Anyone know how much Eu a luminator needs each tick? was trying to test how many a basic BatBox can carry ( or to say, how many 32/tick can carry), but an increased number of them is just causing the tick rate to increase . .. i got to 120 luminators strung out on glass fibre cable and had them all lit up as they sucked down the battery. Running this on IC2-Exp, when I ran it on the 1.6.2 release version, some would start blinking as the load exceeded the /tick suply. Since they are exploding when I used a CESU (128 out) to test, I can only assume they are intended to be a low voltage device. Any help would be appreciated!
Posts by dc3260
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I enjoy the IC2 mod greatly, but would make some suggestions:
The transformers as described having dual step-up and step-down functionality is proving problematic and overall inconsistent. Making them into separate step-up and step-down transformers would be ideal.
Inverted detector . . . currently it is IF PowerIn = T then RSignalOut = True, for crafting some switch operations a detector with IF PowerIn = T then RSignalOut = F would be greatly appreciated.
Modifying Reactor to pass redstone signal. Currently, I have a reactor build where I place 10 reactors adjacent to each other but have to run individual redstone lines to each reactor . . since the reactors will only pick up the signal if it is running directly into them, it makes for a less than compact build around it to wangle the redstone. If the main reactor core blocks simply transferred the signal state to adjacent core blocks, a single feed would be able to power-on the entire array of adjacent cores.
Reactor controls. With the 10,000 tick lifetime limits on uranium cores and the lack of updates from the various redstone control mods, it would be very nice to have some kind of autoswitching units available. That is, if I have a reactor build pushing out X amount of energy which satisfies demand, when the cores run out of energy at 10k ticks, the sensing unit detects the halt in output and switches on the next set of reactors to maintain the output levels. This could possibly be done with coding a redstone output signal straight from the core ( similar to battery boxes ) to emit a signal if the uranium core produces no Eu while the reactor is switched on.
Core component information. Currently you mouseover a reactor core component and it only indicates its current total heat. Can this be expanded to show current heat plus the +/- per tick? This would greatly aid in core designs as you could see where inefficiencies are occurring more clearly.
Longer lasting cores. I don't know if the 10k ticks limit is just a limit set by your design or an MC limit on operation, but longer lasting cores would be great. I am consolidating several MC servers I run and will have a large number of crafting happy players, the power grid build I am working on for powering this operation is substantial but it would still be very nice not to have cores burning out roughly every 3 hours. If the 10k ticks isn't a hard limit in MC, then possibly either having crafting recipes that increase the operational time on cores by 10x or giving the ability to set max number of ticks for each core type in the IC2 config.
My only other suggestion would be asking you all to undertake a major headache . . redstone controls / wires / utilities / devices built in to the IC2 mod itself. With the lack of update to Redpower and other hopeful replacements not proving to be compatible with IC2, it would be fan-freaking-tastic if you just built that into IC2 yourselves. As I said, an epic headache for you guys but it would be great.