Posts by MJEvans

    Real hydro uses damns and either builds up a high gravity, low flow, reservoir or simply backfloods a massive area to establish a small potential energy across a -lot- of area. Sticking out a paddle and hoping to get work from it is about as effective as water-milling (actually it's exactly that effective; OK for slow grinding, suck for actual power production).


    Given the physics are over-simplified (and yet still lag-inducing enough) geological engineering to maximize hydro or wind power is already a lost cause. Making these generators more powerful probably isn't realistic anyway.


    Solar, there's a finite quantity of energy per given square meter for any earth-like planet.


    "Deserts, with very dry air and little cloud cover, receive the most sun—more than six kilowatt-hours per day per square meter. Northern climates, such as Boston, get closer to 3.6 kilowatt-hours. Sunlight varies by season as well, with some areas receiving very little sunshine in the winter. Seattle in December, for example, gets only about 0.7 kilowatt-hours per day. It should also be noted that these figures represent the maximum available solar energy that can be captured and used, but solar collectors capture only a portion of this, depending on their efficiency. For example, a one square meter solar electric panel with an efficiency of 15 percent would produce about one kilowatt-hour of electricity per day in Arizona. "


    http://www.ucsusa.org/clean_en…w-solar-energy-works.html



    I'm not sure how an eU relates to a kilowatt, but lets compare some effects. Macerators cost 2eU/t to run. It is effectively a giant industrial grinder/blender. Such a thing is probably 20 amps at 120v; but more often would be run with a 3 phase motor and higher voltages.


    But wait, when I try to convert that I get watts/t; how does that relate to watts/hour? Minecraft has 20000 logic (10000 redstone) ticks per day. I get a ratio of each 'tick' being equal to 4.32 simulated seconds. 833 + 1/3 ticks equal an hour. 1.666KeU/'H' sounds close enough to my guesstimate. However this means that eU/t is really 'watts/second' instead of 'watts/hour'.


    The ratio for watts/second to watts/hour is thus 3600:1


    Let's see if that makes sense:


    Coal: 5eU/t = 18KW/H
    Nuke: 35eU/t = 126KW/H
    Solar: 1eU/t (while active) = 3.6KW/H


    Actually, yes, that's supposed to be the output per day, not per instant. Dividing the solar rate by about 10, 5 for the most effective panels, would match reality.


    However the upper end of the scale is also distorted; without resorting to CARUC (AKA CASUC) methods using renewable coolants automatically applied IC2 reactors can't even begin to approach Gen I nukes.



    The most efficient basic stable design produces at 35 eU/t; 7million eU over the 3 fuel cell lifetime. This should be roughly comparable to an early-mid Gen-I nuke from RL. The very first commercial fission reactors ( http://en.wikipedia.org/wiki/Nuclear_Reactor ) seem to all be in the neighborhood of producing 50-200 MW/H. Our reactors produce about 1/1000th that.



    Even the crazy CARUC reactors can only come within spitting distance at 2.3MW/H (for a 640eU/t).




    If solar's nerfed, nuke should be boosted further. If it's just about game mechanics, then change the way reactors behave.


    Also, it would be far more realistic if generators (the burning/lava ones) and nukes produced heat that must be exchanged via chain attached windmill like turbines (possibly water wheel like). Also if nukes needed to be hooked up to an external heat sink. The chambers could be fold-ins to modify damage value and change which cells were processed. (the remaining cells would not be processed and could be filled in with random junk that would not be ejected).

    Also do not forget that you'll want your reactor and all related systems contained within a single chunk (so that it /cannot/ be partly loaded)


    Please correct me if I am wrong; but chunks expand outwards from 0,0,0 and include modulus (% operator) 0-15 for a block number. Be wary though, the player's height is ~1.6, so the Y coordinate is that far above the TOP of the block you're standing on.


    This means, if you happen to be at X, 2.6, Z that you're on top of the very last bedrock before falling in to the void.


    It also means if you're walking along the top layer of your blast shield the highest you can go before passing in to the next chunk is Y%16 = 16.6 (aka 1.6)



    Note:


    For those of you who've never heard of the modulus, it's the integer remainder after dividing an integer by an integer. So 18 % 16 == 2. 34 % 16 == 2. Similarly if you perform modulus on a 'real' (floating point) number then you get the part after the decimal back and the integer operation on the rest. EG: 65.6 % 16 == 1.6

    /all/ of these issues are also meaningless with Buildcraft or Redpower2 added to the equation since you can automate feeding anything simple with relative ease. Theoretically you can even automate reloading nukes, but the chunk/ejection issues come in to play.


    The real solution is to offer more of these 'magic numbers' as configuration file tweaks; let the admins adjust the balance on their server to fit their issues. Maybe they want to make nukes impotent due to some kind of scifi field which prevents atomic reactions (Re: Gundam 00), or possibly solar and wind are dead because it's forever still-air night.

