Posts by SirusKing
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I agree with Requia's suggestion. (This is how i was gonna suggest it be handled as well.)
While we are at it, why not do the same for all reactor components?
(Coolant cells, heat vents, ect.)Stacking coolant cells would make crafting overclocker's easier.
But having multiple Nuclear Componant Canvas bags is half the fun... :3
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Steam produced depends on EU/t it would produce. Higher output reactors will produce more steam, which means more turbines.
I seriously don't know EU-Steam convertion rate but i suppose it is 2.5 EU = 1 MJ = 5 mB steam so, 1 EU/t = 2 mB/t Steam.It converts power between mods : Railcraft Steam (mB), Factorization Charge (CG), Industrialcraft² Energy unit (EU), BuildCraft Minecraft Joule (MJ), Universal Electricity Joule (J).
It works with an energy bridge, with two (or more) module blocks. You can have up to 6 modules. All mods have an energy consumer and producer (Input/output).
For example you can connect a steam consumer to reactor and any other mod producer to get any mod energy like this :
Steam Consumer
Energy Bridge
"Mod energy you want" Producer
"Mod energy you want wire/cable/conduct"I dont tend to use the Power converters mod due to OP'ness and Unrealism.
If only someone made a large multiblock Dynamo for BC to EU, and an Electromagnetic Current converter for Blu to EU. -
I Still say mining with nukes is the FUNNEST Method.
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I'm pretty sure you have that backwards and liquiducts have loss. (bug, rather than design). However, if you don't have them to pipe steam I'm not sure how the hell you'll get the steam away from the reactor. You can barely get the steam with liquiducts higher capacity, and splitting off an iron tank isn't practical with gold pipe, so the only option would probably be to put one or two turbines right next to the reactor, and pipe the rest of the steam off.
You can hook up Terreracts directly to it, so covering every block efficiently
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That was part of my intention =P.
Thats obviously an insult of the laws of the physics :Pump + Infinite (here starts the insult) water pool + Watermill (or waterstrainer) = Infinite energy (here ends the insult)...
Unmanned watermills are also f*** unrealistic" but they at least not that much as you can justify that it uses "water currents" [although they don't exist on an artificial lake] .
Anyway, who cares? Watermills are so underused.I Accidentaly made 512 of them once
stupid project tablesAlso = Perhaps a multiblock Structure that acts like a better Watermill but needs a RC Turbine/something like it?
That Rotates?
And absorbs water :3
Would give a use for the RP2 Pump. -
Some opinions :
That seems nice, but i will still be able to over-engineer them =P.
Air cell + liquid transposer = gaseous oxygen. Gaseous oxygen -> generator = 50% boost. 1 cell consumed every 20000 EU produced.
Biofuel rework would be nice, with distilleries and such. To make watermills work like IRL we need to make water not infinite and start accumulating with rain (finite water mod).
Factorization solar generator is like IRL solar tower ones, IC² solar generator is like IRL photovoltaics ones.
Sounds nice, but i don't like to use resources to generate energy, like many.Your post hurts my eyes.
Also: You can still use infinite water for the mills, but if they Consumed the water faster then it Re-created itself.
Like a Pump in a 2x2 Infiwater. -
How can it be that 2 of the recent thread I've seen ended with that ? Oh wait, I know ... you're using same methods than me: suggesting 10 times the same thing in different thread ^^.
Suggestin' till its a Reality since 2013.
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Perhaps multiblock nukes? -
OOH OOH IK MULTIBLOCK NUKES -
+ industrial grinder.
+ Multiblock nukes -
A Machine that consumes crazy EU and gives anyone within 4 blocks Health and Food.
Like 2048/t
:3 -
Hmm
Three of them is a bit better. The only problem is breeding uranium doesn't make thorium, it makes thorium+plutonium, and since you need the thorium to get good plutonium efficiency you either waste plutonium, or have to come up with a big source of thorium other than uranium to keep efficiency.
Coal ore?
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Thanks for all the info guys, but im still a bit lost. If you are wondering, i play with feed the beast techs world mod pack, so no thermal expansion for me.
One thing came trough my mind: What produces more power, a turbine at 50%output capacity, or two at 25% output? Also, are there any disadvantages of laying the turbines too far from the reactor or no?
Pretty sure they will both output the same amount, but there is loss in non-liquiduct pipes so the 1 50% is probably a little better.
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Oww... I just found out his hasn't got extabiomesXL support
Maybe you could add it, so I can use the extrabiomesXL wood in the gassifiers too?
You could add an entry in the config for additional wood ids, that would even make it work with other mods
Greets, ShadowThere is an ore Dictionary check (i think) for Logs, he could use that.
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Over Clocked can accept more then they can disperse so they can heat up fast and melt.
Advanced disperse the same amount of heat (A large amount) that they accept.
Try messing with the online reactor planner, it has break downs of exact numbers.
"Messing around with the Reactor planner"
Lolz, but thanks, so the Advanced ones cant melt?
Ok, that makes sense -
Messing around with the Reactor planner, and after a fairly long time, i still have no idea what the Difference is.
The Overclocked Heatvent seems to actually be better at Dispersing heat, so im sure the Advanced vent must have a Good use for the Diamond it costs. -
As far as distribution of steam, a big enough reactor appears able to overrun even a large number of liquiducts, but it'll fill a iron tank at full speed, and you can put a whole bunch of valves on the tank, then use redstone powered liquiducts to draw 160 mb/tick per valve. As bonus, you get a buffer of a few million steam for a mid sized tank.
Hmm... Wonder if i can make an xycraft tank out of reactors....
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Thanks SirusKing
but still, with the steam reactors, will you produce less or more EU per uranium...?
For most Designs, less.
For some, a little bit more.