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IndustrialCraft² recent version: v1.117!

Wind Mill Wiring Help

  • matbeseris
  • September 18, 2011 at 3:23 PM
1st Official Post
  • matbeseris
    Tree Cutter
    Posts
    17
    • September 18, 2011 at 3:23 PM
    • #1

    I'm trying to store energy from the wind mills I made, but the batbox just wont take anything. I have uploaded screenshots too.

    Images

    • Wind Mill.jpg
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  • Hermasetas
    Tree Cutter
    Posts
    18
    • September 18, 2011 at 3:29 PM
    • #2

    The problem is that if you have cables that are more than 4 long you will loose 1 EU. And if the windmills are only delivering 1 EU/t all the power will be lost.
    Remember that the EU produced is not combined in one big package but 5 small ones. That means that each will try to send 1 EU/t but they will not because of the cable loss.
    Try reducing the cable length :)

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  • matbeseris
    Tree Cutter
    Posts
    17
    • September 18, 2011 at 3:37 PM
    • #3

    Oh ok I'll try that. :)

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  • matbeseris
    Tree Cutter
    Posts
    17
    • September 18, 2011 at 3:39 PM
    • #4

    It worked! :D thanks so much

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  • Hermasetas
    Tree Cutter
    Posts
    18
    • September 18, 2011 at 3:59 PM
    • #5

    You are welcome! :D

    • Quote
  • Rick
    Master engineer
    Reactions Received
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    1,086
    Location
    Netherlands
    • October 17, 2011 at 10:33 AM
    • #6

    Use tin cables. They are cheap and the lose only 1 eu after a whopping 40 blocks (thats less loss than fiberglass).

    Official list of good reactor designs:
    [OFFICIAL] List of good reactor designs

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  • Nukeofwf
    Tree Cutter
    Posts
    20
    • October 24, 2011 at 7:50 AM
    • #7

    don't exactly mean to necro this, but i have an interesting problem.
    version 1.22
    windmills at max height with only 2 cable below.
    Using tin wires, the windmill will sometimes burn the cable out, is it possible that these windmills are producing more than 3eu packets?

    attached pic of problem area
    Note: replaced areas of burnout with copper cable so far, no issues except for some power loss.

    Images

    • issues.jpg
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  • Rick
    Master engineer
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    Netherlands
    • October 24, 2011 at 1:06 PM
    • #8

    Ye i noticed later windwills can produce more than 3 eu (varies between 2-4 eu or something based on wind). Unless you build your windmills lower or they are obstructed tin wires wont work unfortunaly but not a real problem through. So use copper and if you are really rich and dont care about costs anymore make glassfiber (through if distance is less than 4 blocks it wont make a diference.

    Official list of good reactor designs:
    [OFFICIAL] List of good reactor designs

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  • Alblaka
    IC² Project Leader
    Reactions Received
    35
    Posts
    2,755
    • October 24, 2011 at 2:47 PM
    • Official Post
    • #9

    Windmills are supposed to be useable with tincables. Apparently i failed the math on EU generation. If windmills can generate 4EU, Tincables will be capable of transporting 4 EU, as well.

    Greetz,
    Alblaka

    • Quote
  • Nukeofwf
    Tree Cutter
    Posts
    20
    • October 24, 2011 at 3:42 PM
    • #10

    okay, awesome, glad i could bring this to your attention

    • Quote
  • MJEvans
    Tin Miner
    Posts
    818
    • October 24, 2011 at 5:02 PM
    • #11
    Quote from Alblaka

    Windmills are supposed to be useable with tincables. Apparently i failed the math on EU generation. If windmills can generate 4EU, Tincables will be capable of transporting 4 EU, as well.

    Actually if doing this can you make it 8? That way each cable type is a 2^2 power distant from another. 8, 32, 128, 512, 2048. This would also be nice if at some later point cables handle watts instead of volts and if a new lower grade of transformer is made things would make more sense.

    Unsupported Meme

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  • Nukeofwf
    Tree Cutter
    Posts
    20
    • October 26, 2011 at 2:37 AM
    • #12

    might i inquire as to this being fixed in the next version. and if so what is the traditional update schedule? once weekly, on a weekday, whenever it is ready?
    typing on phone is slow and difficult.

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  • Elden
    Tree Cutter
    Posts
    16
    • October 27, 2011 at 2:51 AM
    • #13
    Quote

    might i inquire as to this being fixed in the next version. and if so what is the traditional update schedule? once weekly, on a weekday, whenever it is ready?typing on phone is slow and difficult.

    Ooh... Because you're on your phone, you probably haven't noticed this post: https://forum.industrial-craft.net/index.php?page…D=2478&post2478

    Quote

    Asking for release dates = Ban
    Serious.
    No joke.
    Ask for any sort of release date, regardless for which part of IC² and you will be outright banned. No exceptions.
    We will tell you when you got to exspect a release date. Or we won't, then you'll just have to wait.

    I like to think that this policy was written in bad temper after a ton of unwarranted harassment, and I hope you won't be banned in this case!

    In my own attempt to answer your question, 'when it's ready' seems closest. A lot of people work on this mod basically unpaid for the fun of it, and it's not fun trying to meet deadlines. If they set any expectations, it can only go bad for them. People become ungrateful and whiny if you set expectations and then deliver your free, insanely fun mod a day or two late.

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  • Nukeofwf
    Tree Cutter
    Posts
    20
    • October 27, 2011 at 4:06 AM
    • #14

    awesome. well i will plan on a donation soon anyway. love this mod. hate to seem winey.

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  • Elden
    Tree Cutter
    Posts
    16
    • October 27, 2011 at 4:53 AM
    • #15
    Quote from Nukeofwf

    awesome. well i will plan on a donation soon anyway. love this mod. hate to seem winey.

    You didn't seem whiney to me, I'm just letting you know that the management unfortunately has a harsh policy on such questions. When I say 'whiney' I'm thinking of the nonsense that engulfs every minecraft forum when Team Mojangles misses a forecast release date of the base game.

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  • Nukeofwf
    Tree Cutter
    Posts
    20
    • October 27, 2011 at 7:58 AM
    • #16

    yeah i know what you mean, those comments were like 85% of the thread in the old forum posts.
    i can understand why they want to keep it to a minimum.

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