I just realized, somebody needs to do CompactWatermills soon. No CompactGeothermals as there would be overabundance of holes in the Nether.
[ADDON] [1.7.2] CompactWindmills
-
-
I just realized, somebody needs to do CompactWatermills soon. No CompactGeothermals as there would be overabundance of holes in the Nether.
A couple of geothermals are enough to burn tons of lava, they dont need to be compacted nor other kind of fuel generator.
-
I just realized, somebody needs to do CompactWatermills soon. No CompactGeothermals as there would be overabundance of holes in the Nether.
Yeah I'll do that.
Repo already created. -
How about compact nuclear reactors?
-
How about compact nuclear reactors?
Lol
Simply, no! -
I noticed now with your compact windmills installed and compact solars, my compact solars are now called windmills
Yes, I know.
Sometime it works properly, sometime it doesn't.
I don't really know yet, what causes the problem. -
Maybe you should change the Source Name of the Windmills, so taht you dont override the Localization of Solars.
-
Compactin' Stuff Industries is proud to present their new product:
Compact Fusion Reactors
Material Injectors and assorted shit are sold separately.
-
last version work 1.5.1
-
last version work 1.5.1
Nope
-
Maybe you should change the Source Name of the Windmills, so taht you dont override the Localization of Solars.
I found another way
-
Maybe you should change the Source Name of the Windmills, so taht you dont override the Localization of Solars.
Ok, it should work now.
-
So wait... is there a way to turn off using rotors? because I really just wanted to use the mod as you would use compact solars. I read through the comments and Im still confused on if the config has that option. Can someone please fill me in?
-
So wait... is there a way to turn off using rotors? because I really just wanted to use the mod as you would use compact solars. I read through the comments and Im still confused on if the config has that option. Can someone please fill me in?
Yes, you can turn the requirement for rotors of.
Go to the Config file ant turn "useIC2Stuff" from false to true, then it no longer requires rotors. It also changes some more stuff to make it more similar to the vanilla IC2 ones. -
Just found a bug, with useIC2Stuff set to true there is no way to get ULV windmills the crafting recipe that should be for them outputs a LV instead.
-
Just found a bug, with useIC2Stuff set to true there is no way to get ULV windmills the crafting recipe that should be for them outputs a LV instead.
That's intended, because of balance.
A normal ic2 Windmill creates 5 - 10 EU/t with max. efficiency. In useIC2Stuff I want it to be as similar as possible, so the ULV recipe wouldn't make any sense. That's why it skips the ULV stage. -
A normal ic2 Windmill creates 5 - 10 EU/t with max. efficiency. In useIC2Stuff I want it to be as similar as possible, so the ULV recipe wouldn't make any sense. That's why it skips the ULV stage.
Making a windmill reach 5 EU/t production requires good winds.
10 Eu/t requires either max wind or high wind with thunderstorm, which are uncommon/rare.Windmills average generation, with SAFE setup (No breaking due overproduction, which happens after 5 EU/t) is 1.66 EU/t.
Math done by me (with source from snyke).
Ofc you can place them at maximum height, but you will suffer with constant windmill breakage which is definetely not worth. -
Making a windmill reach 5 EU/t production requires good winds.
10 Eu/t requires either max wind or high wind with thunderstorm, which are uncommon/rare.Windmills average generation, with SAFE setup (No breaking due overproduction, which happens after 5 EU/t) is 1.66 EU/t.
Math done by me (with source from snyke).
Ofc you can place them at maximum height, but you will suffer with constant windmill breakage which is definetely notOk, then that WOULD be a reason to change the recipe again.
The problem was, I thought, that i thought. -
What could that be...
-
What could that be...
Rotors with missing textures!