I did mean the native mills yes. Yes I have the strainer mod installed, I find it a bit unrealistic. I pump water up into the strainer then somehow produce more energy than I used to pump it up into it. I am thinking more of how let's say Niagara Falls or anything similar. It would probably end up over powered due to water works in IC2 though
Posts by uolamer
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First of all, this is the best mod for MC there is, period. TY!
1. The Luminator hitbox really needs to be adjusted. The graphic is pretty thin, but the hitbox is an entire block. Making them very annoying to use
2. Love to see the induction furnace be able to handle 512+ eu or have a way to upgrade it to 512+ eu. Honestly it would be nice to be able to upgrade all the machines to handle 512+ eu. No biggie though
3. I'd like to see the water mills more usable, or a way to get power from flowing water. Hydroelectric power is a good source of power IRL.
most any other issues I have already been fixed in the beta versions.
Thanks again. I mainly posted this to see if the Luminator hitbox could be adjusted
(edited, yeah I meant mills)
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There is no EE for 1.4.2 ...
There is an incomplete pre release out. ( ee3-universal-pre1a.jar ). Most of it works though.Talk about anticipation... myself and 10 others viewing the thread, likely all checking for the 1.109 update, LOL.
Yes, this is the main mod I am waiting for, best BC <> EU mod I think. I really hope MC 1.4.2 runs better than 1.4.5 for me.. 1.3.2 ran great (mods and all), but 1.4.2 lags quite a bit, seems to get worse the longer I run it without closing and restarting the game.. -
This is my favorite IC2 <> BC mod. Really I just use the engines myself. ty
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I got it to this point.
http://www.talonfiremage.pwp.b…wgg3e18aqhbz1seztqmairhmoDidn't try to take out gold or anything, just was trying to make it not explode There might be a way to get a 3rd depleted cell but I just can't do it myself.
edit..
ok got it to 3. -
BTW, is this is the max eu/t (efficiently) you can get out of a single cells design?
I did not attempt to get the gold cost down on this design yet, but I think this is about the best I can do with single cells
http://www.talonfiremage.pwp.b…gn2wmmyiic8czeibnd9bymhhcok cleaned it up some more but i am sure it can be done a bit better
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Nice improvements SSD & Fenrir.
I made this a bit ago, it is a vast improvement over my real old design I was using on a survival map, brought it from 6 chambers to 3.
http://www.talonfiremage.pwp.b…81k4vt45efr1k1v6dupmqpz40
I am just aiming for a design that uses as many single rods as possible, while still being able to recharge the rods left from the last run that doesn't require any other materials (besides coal dust). Maybe I just just give in and start using up some copper plates to make dual or quad cells..
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Couple designs I made.
- Link: Mark I EB
- Eu/tick: 140
- Efficiency: 3.50
- Running costs: 0 UU
- This was simply a copy of Reactor #3 you have listed by Zombie expanded a little. I am sure it can be made to fix in less chambers. I was aiming for 0 running costs. But it is much more expensive to make due to all the extra chambers.
This is my old design. I know it is not designed that efficient, it worked well though. I usually ended up not replacing the reactor plates. The idea here was to charge the cells from the last run each time.