Posts by Xaiier

    Yeah, I was looking earlier and saw that. In fact, I think it was your v1 that gave me the filler idea. Apparently, due to some BC update that changed filler behavior, they don't effectively work for the "maximum efficiency" layout for tree growth. As of yet, the only solution I've seen someone use was two builders (at 8 diamonds apiece, mind you, then 8 for the template drawing table, for a grand total of 24 diamonds) with the same template to set the dirt/saplings after the filler finishes emptying the area (which requires an obsidian pipe) . Here's the video, if you want to take a look at it: http://www.youtube.com/watch?v=WG1-hTSSBbU&feature=related It could probably be adapted fairly easily to use a quarry instead of a filler, but that would increase the cost of the system to 35 diamonds.


    Ultimately, it just depends on how much you want to spend and how sophisticated you want to get. Xaiier's tree farm is cheaper, but is slightly more complicated. The other linked tree farm is more expensive, but for all intents and purposes, is simpler.


    Hmm, that farm is quite interesting, as well as his newer version.
    The only thing is I don't understand why the trees are so spread out. Birch require 5x5 but normals can grow right next to each other, so in my farm it deals with that & means more wood per m^2.


    And what do you mean about this "maximum efficiency"?

    Are you seriously trying to tell me thousands of pounds of copper, tin, redstone, alloy, and coolant just vaporizing when a wrench is used... is realism?
    What planet are you on, bro? This is Earth.


    Thousands? Wow.


    And no it's not, its Minecraft. Quit comparing them.


    And my justification for wrench failure is this:
    There are many cases in the game where mass seems to be created/destroyed. Stairs for example, and also mass fabs. If matter can be created & destroyed in this world, who's to say that materials wouldn't just randomly disappear/appear?

    Hmmm. Guess i can and have to live with that statement.
    The problem is, if we got 3 mods meant to be played together, all with their own energy system and the possibility to interchange the different energy sorts, one mod (usually the one with the best designed energy source) WILL be dominant. which makes the other 2 implementations semi-futile.
    But it's her choice what to implement, after all ^^


    IC has 6 power generators, BC has 3, RP has 1 currently.
    IC has much more variation in wiring & "voltage".
    IC has actually useful item additions, like :Quantum-Bodyarmor: . (Tell me, who the heck wants sickles?)


    I don't mean to sound like a fanboy, but IC is the dominant one...


    Keep it that way please. Even if you don't pursue computers, there are still so many thing to be added! :)

    It still is the most efficient way of transferring power over long distances without putting up a line of batboxes with 4 pieces of copper cable in between them.


    And yes, you lose 0.8 EU/block with a 3x insulated HV cable, but that's 0.04% loss per tile. If you, say, take a normal batbox output (32 EU/s), and transform it up to Extreme Voltage (2048 EU/s), and send it 100 blocks, then transform it down, the output will be 30 EU (30.72 rounded down). That's a negligible loss.


    Also, it's funny how you say 25 refined iron ingots(1 iron per 4 tiles, enough for 100 tiles) is a lot compared to 6.25 diamonds (1 diamond per 16 tiles), when 25 ingots = 12.5 ore, and I personally have a much easier time finding 13 iron ore than 7 diamonds, but that's just me.


    You forget the 300 rubber.

    you are thinking about 80 solar panel loss when you send a constant 2000 EU/t , but if you think about something like 100 solar panel, your loss is only around 4% , or around 4 solars out of 100 solar panel transmission. Still, i miss the old HV due to my HV ring design.


    Ah, true, I always seem to overlook that.


    It still isn't great though, as we are limited at the MAX to 2048, and only 512 if we use the much more reasonable glass.


    The old system was 1 eu per 3 blocks, while the HV4x is only 1.25. We are only getting 46% of the old power ability now.

    Previously, in IC(1) HV was used to reduce the number of times the distance loss was applied to transmitted power by compacting it into packets, however the new wiring system has changed this, and it has made HV useless!


    Lets imagine you have a power generation area 100 blocks from where you need power. To make the power line out of HV4x, we would need about 25 pieces of refiron, as well as 300 rubber! To make it out of glass fiber cable, we would need 5 diamonds, and some readily available glass and redstone. This doesn't look too good for our power line...


    But what about energy loss? Well it seems that the HV cable would lose 80 eu/t. Thats the equivalent of 80 solar panels. Absurd! It looks like using HV cable (ironically) won't be good for transmitting our power via HV.
    How about glass? Well that would lose only 5 eu/t (wiki says .05, while Al's post says .025, I followed the wiki). Thats reasonable, though it would require 5 precious diamonds.


    So it seems niether HV capable wiring is great. HV4x itself is miserably expensive, as well as being horrible at conducting energy, so it's use is pretty much limited to very short distance transfers between MFS units and such. As for glass, its not too bad, but the usage of precious diamonds for it is quite a deterrent for non-mega-rich players.


    So in conclusion, HV will either be horribly horribly expensive, or horribly horribly wasteful, and it would just be a better idea to move your power station closer!


    Does anyone else find this wrong? Central power should not be a thing of the past, but it seems it simply isn't possible. What's the point of cables if we can't use them for more than a few blocks length?