Ratio is actually 1EU : 40J, as seen in the UE-API. Also, why not outputting all 3 at once? It's not like someone would ever put 3 diffrent Cables on it.
[ADDON] [1.7.2] CompactWindmills
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It's not like someone would ever put 3 diffrent Cables on it.
Especially assuming it would reduce its efficiency
Hower, it may be OP with any kind of converter mod ... (which are already OP, but it'll be EVEN MORE OP ^^) -
The problem is the LV/MV/HV windmills are called solar panels.
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The problem is the LV/MV/HV windmills are called solar panels.
Actually: No, they aren't.
Are you sure you luuk at the ULV/LV/MV/HV/EV Windmills, not at the solars from compactsolars?! -
Ratio is actually 1EU : 40J, as seen in the UE-API. Also, why not outputting all 3 at once? It's not like someone would ever put 3 diffrent Cables on it.
No, I will not output all three at once, because somebody could abuse that and I don't like if stuff is abused, if there would be no other way than outputting all three, I wouldn't output anything else than IC2 EU -
http://imgur.com/G5zGFCF,3wslLEZ,L3QaW2S#0
I have both compact solars and your windmills installed, just did a fresh install of both, have not tested without compact solars but I am guessing there is a problem appearing from having both installed at the same time somehow.
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http://imgur.com/G5zGFCF,3wslLEZ,L3QaW2S#0
I have both compact solars and your windmills installed, just did a fresh install of both, have not tested without compact solars but I am guessing there is a problem appearing from having both installed at the same time somehow.
Weird.
It definitely works without compactsolars, but let me take a look. -
Ok, so a lot of people thought, the BC Energy production would be a good idea.
That means I have to find out how to make buttons or so to toggle between the outputs. -
I don't see how it is abusable to have multiple energy type outputs.
After all they are reducing efficiency by adding more wires.
Not a modder, but I guess you could implement it like this (no need for buttons):
- Generator fills internal storage
- If EU-compatible wiring (e.g. Glass Fibre Cable, Superconductor) is found, output at specified rate from storage as EU
- Else if BC power-compatible wiring (e.g. Stone Conductive Pipe, Redstone Energy Conduit) is found, output at specified rate from storage as BC MJ.
- Else if UE power-compatible wiring is found, output at specified rate from storage as UE MJ.
- Else, slack.
As I said, I'm no modder, and I have only the faintest clue of how coding works, so I'm not sure if this will cause lag or other problems.Oh and then, you'll also need BuildCraft, Ampz/Voltz/Ohmz/Wattz/Joulez/Coloumbz/Faradz/BazicComponentz and TE-compatible recipes.
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No, I will not output all three at once, because somebody could abuse that and I don't like if stuff is abused, if there would be no other way than outputting all three, I wouldn't output anything else than IC2 EU
actually you could have it output three at once but if you make it do that its efficiency is reduced, aka total power output is reduced by the number of different power types, it would reduce the ability to be abused
1 = 100%
2 = 50%
3 = 33%
of total power, each one would not get 33% but the TOTAL power output would be reduced BEFORE it was shared. -
I just rather make it have buttons and select which energy you want. Its simple, effective and no glitches/exploits around.
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Add big Turbines infront of it that turn in the wind and i will download it.
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The problem is the LV/MV/HV windmills are called solar panels.
OK, fixed
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I don't see how it is abusable to have multiple energy type outputs.
After all they are reducing efficiency by adding more wires.
Not a modder, but I guess you could implement it like this (no need for buttons):
- Generator fills internal storage
- If EU-compatible wiring (e.g. Glass Fibre Cable, Superconductor) is found, output at specified rate from storage as EU
- Else if BC power-compatible wiring (e.g. Stone Conductive Pipe, Redstone Energy Conduit) is found, output at specified rate from storage as BC MJ.
- Else if UE power-compatible wiring is found, output at specified rate from storage as UE MJ.
- Else, slack.
As I said, I'm no modder, and I have only the faintest clue of how coding works, so I'm not sure if this will cause lag or other problems.Oh and then, you'll also need BuildCraft, Ampz/Voltz/Ohmz/Wattz/Joulez/Coloumbz/Faradz/BazicComponentz and TE-compatible recipes.
The problem is:
The Windmills don't have internal storage. -
The problem is:
The Windmills don't have internal storage.Make them have an internal storage of 50k EU, 20k MJ,2M J [UE] ?
No compatible recipes are needed as this is not an independant mod. Just the usage of BC and UE API. -
I played around a little bit with GUIs.
If you want, i have a beta version for you to play around:Changelog:
Added a GUI to the Windmills.
Added Rotors. You have to place them in a windmill.
Changed: Windmills now check if they have a rotor and then they will adjust their energy output. -
Added Rotors. You have to place them iYyn a windmill.
Yay! Does it have a duration bar ?
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Yay! Does it have a duration bar ?
it does.
However, the rotors aren't renderd in the world. -
it does.
However, the rotors aren't renderd in the world.Better then Nothing
Now make the Front of the windmill have a spinning animation and Output little white particles out the back -
Better then Nothing
Now make the Front of the windmill have a spinning animation and Output little white particles out the back
The thing with the spinning animation is not my part (no code, only a few .png files and a text file and that's it). I'm simply not able to make cool textures.
What I will do before that is the BC output (I think) and what i will also modt definitely do before that is making the windmills rotatable with a wrench.
BTW: You wrote you 1.000st post in my threadAlso: Right now, there is only one rotor, but there will be some more.
And the rotor right now lasts like 5 days (10000000 ticks), but that will change.