Posts by Chocohead

    anyone else, if you leave a smug comment like its as good as it is, just cause. Then you are apathetic towards ic2 and you chould shut up and go play vanilla!!!


    Hmmm, machines aren't made from iron plates, they're made of stainless steel. So we should use that. And remove UU completely as that's not realistic, and teleporters, and the recycling system should be nerfed to be 1 scrap per 1000 items. And crops as they don't cross breed that quickly, they should be slowed down. And brewing should take years not hours as that's how it works. And gravity should affect all blocks. And remove the Q-suit and Nano suit as they wouldn't protect you IRL. Come to think of it, diamond armour isn't realistic so that should go. So should the nano sabre, diamond tools and the electric hoe. The macerator wouldn't get 2 ingots per cubic metre of ore, that should be changed to produce grams.

    See what happens when you replace the fun history of IC2 (and Minecraft) with life? Life is bullshit, hence we have games to have an alternative.

    The magnetiser must now be next to the iron fence rather than above or below (as well as the right side facing the tower), which would be the first obvious reason to it stopping working for you. Besides from that, using iron boots for example, you just have to walk into the iron fence tower and as long as the magetiser has got power it should lift you up.

    Things never randomly exploded/fried, it was just people weren't use to packets adding rather than going through in parallel. Although it wasn't added back quickly the same reason the EU-Reader was broken.

    Ideally though we don't want temporary solutions, Player appears strapped enough for time already.

    A reactor will run for 400,000 ticks. 1 uranium cell with 4 reflectors will produce 25 EU/t. Therefore 10M EU in total. Which would make a profit, although you'd overall be making a loss as you'd be burning up copper, tin and coal in the process.

    If you went for a uranium only design, say 100 EU/t for 6 cells you could produce 40M EU, which split between 6 rods would net a theoretical profit of 9M EU, but that's also implying you've got lucky with the scrap. That 9M EU is split over 400,000 ticks, so the actual profit is a mere 22.5EU/t, which is a little more than a geothermal generator.

    So apparently yes you could just about squeeze a profit out of Uranium-UU looping, although the actual EU you'd get to use would be rather uncertain until the next set of fuel rods were made, not to mention you'd have to have a mass fab and a replicator dedicated to make uranium fuel rods, which would be burning iron up (unless you UU'd that as well, which with an iron ingot costs 1.066 mb, so another 166,666 EU + scrap + rolling machine x 2). The maths in terms of replication checks out as being right, but I can only think that's because native IC2 is quite generous with Uranium Ore so the uranium values are lower than what they could be. Just increasing them a little could tip it to only making a profit with incredibly efficient uranium designs, but still with the constraint of most of the produced power being used.

    Do you still see those posts anymore?


    Oh yes there are still some on reddit and the FTB forums, sure the concepts seem easy but in practice good old GT still manages to screw you over.

    And from a concept point of view IC2 was simpler anyway, you have so much EU, if it is over x amount the cable fries and the machine explodes. Unlimited packets could go through a cable, so all you had to check was that no packet exceeded that x value.

    The newer IC2 was even simpler as EU added together to from a total so you didn't even need to worry about what packets were going through, just will all the generators added together along a cable exceed x. Of course suddenly wiring became harder over distance as you had to worry about the entire line, not just the thing you were adding, but that's why explosions were disabled.


    With IC2 you only ever had to worry about one number, with GT suddenly there's 2. And way more cables to pick from to achieve the same task.

    really simple to understand


    Yet people make posts about "help why does this happen?!" and the like. The old IC2 system was simple, and anything about the new system being complicated or anything is just speculation. Player already fixed the fibre your base up problem by making loss per cable anyway, so you'd literally only be lowering the loss per block using fibre rather than avoiding it completely.

    20 cables of 10 wires apiece in theory is less laggy than 2 cables of 100 wires apiece for calculating connected tiles.

    I doubt that. The EU would have to jump each gap, then go to a transformer, then jump the next gap and repeat that until it went to a machine. With one long cable it would just jump the gap.

    cables could be made to only connect to the same type of cable, allowing for more compact wiring.

    We can paint cables, not letting the different types touch is unnecessary and limits designs.

    As for the percentage loss, remember that it is only 1% for every number of cables. Thinking back, didn't we have something similar? I remember solar panels being useless after 5 cables of distance.

    Never did we have percentage loss. Each cable lost 1 EU per so many blocks depending on the type and insulation level. Player's plan was to have them lose EU every block anyway through conduction, so rather than losing 1 EU every two blocks, it would lost 0.5 EU every cable.

    if you're maxing out a gold cable with 512eu/t, then you can afford to lose 5eu/t for connecting a machine up to 60 blocks away.

    With the old system you'd lose 24 EU with 2x gold cable and 30 EU with uninsulated gold cable. Basing any new system off the old would be logical.