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## OUTDATED: [Tutorial] Windmill Engineering (Best way to use IC² windmills)

IC2 Experimental builds (jenkins):
v2.0/2.1/2.2 / 2.3 / 2.5 / 2.6 (For Minecraft 1.6.4/1.7.2/1.7.10 / 1.8.9 / 1.9.4 / 1.10)

IC² Creative Content Inventor, GT Public Relations Manager and your lovely forum moderator

Posts: 8,359

Location: Nowhere to be found, unless I know you

Sunday, November 24th 2013, 12:18am

### OUTDATED: [Tutorial] Windmill Engineering (Best way to use IC² windmills)

OUTDATED. IC² EXPERIMENTAL WINDMILLS REPLACES THE OLD ONES, THUS THIS TUTORIAL IS NOT EFFECTIVE IN ANY WAY.

Windmill Engineering by SpwnX! [Math included]

If you don't want to read about mechanics and other blabling, go to spoiler "For lazy people". [Normal Setup]
For compact one read "For the ones who want an even more compact setup..."
Also, tower cable size shown is 16 blocks tall (64 windmills per tower), you can make it taller by adding 16 more ULV wires to the tower (128 Windmills per tower).

### Quoted from "Snyke"

Windmill mechanics:
There's a random value from 0-30 which represents the windstrength.
If this gets above 20 or below 10 the chance of decreasing or rising more will decrease.
There is a weather value aswell, if it's raining this is 1.2, if it's storming its 1.5, other wise just 1.
EU/t output = (windStrength * (height - 64 - blocks around windmill(itself not included)) / 750 * weatherValue).
If the output is larger than 5, there is a chance equal to (this value - 5) / 5000 of the windmill breaking, which is checked once every 128 ticks.

We dont want any chance of it breaking so:
5 = windStrength * (height - 64 - blocks around windmill) / 750 * weatherValue.
5 = 30 * (height - 64 - 2(the cables beneath it)) / 750 * 1.5
5 = 45 * (height - 66) / 750
3750 = 45 * (height - 66)
83,333 = height - 66
height = 149,33
Optimum height is thus 149.

You can calculate average output by taking windstrength = 15 (which is the average windstrength).
So average output of a windmill at 149 = 15 * (149 - 66) / 750 = 1,66 EU/t - all day, all night.
Average output of a solar panel = (12 * 1 + 8 * 0 ) / 20 = 0,6 EU/t - meaning windmills are 1,66/0,6 = 2,766, almost 3 times as good.

### My math for tower design

Math for Unbreakable tower design using Snyke's formula (from sourcecode):
Considering MAX wind strength [30] + Thunderstorm [x1.5 multiplier] . And my design [pictures near the end of the post]

5 = WindStrength * (height - 64 - obstructing blocks) / 750 * weather value
5 = 30 (h - 64 - 34) / 750 * 1.5
5 = 45 (h - 98 ) / 750
3750 = 45 (h - 98 )
83,33... = h - 98
h = 181,33...
h = 181
h = Height of highest wind mill on tower.

Highest wind mills needs extra obstructions above it to make whole tower have exactly 34 obstructions.

This one below is legit, built by me SMP (Timmiecraft)

### Wind mill Costs

Wind mill recipe: 1 generator + 4 Iron
Generator recipe: 1 Furnace + 1 Machine block [8 iron] + RE - Battery
RE - Battery recipe : 4 tin + 2 redstone + 1 insulated copper cable
Insulated copper cable recipe: Uninsulated copper wire + rubber
Uninsulated copper cable recipe: 3 copper = 6 cables , 1 copper = 2 cables

Total: 12 iron [8 refined], 4 tin , 2 redstone , 1 rubber, 1/2 copper , 8 cobblestone
64 Wind mills costs [One Wind tower] : 768 Iron , 256 tin , 128 redstone , 64 rubber , 32 copper , 512 cobblestone.

