At half a stack of coal (or alternatively, 72 charcoal and a lot of infrastructure) per windmill those are pretty effectively nerfed too. Silicon I at least get as a byproduct.
Posts by Requia
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You are a GOTO in the code of reality.This is my new favorite insult.
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Iron is renewable even in vanilla. Kill some villager golems
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We actually came up with a good one when trying to nail down an HV reactor in the sticky, uses less than 3 lapis per hour (works for CRCS too of course)
Still a horrible pain in that ass to automate though, don't know if I'll bother.
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I used a heating cell, better control since I get exactly one heat per second.
Its not the same as using a functional nuclear reactor to cook breakfast though
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Alternatively, base it on the EU/t of the reactor. There's a relationship there with heat per pulse, if not exactly a linear one, and the API provides a call for it, and not (as far as I can tell) for heat per pulse rather than overall heat.
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Problem: there's not much reason to have a 40-240 heat reactor. Either a reactor is cold, or its very hot.
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Why do I keep getting the thought of radiation poisoning?
Because you don't know radiation very well. It'll be safe as houses (in fact, a lot of the food you've eaten was probably treated with radiation) as long as your neutron moderation works right. -
Don't really feel like setting up another test, but as iridium reinforced stone is blast resistance 300 I doubt it will stand up to a blast power of over 400 at close range. (for comparison, a nuke is 35)
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Apparently I'm wrong on that second point, a blast power of over 400 does not destroy warded stone, there must be something in the code besides its blast resistance.
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There are sooo many reasons why that reactor is a bad idea.
To start with, you'd need to breed centrifuge and rebreed an entire stack of uranium to power it for a single cycle.
And probably more importantly, if it melts down it will put a hole in multiple layers of warded stone.
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already denied as overall eff with non GREGTech items is too low.
also requia , i would suggest adding the eff 7 reactor to the start post
What's your reasoning?
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I have Gregtech, so I have access to titanium and olivine for sure, I'm not sure however if I'll be able to use the osmium stuff if I install this?
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Oh. Thats actually pretty easy to workaround then at least, chunkloader ahoy.
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Even if you could it wouldn't be worthwhile. Eff 6 CSCSs work out ok because they have way more quad cells than reflectors. If you have 4 reflectors for every quad cell the copper cost drives you over a cliff.
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This is getting nuts, did RichardG actually block any modpacks that *don't* credit IC2 properly?
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Your post has absolutley nothing to do with what I said. Given the choice between stupid and poor English skills I'm inclined to think poor English skills.
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Is English your second language or something?
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It's not actually too hard. Most mods include rebalancing config settings. It's just a matter of having sane default configurations (IE, TE has settings to make pulverisers take diamond and steel, which balances them against gregtech hard mode macerators, and quantum armor can be disabled even though IC2 is installed), and leaving off some of the more insane shit (computer craft, Advanced Solars, power converters, etc). The only really tricky mod that isn't inherently busted is redpower, because it lacks some config options that it should have (like blacklisting other mods autominers).
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Makes me constantly think that Jeb just wants to 'cheese' content out of mods and make them into "new" vanilla blocks. Probably part of the reason we haven't seen an Mod API so far. (not that we honestly need one at this point with Forge, but still...)
They've been doing that for a while, think of ender storage.
Though, one of the things I've heard is that all the changes for the last couple versions are really the Mod API being developed, and the new features are them testing the mod feature stuff.