Posts by baturinsky

    I doubt it. In fact, I can (with a certainty infinitesimally less than 100%) say no.


    Why? because that means that IC2 would need BC to be installed, and vice verse, or you would get errors because IC2 can't find any information on MJ or BC can't find any information on what EU is.

    Forestry can work without IC2, but if IC2 is installed, Forestry can produce EU/t. So, technically it's possible to have integration that does not crash game when one side is missing.

    I think you should read discussion first, before "concluding" it, instead of just reading a title and fantasize the rest. Because I never said or meant anything you imply.


    But I really like your therm "Minecraft realism". What does it mean, exactly?

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    But the system is working perfectly and we already had a major reactor revamp just now!

    System is still buggy and not-quite balanced. So it's still time to do some alterations. I realize it's very unlikely, though.

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    They should have it called "Hayoium" so peeps like you wouldn't complain about it.

    Yes.

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    And by the way since when do vents produce energy?

    Right therm is "coolant". As wiki says, it's a thing that remove heat from the nuclear reactor core and transfer it to electrical generators and the environment.
    "Vents" is a therm that was probably invented to separate them from coolant cells.


    We can assume that there is an integrated electrical generator in reactor, that can work with expensive non-liquid coolants ("vents"), and there are water coolant cells that we have to somehow transfer to electrical generators (geothermals) and back.

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    There is "Ohhhh Magiiiicc" which is under the realm of Harry Potter and shit with wands and all that.




    And then there is "Magic" in which something simply works and you don't
    have a good explanation or reason as to why its working.

    This is what I was trying to say (if I understand you right). IC1 reactor is your second type of magic. It was a simple block, and everyone could assume that there is something nuclear-reactor-y happening inside, making energy from uranium. But when we had to look "under the cover" and see that what goes inside is not like any real or even theoretical reactor, it became more like Potter-ish magic.

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    Heat IS Energy...


    Heat = The movement of particles


    Energy = The movement of particles

    There are many types of energy - heat, electricity, kinetic energy, potential energy., etc. Generators are converting from some other type energy to electrical. Wind and (supposedly) water mills convert from kinetic energy.


    In nuclear reactors (those used for power generation and not experiments and such), nuclear energy is converted to thermal energy, and then thermal energy is converted to electricity or just used for heating (in form of hot water in radiators). From wiki - "a cooling system removes heat from the reactor core and transports it to another area of the plant, where the thermal energy can be harnessed to produce electricity or to do other useful work". But, in IC2 cooling system is just destroying thermal energy. So, "reactor minigame" has about as much to do with reactors as sudoku (very slight hyperbole here).

    May be I just use wrong word... I'm not meaning "realism" like in non-fiction. I mean realism like SF, but not fantasy. But I don't know right word for it. "Not magic", may be? Jet packs are SF. Teleporters are SF. Eutricicty... well, it's close enough and fun, so I like it.


    But uranium doing something completely different than uranium.. It's like macerators producing energy or jetpack digging soil. And it's not mhard to fix - just move eu production from uranium to vents.


    I think only other as annoyingly "magic" thing in IC2 is watermill that produce energy from stationary water.

    Ok, mister "I can't comprehend written English", let's discuss this then.

    Realism matters. Otherwise trees wood grow upside down and be made of obsidian, and windmills would work on fairy dust.


    Of cause, game can't be completely realistic, but in cases where it is possible to salvage realism without losing much in something else, it should be done.


    Reason for this, is because it is much easier for people to understand, work and like something, that they can apply their real life knowledge and experience. And to reproduce/imitate something from real life too.


    Nuclear reactor back in IC1 worked exactly as you say - it was supposed to be some complicated behind-the scene stuff going inside, so you only had to put uranium in and get eu out. It worked, because it was simple.


    But then, we actually get to look inside, and "suspension of disbelief" (google it) was strained, because parts inside was not working very much like we expect from reactors, but model still was simple enough to be bearable.


    But, problem with wrong metaphor is that it is getting worse, as we go in details. Alblaka can't make more complex model by adding mechanics from real reactors, so instead he had to use vents and reflectors, which he calls "magical" himself. Magic is good in Thaumcraft. I like thaumcraft, it is a great mod. But what is good in Thaumcraft is not good in IC, ok?


    Abstractions is ok, some mechanics from RL not being implemented is ok. But why have magic nuclear reactor when it's possible to have a reactor that has MORE in common with nuclear reactor than just needing uranium?


    I'm not sure if this way will be also more interesting, balanced etc gameplay-wise. And that is what I was hoping to discuss. But you had to go and purposely derail topic, even so you were specifically asked not to. Thank you!

    *deleted*

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    PS. And if you want to argue about how realism does not matter in MC or IC, open another thread for it.

    Edit: there was different topic here, but FenixR insists that it is changed to this. Ok, so be it.

    Hmm, using ladders for recyclers was a bad idea. Wooden slabs use as much wood as sticks, but can "burn" in recyclers. So, it's possible to get 8 recyclable stuff (full scrap!) from one wood (and 14 burnable stuff).

    Very interesting designs, taral. Unorthodox, compact and effective.


    As for RockRaiderZulu's "Quadrants", by most standards of reactor building (better effectivity, less construction price) they are a failure. But may be they were built with something other in mind - like "how many diamonds can we fit into reactor hull?". Then they are quite good.

    Found two other relatively easy ways. Wood block can be divided to 4 planks, pumpkin can be divided to 4 seeds. First can be made in various ways, if you have BC and/or forestry.
    Pumpkins can be made in numbers with either BC/forestry, or IC2 farms. Even without (horribly bugged) breeding, ic2 pumpkins grow crazy fast and can be harvested by just walking through farm, holding eight button.


    Of cause, none of these can give you industrial amount of stuff, but will make that quantum suit much easier to get.

    I could not figure how to make this sand piston thingie work. And, you can collect dropped stuff with obsidian pipes - BC for 1.3.2 is already out:)


    Probably, easiest way to get lots of junk with ONLY IC2 is to go postal with laser's scatter mode in desert.

    Let's see. One quad cell = 1/2 uranium ore = 5 copper plates = 40 copper. Four reflectors = 4*5 copper plates = 160 copper.
    It costs 200 copper ingots to run 140eu/t reactor... for one cycle. And one half of uranium ore.


    If you make copper with UU, 200 copper = 60uu = 10.8kk eu. Huge part of 28kk eu generated. 38%. So, E35NU4 reactor is E/22NU4 reactor.


    So, if you want to get rid from some copper - go ahead, but once you burned all of it in copper reactor, you may want to consider other options.

    It would be important to know if a design uses single, dual or quad cells. They cost quite alot and you simply burn those resources up.

    Good point. I can't figure how to do it better, though, especially with C (copper) letter being used up bu Coolant Cells. Probably, with U - U1 for all single, U4 for all quad, fractions for mixed.


    I'll also add option to show "adjusted" effectivity, taking in account used up materials.