That is why on one of the suggestions i've mentioned the fact that researches are complicated, but will be linked to player file, so you can store all your researches once you have done them.
A config, which disables the need of researches and another that ignores your playerfile.
Posts by SpwnX
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You can already paint cables.
Cable bundles and circuit breakers are unnecessary.
1. You cannot place already painted cables and this is a problem.
2. Sometimes i want to run 4 separated lines (LV, MV, HV and EV) in a single block and i cant, so?
Breakers might not be necessary, but those are good as failsafes. -
It is craftable though.
On the very recent last build indeed.
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It is worse here, where the ministers dont even know what they are supposed to do. [Anything but a medic being a health minister, for example]
@linus : join server? -
haha, so windmills> nuclear reactor ?
That depends on your materials and your will to use them.
Windmills (without compact windmills) are an extreme annoyance to use (not much if you follow my setup) and has a variable output.
Reactors are more steady, but limited to how much uranium you have.Also, windmills are much more costly (material-wise).
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Get as much windmills you can then. They are the best :3
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Where'd he get all the lava for them then?
Nether!
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The thing is, entities that you can build on are incredibly hard to do, especially if you want things like redstone.
Silly enough, those are actual worlds within the mainworld and each has its own savefile.
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There we go, we have someone willing to take up the task. Now, all we need is a mod willing to keep this person up to date on everything and we have a way to keep everyone on the pulse of what is going on

There is plenty of information on http://ic2api.player.to:8080/job/IC2_experimental/
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Thankfully my "job" is the creative part (ideas) and engineering (tinkering).
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I'm here to request one kind of reactor, which allows you to breed the most plutonium possible (most cell usage per cycle), which should run all time of course.
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Seems that sirus is getting busy.
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I'm not sure that's the issue, SpwnX. He says that at 161 blocks the thermal centrifuges lost power, but by adding 6 more blocks vertically at the end of the line, they began getting power again.
Or I'm the one misunderstanding.
Also +1 on the Advanced Miner. I would love to test it, but I cannot seem to get it to do anything at all, not even put a drill in it.
161 blocks on a straight line, to me it is simply a problem of chunkunloading.
If he places those same 161 cable, but in one single chunk (no matter how) it would happily transfer the energy, lossless. -
They have big scanning areas for air. Solars can just go right next to each other
Also they need to be placed high, have a considerably variable output and needs much more wiring.
That aside, you can use my windmill setup for the best efficiency possible so far.
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Hey so I just updated to build 327 and it appears there have been some changes made to the power that I just can't seem to wrap my head around. To test I set up a thermal centrifuge with depleted mox cells in it (something that would have a high draw. I then set up 4 sets of cables; insulated tin, copper, gold and hv all running in a straight line to determine how far the energy would go and to determine if there was any difference between the cables. The results confused me slightly.... I was able to go a straight line distance of 161 blocks (cable length of 161 blocks) with each thermal centrifuge losing power at the same distance, thus no difference in cable type. However If I go the same distance in lets say the x plane (161 blocks) and offset it in the y plane (6 blocks) giving me a total cable length of 167, the thermal centrifuge still gets power and runs happy as a clam. It seems anywhere past a distance in one plane past 161 power doesn't get transferred. Any help would be greatly appreciated I feel like I'm beating my head against a wall trying to figure this out haha.Simplyfying :
Energy net got reworked, EU/p is gone, anything that matters is now EU/t.
Cable loss, melt and shock is broken (not implemented). -
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Don't worry, everything has to come to an end.
Even if he adds intergalactical travel between solar systems. -
Spoil sport. Then we'd need a certain mod developer who disappeared a few months ago to approve addons.
It is not like the current devs (and me) cannot avail addons.
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No problem, now i've realized that i have to talk to player/imer to solve this thing. People are not supposed to be allowed to make threads on the addon section.
By the way, it is "SirusKing", not Sirius