    Best substitute for them at the moment is in RedPower2. Redstone signal controlled slightly cheaper than glowstone glow-blocks. (They use 6 glass, 2 dye, 2 redstone and one glowstone; it requires redstone power to activate, a switch is the cheapest option for that.)

    1) Follow directions. It sounds like you're missing ModLoaderMP
    http://wiki.industrial-craft.net/index.php?title=Download


    2) Old maps can be kept, but the new ores will not generate. I -highly- suggest selecting chunks that are not used in an editor like MCEdit and delete them completely so that they will be forced to regenerate from the seed (with the new ores added).


    3) While you're at it, you may as well include redpower2; it's got some fun features and pretty volcanoes.

    In any event, the Z numbers do look quite regular in terms of mean and median. While the mean of the X numbers agrees it's clear that it's distribution is highly flawed.


    An OD (not OV) scanner can of course be used to validate these observations more easily by scanning in regions based on the values 4 and 12 (that is, standing at X%16 = 4 should give you ore, while X%16 = 12 should not).

    Lets look at the /best/ case scenario here.


    Perfect breeder, always hot (annoying, you must /always/ do this, never skipping).
    1 uranium can make 8 partials; 16 coal dust/coal used during production.
    1 enriched partial is required in a perfect breeder to enrich 8.


    This means our of 9 uranium blocks you can get 64 fuel blocks.


    Those 64 fuel blocks at best have an efficiency of around 4.2 (+/-0.2); pluging in numbers the absolute best case is 268.8M from the primary reactor, and 8M from the breeder (over 4 runs); 276.8M for a /lot/ of babysitting and having built a crazy CASUC/CARUC reactor.


    Edit: My numbers are off. I forgot to account for uranium in the next fuel cycle. Out of 8 input blocks you get 56 fuel ones. 243.2M

    Having made ~500 solars on my own... Yeah, it's pretty insane. that's /normal/ solars, not the advanced ones. That resource and time and headache of wiring cost is /why/ I don't feel they're over-powered, as is. Further, if the /wiring/ were fixed to be /wattage/ and not /voltage/ limited then it would be perfectly balanced.

    I'll have to investigate more when I get home and get my real game. But unless my test environment is well and truly screwed up, it seems Minecraft can't generate deposits of anything (vanilla ores, dirt, anything) where X % 16 > 8. Deposits can be drawn through those stripes occasionally, but they can't start there. Odd.


    So you're saying that /half/ the chunk likely won't have ore? That... actually sounds like something I've experienced before, but didn't have a large enough sample size to conclude it was anything more than bad luck.

    Slightly modified the design of both the reactor enclosure and the inner layout to achieve a net heat excess of 1000/second. (which is /exactly/ two buckets)
    http://www.talonfiremage.pwp.b…=171110101120101021e01r19


    335 eU/t
    4.35 Eff
    Bloody dangerous when the user is pressing buttons; stable otherwise. Breeding at 9000-11900C (maximum temp before bad things happen); fails cooler when isotope cells recharge and no longer uranium pulse.


    Edit:
    I forgot to mention: uses two clocks (0.2 and 0.5; bucket fill / bucket inject respectively), and one AND gate; there are also a large number of glass panels doing things like keeping wires from joining and water from flowing out.



    I also modified my layout to include a uranium tick hold switch; an incoming bucket hold switch (I've blown my self up twice when it was a pressure plate; is there a zero-stickiness button between minecraft and RP2?); an incoming bucket maximum rate switch (more later), and a bucket-prestage clock hold switch.


    As you can see there's also an overflow loop back to the side chest, and a pre-fill loop for anything you want tossed in just as the reactor starts (it's filter is empty); this can be used for lava buckets as well as water-buckets (if you wanted to disable the incoming, but send through a fixed number in to an overheated reactor that was otherwise uranium paused).



    With the above explanation, here's the set of pictures.

    Zero chamber reactors are nothing new. The best 'stable' I've gotten on them is 2.0 eff and 20eU/t (forever, as long as you provide uranium). There are two basic designs. The one I made uses 3 IHDs and six cooling water cells. Someone else made an even cheaper (glowstone dust wise) version that used 2 IHDs and 2 hull platings in a nice diagonal mirror configuration (platings were at either end of the stack of uranium).

    Let me save you a lot of trouble.


    You're wiring it like I did at first; the way that makes sense given real-life knowledge.


    This is minecraft, industrialcraft similarly ignores physics about /why/ wires are voltage/watt limited and instead only cares about the highest voltage that tries to go across the wire. Resistance is also rounded down to the nearest integer.


    Finally, the current behavior of a 32eU/t device behind an LVTF + MVTF -> MFSU is that it operates /as if/ transfering 32eU/t packets, even if it's the MFS Unit link that is 1 wire length longer than the zero-loss length (which was 39 in 1.15 and probably still is).


    Solar panels only put out 1eU/t max; unless you're using the industrial efficiency pack (you should, and if you use it, you /should/ spend the game resources on glass fiber cable; gold cable is worthless for lossless link setups).