### Weather Info

Rain/thunderstorms are global, so even if you place your windmill at desert it will still get 1,2x or 1,5x multiplier (weather value)

Weather Frequency/Duration:

Rain duration in seconds : 180 to 600
Pause between rain in seconds : 600 to 8400

Thunderstorm duration in seconds :
180 to 600
Pause between thunderstorms in seconds :
600 to 8400

### Wind Strength

Wind Strength may vary alot while you play, so DO expect low outputs and high outputs.
Minimum strength is 0, Maximum is 30.
Modified every 128 ticks (About 6.4 seconds)
Chance to increase or decrease by 1.
10% chance to increase if current strength is 0 to 20.
10% chance to decrease if current strength is 10 to 30.
Current strength of 0 to 9 have (current strength)% chance to decrease in strength. (E.g. 0 current strength has 0% chance to decrease, 1 = 1% to decrease, ..., 9 = 9%)
Current strength of 21 to 30 have (30 - current strength)% chance to increase in strength. (E.g. 21 current strength has 9% chance to increase, 22 = 8% to increase, ..., 30 = 0%)

### For lazy people... (Normal Setup)

If you are reading this, you might be too lazy to read the whole post. I gave enough information to build wind towers without the need of this.
Anyway, here are 10 screenshots that explains everything (kinda).
Step ZERO is VERY important

For the ones who want an even more compact setup (and don't care about height and resources), here is a map explaining almost everything : WindTestMap - Fixed
Safe height is Y 237

### Area required formula

Normal : 7N + 4
Compact: 5N + 6
N = Number of towers in Any direction
Square setups (N x N) are recommended, only use different ones if you have limited space that is not a square.

For example a 5x5 setup (25 towers) will use:
Normal design: 7*5 + 4 x 7*5 + 4 Area = 39x39
Compact design: 5*5 + 6 x 5*5 + 6 Area = 31x31

If you have any questions, ask it in this post , i will reply as soon as i can.
Special Thanks for Snyke for Wind mill formula
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

This post has been edited 4 times, last edit by "SpwnX" (Mar 23rd 2015, 5:20am)

Drowning in mods.

Posts: 5,978

Sunday, November 24th 2013, 1:25am

So what are the main differences between a old IC2 setup and an experimental one? I can't see anything difference apart from the way you'd collect all the outputs into more transformers as outputs increase EU/t beyond a single transformer.
145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.

---- Minecraft Crash Report ----
// I just don't know what went wrong

I see this too much.

IC² Creative Content Inventor, GT Public Relations Manager and your lovely forum moderator

Posts: 8,359

Location: Nowhere to be found, unless I know you

Sunday, November 24th 2013, 2:10am

Wiring differences : Now, you have to control where all your energy goes or it will just exceed the maximum EU/t of your stuff and boom.
Windmill fluctuation makes it a real pain to deal with, as you have to work with them considering the maximum EU/t (5 EU/t per windmill).

Therefore, a 64 windmill tower could input a 320 EU/t stream in the line, 6400 windmills (100 towers) could input 32000 EU/t and handling that energy is not easy.

Edit : However, it can get even worse, when EU loss gets implemented and transformers usage are required, which will make towers output spikes of 512 EU, with 100 towers there would be spikes of 51200 EU...
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

This post has been edited 2 times, last edit by "SpwnX" (Nov 24th 2013, 2:17am)

Stone Miner

Posts: 134

Location: Germany

Sunday, November 24th 2013, 3:09pm

Is it even possible to handle this? even with a lot of transformer, wouldn't they explode because its POSSIBLE that they randomly receive more than 512 EU?

I hope packets get inplemented again.

native german.

IC² Creative Content Inventor, GT Public Relations Manager and your lovely forum moderator

Posts: 8,359

Location: Nowhere to be found, unless I know you

Sunday, November 24th 2013, 8:02pm

I could build a setup to handle this, if i ever make it again on another server (i'm not playing much lately).
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

Stone Miner

Posts: 134

Location: Germany

Tuesday, November 26th 2013, 12:46am

Yeah, me too. i wait till its finished. (or at least not in experimental)

btw: nice tutorial. i use this setup by myself. thank u.

native german.

Tree Cutter

Wednesday, March 12th 2014, 12:05pm

### Quoted from "SpwnX"

Wiring differences : Now, you have to control where all your energy goes or it will just exceed the maximum EU/t of your stuff and boom.
Windmill fluctuation makes it a real pain to deal with, as you have to work with them considering the maximum EU/t (5 EU/t per windmill).

Therefore, a 64 windmill tower could input a 320 EU/t stream in the line, 6400 windmills (100 towers) could input 32000 EU/t and handling that energy is not easy.

Edit : However, it can get even worse, when EU loss gets implemented and transformers usage are required, which will make towers output spikes of 512 EU, with 100 towers there would be spikes of 51200 EU...
Is energy loss not implemented in IC2 experimental?! woah that explains a lot, anyway, the range you must clear in order for a Windmill to work is to build then 4 blocks away from each other right?

