I didn't want to suggest a ton of new Machines. So if we ignore the fact that you cannot do an oil separation and a gas separation in the same kind of distillery, it works, kinda. We don't need single use machines, but more uses for existing machines.
Just read Gorni's suggestion and I have to say I absolutely love it. Nitrogen is useful, but hard to obtain and some of the high tier machines see very little to no use.
It always bothered me, that we cannot get nitrogen out of air, while we are breathing like 78% of it constantly...
Since you have all those machines added, i thought about a few things. What about making it easier to use the implosion compressor and making nitro-diesel, once we got highend machines?
There are a few ideas i came up with, which could be looked at to make it easier. One big thing that is holding up the process is the lack of KNO3 and the lack of Nitrogen for the nitro-fuel.
How about this idea or parts of it.
Getting nitrogen, out of air?
There are different ways to do that, how about this one: Compressed air cell => vacuum freezer => liquified air => Distillation tower => Nitrogen. For the right ammount of EU's of course. Requires two high end machines and comes at least close to how it's done in an industrial scale today.
Then we go ahead, how about we get a new explosive for the implosion compressor, that makes life easier for the cost of EU?
In the Chemical reactor: Nitrogen + compressed air cell = 2 nitrogen dioxide (already implemented), Nitrogen dioxide + water =>2 Salpetric acid (new), 3 Nitrocabon + 3 Salpetric acid => 6 hexogen (new, this is a very simplified reaction, but it works for our use)
In the crafting table, or chemical reactor: 6 Hexogen Cells + 3 ITNT = 1 Composite B Explosive (new, or 6 Composite B if Chemical reactor. The crafting table recipe though, would almost force you got use the autocrafter for cell conservation. Almost the real mixture, it actually uses Hexogen:TNT 6:4) Then you would be able to do the Implosion Compressor recipes with 1 (or 6 if chemical reactor preferred) of those instead of 16 ITNT. (Total N costs compared to ITNT: 5.7 instead of 9.6, started from KNO3, optimized recipes used)
Would be intrested in your thoughts about that.
i regularly get the following crash when playing on a server. Any idea why that could happen? If you need the whole crash report, i can deliver it, but this should be intresting part.Code
- -- Head --
- at ic2.api.network.NetworkHelper.updateTileEntityField(NetworkHelper.java:64)
- at gregtechmod.common.tileentities.GT_TileEntityMetaID_Machine.g(GT_TileEntityMetaID_Machine.java:257)
- -- Tile entity being ticked --
- Name: Superconductorwire // gregtechmod.common.tileentities.GT_TileEntity_Superconductor
- Block type: ID #0
- Block data value: Unknown? (Got -1)
- Block location: World: (-97,52,95), Chunk: (at 15,3,15 in -7,5; contains blocks -112,0,80 to -97,255,95), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
- at yc.h(World.java:2151)
did you place the Transformer that does EV => HV with the 3 dotted side to the EV line?
yep sry 100.
well the turbine started out with 500eu/t but was nerfed down to 50 eu/t, i think it may be increased again, since 50 is very low for the ammount of iron you need to actually build it.
Hook the reactors up to Railcraft turbines with Golden waterproof pipes to produce eu. Or go into the config and disable steam producing reactors, i think it should be in the IC2 config. : Enable steam outputtin reactor = false
Do i understand you right, if i think you mean something like this:
HV LINE => :HV-Transformer: => MV Line ? If you measure the lines with your eu-reader you will get the following:
2048eu/t :HV-Transformer: 2048eu/t And now you ask yourself why do i get the same numbers though i've transformed it?
Well that is because the transformer does the following:
1 Package with 2048 eu comes in, the transformer takes it and splits it into 4 * 512 eu packages. But it releases those packages in the same tick. So if you read the power before the transformer and after it, your reader will not see a difference, because he can just read the whole ammount passing through the cable, even if it is once 1* 2048 and the other side 4 * 512.
Btw yes it is intentional to not loose any energy by transforming it.
i think he wants weeds to stop growing... if i understand that right.
After seeing what random shit mojang implemented in the last patches (contentwise), i don't expect anything from that mod api. Forge was like the best thing to happen to the mod community.
if you don't want to lay paths of redstone there are two options: Use cables from Red power2 or if you absolutly don't want to wire the stuff up use Wireless redstone.
Is it possible to increase the number of plants I have of a particular cross-bred specie (for example, coffee) without having to breed each and every one individually?
ie; will seedbags ever contain more than 1 seed?
Seedbags will always contain 1 seed. but if you rip out your plant when fully grown there is a chance that more than 1 seed bag is dropped. so either crossbreed the plants to multiply or hope for multiple bag drops.
ok that's embarassing... to get trolled by a spambot ... -.-
casucs? what casucs....they are gone.
i cannot answer all question but parts of it:
Reactors cant explode before reaching their max temp afaik.
2nd: all the dmg stuff etc is calculated on a % of max temp. So a reactor that can hold 60k heat will be harmless with 9.5k heat, while a 10k reactor will already melt stone. I don't know the exact numbers for the stuff, but it's all relative to the max heat.
As far as i understand the stuff: Coolant cells are just passive and stupid, they take what they get from the sides, not doing anything active (they are just a container). Heat vents are also pretty stupid components, they take what they can get from the hull (most of them) and dispers what they can. For example an overclocked heat vent will kill itself pretty fast if there is enough heat on the reactor hull.
The only real intelligent item is the heat exchangers which tries to balance everything around itself and/or the reactor hull to a certain fill grade.
so: overclocked heat vent without any item next to it: takes what he gets and kills himself probably. Heat vent with exchangers: still takes what he can get from the hull while the exchanger tries to balance it.
If the heat exchanger will actually already in the first tick do what you said, im not sure but lets take the 2nd tick and think he just took 36 heat in the first tick, 2nd tick: takes 36 from the cell and adds 36 to the vent, doing this till it reaches an equilibrated state, but since he can just take what he will throw out at the same time, it won't accumulate heat.
2nd thing: yes.
Ok i have no idea what you calculated at the end and it seems far too complex, let me show you a simple way:
My example has 2 components: Reactor max capacity 20k, exchanger 5k. The system holds 10k Heat right now.
20k+5k = 25k Sum up all the heatcap from all items you want to calculate
10k/25k = 0.4 heat/heatmax = fillgrade
now you can go like this:
Reactor: 20k * 0.4 = 8000
Exchanger: 5k * 0.4 = 2000
same thing for lots of components.
there are two things, the eu you can read with the reader and the eu packages actually fed through the cable.
What the eu-reader reads: All eu that are passing through the cable, no matter in what kind of package it is.
What are packages? Packages are packets of eu's. These are the things that limit the ammount of energy you can feed a machine. For example, if you feed your Massfab 2048 eu/t in the form of 4 * 512 eu/package, it will work well. If you feed your machine with 2048 eu in 1 package from an HV transformer, it will explode. That is the difference. You can feed your massfab 50k eu/t with enough HV solars, thats no problem, as long as the individual package does not exceed 512 eu.
dk if you're good with electrics, but its like this: packages are Volts and the ammount of packages are Ampere. You may feed your machine 512 volts, but not more. But your machine can take endless ammounts of Ampere.