Posts by HeadHunter67

    The upcoming release of RP2 will ahve that cool thermopile that eloraam tweeted about. This will mean under ground completely. No more need for solars. One thermopile properly set up is far more than enough energy to power this entire system.


    According to your videos, it takes 4 thermopiles to produce as much power as a single RP solar panel. Is that enough to run the 3 machines?

    Indeed - that occurred to me after my last response. The problem is, you'd have to replace all the wiring with gold to handle the bigger packets, or each mill would require back-to-back LVTs (one redstoned). Might as well use a batbox, the expense is comparable and the benefit is increased storage to moderate fluctuations in output.

    Because of the inconsistency of wind generation, the batboxes help "condition" the power output. They only pass power down the line when they have enough for a full packet. It's a lot more efficient and easier on the eNet as well.

    I don't understand why someone would even want to run a 640 EU/t reactor for 15 seconds and need it to cool it off for 7 minutes. So over 435 seconds (8700 ticks), you get 192000 EU.
    That's an average of less than 23 EU/t. You could get FAR more than that consistently from a safe Mark I reactor. Even the most basic 2-cell reactor will give you 40 EU/t.

    It's different from other mods - very creative and could be fun to play... just not a good fit with stuff like BC, IC and RP. I have, however, used it with Equivalent Exchange and they go together nicely.
    In short - a great mod, but not the style I want to play here.

    I think you're missing the entire thrust of my argument. The difference between frames and this topic is that frames have actually been proven to work.
    The problem we have here is that some people seem to think that Ender Chests and chunkloaders will allow one to run an unattended Nether factory which will transport items to the overworld without anyone being in the Nether at the time.


    Perhaps it's "possible", but it hasn't happened yet - and it's going to take more than just the chests and chunkloaders to bring that about.


    Put me down as "I'll believe it when I see it, and not a moment sooner." I'm willing to be proven wrong... it simply hasn't happened yet. :)

    I've considered that but considering that it seems half the time i wrench out a geo-thermal genny it breaks, even with the electric wrench, I can't justify using something that takes 4 diamonds to make in a rig I keep wrenching up and moving around.


    Are you aware that there's an add-on that allows a 100% recovery rate with the wrench?


    Quote

    Then you have the issue of wasted power. I tested it out and don't like using any energy storage devices in my outlying mining rigs. Once the op is finished, your gens will still try to fill up your storage (power you won't get back) and the same goes for electrolizers. They'll try to fill up your storage by at least 1/4 before cutting off. You can't put that power back into the water before you pick up the storage block.


    So bring a few energy crystals along to fill up with the excess - and put them back in the MFE after you move it. Als,o try and get a better sense of how much fuel you'll need for an average dig - no sense in filling a generator if you only ever use a portion of it.

    I like this mod and espeically the advanced basic machines, but the adv. Solar Panales are way to powerfull /cheap in my mind.


    You need one LV + 8 Panals and u get the same output from eight Original Solar Panales just in one block. And the more costs are only a LV.
    Thats way to cheap / overpowered.


    I can't see how anyone could think that's unbalanced or overpowered. People who have claimed that solar power is OP have typically relied on one of two possible justifications:


    1) Solars are too cheap to construct: Well, this doesn't make them any less expensive! You want 8 EU of power, you need 8 solars either way. You want to make it more compact? You marry them to a transformer.


    2) Solars cause too much lag: If you're in this camp, this fix should be a welcome change for you! After all, it's 1/8 the amount of eNet calculations!


    So, what's your problem with it, really? that they don't take up enough space now? Are you even listening to how absurd that sounds?

    [quote='Naturam',index.php?page=Thread&postID=33197#post33197How much uranium it takes to build one is directly linked to how many will be built and used. I'm surprised you can even argue the opposite.[/quote]
    I'm not arguing the opposite - I'm arguing the inescapable fact that after they use one, they can go out and get the stuff to make another.
    I've got a world that's less than two weeks old and I've already got two stacks of uranium ore in a chest. You could make the recipe require uranium blocks instead of ingots and I'd still have enough to make several nukes.
    And I haven't ventured more than 200 meters from my house yet.


    So it's not scarce enough that raising the cost will make their use prohibitive or even minimize their use. I'm surprised that you can run a PvP server and still be blind to the fact that if people want to do something like this, they will.