter.
10th December 2011
Updated recipes for solar panel and water mills.
Added bronze armour, nano armour, quantum bodyarmour, quantum helmet, reinforced glass, batpack, lappack, CFpack, CF sprayer, fuel can, composite armour, iron chestplate, leather tunic, electric jetpack, jetpack, luminator, EU detector cable, EU splitter cable, and most importantly, the lever.
Added iridium ore into the calculations, updating iridium plates .. Quantum armour is rather expensive now requiring 280 UU-Matter, which makes for a nice challenge.
Improved error handling; will warn you of invalid input, but will continue to calculate anything with a valid input.
Added an archive area for old news & updates.
6th December 2011
I think there's an issue with the iron count for nuclear reactors & chambers, needs further investigation.
IndustrialCraft² v1.337b is out .. I'll update the recipies at some stage.
I'll add the new items for BuildCraft 3 once it's officially released.
Keep meaning to add an error handler upon null or invalid input .. It's on the to-do list.
Found an issue? Got a question, comment or suggestion? Contact me via mrc at lolshame dot com.
Made by _Tim_, last updated on the 20th of May, 2012