Posts by SpwnX

    I haven't been keeping up with this thread, just figured I would chime in and try to help.

    Speaking of APIs, I was digging through the Applied Energistics wiki a while back and found that AlgorithmX2 uses a Buildcraft API interface called "IFacadeTile" or something to that effect (can't find it anymore). If someone could convince the IC2 devs to use this, then there's one solution. If not, I'm sure an add-on dev could figure something out.

    GregoriusT?

    Not sure how this could be coded, but some kind of Super ultimate mega Pants that the longer you run at, the more speed you gain, like those Boots in Terraria.
    And what about Rocket boots? Like a jetpack but you can only fly for like 5 seconds, allowing a Super jump.

    Acceleration Leggings, super jump is pretty useless as quantum boots does it.
    I'd rather some magnetic boots that makes player produce impact waves (that knockbacks and does damage) when landing with high speed, after quantum jump for example.

    How much of them would 2 reactors need?

    Steam produced depends on EU/t it would produce. Higher output reactors will produce more steam, which means more turbines.
    I seriously don't know EU-Steam convertion rate but i suppose it is 2.5 EU = 1 MJ = 5 mB steam so, 1 EU/t = 2 mB/t Steam.

    But what is that power converters mod about? Converting power between several electricity grids, or does it add something very usefull for the design?

    It converts power between mods : Railcraft Steam (mB), Factorization Charge (CG), Industrialcraft² Energy unit (EU), BuildCraft Minecraft Joule (MJ), Universal Electricity Joule (J).

    It works with an energy bridge, with two (or more) module blocks. You can have up to 6 modules. All mods have an energy consumer and producer (Input/output).
    For example you can connect a steam consumer to reactor and any other mod producer to get any mod energy like this :

    :Reactor::Uranium Ore::Copper Ore::Tin Ore: :Glass Fibre:  :Glass Fibre:  :Glass Fibre:  :Glass Fibre:


    :Uranium Ore: Steam Consumer
    :Copper Ore: Energy Bridge
    :Tin Ore: "Mod energy you want" Producer
    :Glass Fibre: "Mod energy you want wire/cable/conduct"   

    -STEALTH MODE: You don't appear on other suits' radar, and you turn yourself invisible. You lose 15% of your current armor points while cloaked because the energy is directed at the camo-module. You are extremely vulnerable to EMP strikes, meaning that if a fully charged EMP detonates while you are in range, ALL your stored energy will deplete and you will feel some pain... not important, huh?
    It constantly drains energy from your set while you are cloaked, and the energy efficiency and EMP protection can be upgraded on the tinker table, and everytime it will get more expensive.
    If you get hit while cloaked, it will deactivate and you'll lose 2% of your total energy level (it may seem a small percent, but it's a lot of energy for someone who is "DA HEAVY BATTERYMAN"!).
    Your hotbar item still will be visible, until notch changes the game.

    Item in hand can be not renderable, invisible too. GregTech cloaking device makes player, armor, item in hand and cape invisible

    Mine pyrite in the nether, get exp, enchant diamond pick, hope for silk touch (and unbreaking), repair it whenever needed by repeating process 1 and 2.
    or
    Use cheaty enchant + and get your Drill with silktouch.

    Your post hurts my eyes.
    Also: You can still use infinite water for the mills, but if they Consumed the water faster then it Re-created itself.
    Like a Pump in a 2x2 Infiwater.

    That was part of my intention =P.
    Thats obviously an insult of the laws of the physics :

    Pump + Infinite (here starts the insult) water pool + Watermill (or waterstrainer) = Infinite energy (here ends the insult)...

    Unmanned watermills are also f*** unrealistic" but they at least not that much as you can justify that it uses "water currents" [although they don't exist on an artificial lake] .
    Anyway, who cares? Watermills are so underused.

    Some opinions :
    That seems nice, but i will still be able to over-engineer them =P.
    Air cell + liquid transposer = gaseous oxygen. Gaseous oxygen -> generator = 50% boost. 1 cell consumed every 20000 EU produced.
    Biofuel rework would be nice, with distilleries and such. To make watermills work like IRL we need to make water not infinite and start accumulating with rain (finite water mod).
    Factorization solar generator is like IRL solar tower ones, IC² solar generator is like IRL photovoltaics ones.
    Sounds nice, but i don't like to use resources to generate energy, like many.


    Quantum tank is limited to the output speed of just 6 pipes I believe.

    Same with tesseract, but I suppose you could always have a dozen output tesseracts to do the same thing as a big iron tank much more compactly (and maybe cheaper, depending on your ender farm).

    Reactor -> Directly adjacent tesseract (Freq X)


    Multiple Tesseract (Freq X) -> Multiple steam accepting stuff

    Get powercrystals powerconverters, plug energy bridge, steam consumer + mod energy producer you want and you are good =).
    OR
    Place Liquid Tesseract (Thermal expansion) directly adjacent and link it to others Liquid tesseracts that are connected to Steam turbines, Steam engines or Tanks (quantum tank ?)