IC² Creative Content Inventor, GT Public Relations Manager and your lovely forum moderator

Posts: 8,359

Location: Nowhere to be found, unless I know you

Wednesday, March 12th 2014, 4:44pm

Currently, no EU loss. Windmills work based on obstructions and height, you may want to check the formula (on my tutorial) for EU generation.
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Wednesday, July 2nd 2014, 11:06am

sorry for nercoing a thread.. but hoping i can get some info..

I thought windmills counted a cube space.. and so doing the setup you suggested gives plenty of power but puts enough items in that it can never overload even in a storm.

but they wont ever go to there max power individually but as a group could overload the network?

What cable would you suggest being used for a single tower? ( i plan to expand but want to know how to plan this out) tin which is 32 eu/t or should i make glass fibre ( which is currently stupid expensive) or use something else as a option HV/gold which does have loss but can take harder currents?

i presume it would be better to make a central collection point of some battbox/higher unit that can take max load? and then move it to another place?

IC² Developer

Wednesday, July 2nd 2014, 11:22am

To Time all cabel have no loss use tincabel or coppercabel

Wednesday, July 2nd 2014, 12:06pm

### Quoted from "Thunderdark"

To Time all cabel have no loss use tincabel or coppercabel
i am weird.. i want to build it so i don't have to go back and re-build again when the EU is fixed and losses and cable limits are in and they would pop when it is done

IC² Creative Content Inventor, GT Public Relations Manager and your lovely forum moderator

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Wednesday, July 2nd 2014, 6:07pm

Then use the current setup on the screenshots. Windmill tower + tin cables -> inverted MV transformer -> glass fibre to MFSU and massfab
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Thursday, July 3rd 2014, 5:29am

### Quoted from "SpwnX"

Then use the current setup on the screenshots. Windmill tower + tin cables -> inverted MV transformer -> glass fibre to MFSU and massfab
cool will be fun then

how do you attach a lever to the transformer? and what benifit does it offer now? or is it a relic from the past?

This post has been edited 1 times, last edit by "mementh" (Jul 3rd 2014, 6:30am)

IC² Creative Content Inventor, GT Public Relations Manager and your lovely forum moderator

Posts: 8,359

Location: Nowhere to be found, unless I know you

Thursday, July 3rd 2014, 6:35am

Actually you dont need a lever, cause it is a sorta relic of the past.

You can do the lever thingy or use the GUI of the transformer and set "always up transform"
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

Wednesday, July 30th 2014, 10:18pm

Well, now that the windmill has been changed, can we be expecting an updated tutorial anytime soon?

And yes, I know that the feature is new and in development, but it would be nice to know some of the basics of the new windmills, at least.

IC² Creative Content Inventor, GT Public Relations Manager and your lovely forum moderator

Posts: 8,359

Location: Nowhere to be found, unless I know you

Wednesday, July 30th 2014, 11:07pm

I seriously cant make a tutorial about it while its mechanics are often changing.
However, once stabilished I will make one for sure.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

Tree Cutter

Tuesday, August 26th 2014, 4:24pm

### Quoted from "SpwnX"

I seriously cant make a tutorial about it while its mechanics are often changing.
However, once stabilished I will make one for sure.
oh c'mon man..that 237 setup didn't work on 1.7.10..where I can see the new mechanics ?

This post has been edited 1 times, last edit by "regone" (Aug 26th 2014, 5:25pm)

Tree Cutter

Friday, October 10th 2014, 11:03am

### Kinetic Wind Generators Usage

So i've gotten to very very late game and used the Digital Miner in multiple places an got quite alot of machines and building stuff for the sake of building it an seeing how it works an what it does etc ... i got 10 Kinetic Carbon Wind Generators going but i dont see how to use or connect anything to the Generator's ... Am i missing something ?

Friday, October 10th 2014, 11:52am

### Quoted from "Morpheus1101"

So i've gotten to very very late game and used the Digital Miner in multiple places an got quite alot of machines and building stuff for the sake of building it an seeing how it works an what it does etc ... i got 10 Kinetic Carbon Wind Generators going but i dont see how to use or connect anything to the Generator's ... Am i missing something ?
sadly this guide is no longer valid for the current version of IC2.. sorry :/

new system has to have a rotor a box to spin in and a box that takes the spin and makes electricity

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