what about making the superconductor cable to accept up to 32 eu/t, and lsing 1 eu per 64 blocks? sould it be good?
Posts by RicardoRedstone
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i was thinking about the thermal expansion mod, it adds many new alloys(invar ingot, shiny ingot, electrum ingot...), but they are very simple to make... and maybe railcraft(rollingmachine recipes, steel...)
EDIT
Recipe: Insulation Plating (i shall find a better name) x4
https://www.dropbox.com/s/l6rg…/insulation%20plating.png
uses rolling machine, black-blue ingots are ThermalExpansion Lead Ingots, the white-yellow one is also from ThermalExpansion, its an Invar Ingot.
Recipe: Superconductor Blend
https://www.dropbox.com/s/pco0…uperconductor%20blend.png
uses pulverized gold(or dust) at middle square, electrum blend at corners and shiny dust in middle. uses normal table. you can get a superconductor ingot by doing the same shape with inots in rolling machine. the blend can be smelted for ingots. cables can be made with normal shape(makes 6 cable), have no energy loss, and supports up to ev(extreme voltage).
Recipe: Integrated Circuit(forget older recipe)
https://www.dropbox.com/s/qi24…0integrated%20circuit.png
iron fence is superconductor cable, crops are superconductor blend. uses normal crafting table.
Recipe: Heinsberg Compensator(or whatever)
https://www.dropbox.com/s/1dfh…insberg%20compensator.png
carbon fiber: insulation plating tin block: integrated circuit
Recipe: Interdictor
https://www.dropbox.com/s/wazv…x7w/new%20interdictor.png
Recipe: Transport Pad
https://www.dropbox.com/s/j179…new%20transport%20pad.png
carbon fiber: insulation plating tin block: integrated circuit -
now that i though again, forget that thing i said before about pads(the thing about they should need module to work and such...), and whats a heisenberg compensator made off?
*EDIT Could i use items from other mods for the recipes?
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Recipe 3 Transporter
https://www.dropbox.com/s/j6s3qwqzdbnjrxo/Transporter.png
Tin block = Integrated Circuit
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recipe one: INTEGRATED CIRCUIT - this item is only a crafting component, because i coudnt find something that could see fit to the high complexity of the tranporters...
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what about inverting the thing of pads, making a module needed to use the PADS, not the padless transporting? oh, and the recipes i'm ending to plan.
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I think you almost got the thing, i think that items and other things you could teleport could be only send from these pads(and if teleported onto other pads the cost would be lesser), and the only way to send things out of pads and also retrieve them from land would be a second machine, much more expensive than pads and transporters, it will be something that allow you to take entities and blocks from any other things than pads and also retrieve those things .but without them you could only send items and things, and only the ones that are on pads. there should be upgrades for range(both for finding pads and transporting), to get a two way transporting system without that(the one i said first, of teleporters no longer needing pads) upgrade, you would need 2 sets of transporters and pads. and also i recommend changing a bit the textures to something more IC2-ish. u understood all i said?
*EDIT
Oh, and there should be more than one teleporter, with different costs and teleporting times. -
i was thinking about this mod. there should be transport pads, that will be the only machine with a gui, there you could set a transporter frequency and a pad id, and if one or more pads with right frequenc are within certain range from an transporter, there could be a command to lock onto them(using pad id u set into the gui of the pad), and that will automatically adn no fail get lock on whathever is over it, consuming a bit of extra energy(from the pad). if the pad has no energy or if its out of transporter's range, lock is inpossible in it. what you think? and i'm thinking about some crafting recipes too.