Posts by SpwnX

    Yep, I also hate Windmill Towers as they are quite uggly, but also because it's easy to exploit. I would more like Windmills to take a lot of space, producing even more energy but not as exploitable ...

    They can be ugly, in your opinion, but easy to exploit? It took me time to overengineer its mechanics and adapt it to tower style (compact). Also it produces a good amount of energy but to mass produce you will need loads of resources...

    How about crafting a cheaper miner version, together with a few pieces of ITNT and then place a miner which will perform it's full mining operation within a few seconds (maybe a minute), consuming itself in the process?

    As mentioned before, either it be a joke or not , here is my opinion/suggestion :
    A cheaper version of the miner which uses dynamite sticks (a half stack per full operation, doesnt matter how many blocks it digs) instead of mining pipes and has a 50% of chance of destroying itself (on completion) as it uses dynamites to dig. It could be called "DynaMiner"


    Recipe could be :
    :Copper Ingot::Advanced Circuit::Copper Ingot:
    :Tin Dust::Copper Ingot::Tin Dust:   
    :Mining Laser::Coal Dust::Mining Laser:


    :Copper Ingot: = bronze :Tin Dust: = redstone :Advanced Circuit: = Mini circuit [recipe is tin cable with 2 redstone around] :Coal Dust: = flint and steel  :Mining Laser: = ITNT


    Oh really, I know exactly what you did...

    50EU = 1J is the general conversion Ration of UE. And are your Hydrogen Generators really supposed to break the laws of physics (generating more Energy than you got via Electrolyzing)

    Oh, and according to SpwnX Steel Blocks are not interchangeable via OreDict inside your Recipes.

    I think its 50J = 1 EU... =D, the thing is that his energy cubes requires steel blocks, but it only accepts UE ones, which i can't make due GT unification...
    Also if 50:1 gets applied you have to buff heat/biofuel generators as they generate so few Joules, if compared to solar and hydrogen.

    I can see your point... but a "force active" module would be a projector upgrade... so you wouldn't be able to have a field expander installed, either. Kinda makes it useless.

    So, make pads have two projector upgrade slots, this way we can either choose have a huge field (two field expander) or a decent field with "force active" module.
    Also, it could be a Field upgrade anyway, as it keeps the field on all the time.

    Permanently active fields with either damage or drain field upgrades would be good as they can be used for traps (mob/player).

    Try the field expander modules, SpwnX. They stay active while you're within their expanded field area and continue charging items until they fill or you move out of the field.

    I see, but i still have to step on the chargepad to start charging.
    With expansion module + permanently active field = charge while at workshop without the need of stepping on the pad once. Its EU/t cost to keep active is the price i would pay for that.

    Also, i've noticed chargepads doesnt take in consideration items "tier" as the nanosuit charges at the same speed as quantum suit, so the quantum suit takes 10 times longer to charge. [100 times longer for gravisuit].

    Chargepads should charge ARMOR items based on percentage (3% every second or something like and increasing exponentially based on overclockers/efficiency).

    Well America is really the only country that matters

    It is not the only country in the world, and even if it has economic and political power it doesnt rule the world. Also America is a continent, not (only) a country. I'm american (and brazillian).

    Why bothering about laws if you can simply give credit to IC² devs when creating modpacks? It is so easy...

    Maybe something like a MultiBlock solar pannels wokring on heat, with cells heating from sun and generating energy by this way.

    Turbine solar generator (Fallenbeast), heats at day , generates energy with heat, cools down (a bit) during night but still generates energy, requires water.

    @Mat : i'm currently playing cubcraft, heard you joined its dropbox folder, will be nice to see another friend there.

    Name *one* other automatic way without using additional mods that players may not have.

    I suppose once 1.5 comes out eggcollecting can be made automatic.

    I've run the diamond drill for days at a time, it never caught the ore, though, that could be a suitable compromise, diamond punches through, steel doesn't.

    Why are you even hooking the miner up to workshop storage? Thermal gen and a batpack will run it fully upgraded all the way to bedrock, no need for long distance cabling solutions, and you won't lose anything you didn't dump into the thermal (which at best is only going to recharge the batpack anyway, given its instant consumption tenancies).

    Even if there isnt, it is not worth in my opinion. Even if its not hooked up to the workshop it is still a waste of energy and you have to go down to the shaft to get the cobble gen out of the way.

    :Coal Chunk: :Lava Cell: :Coal Chunk:
    :Mining Pipe :Intergrated Plating: :Tin Ore:
    :Coal Chunk: :Water Cell: :Coal Chunk:


    Coal chunk is filler, reactor plating is empty. The water and lava makes constant cobblestone, and the miner keeps mining it out hoping for the ore, but never gets past it. Runs at 2 EU/t (steel drill) or 20 EU/t (diamond drill, generates cobble faster without needing to build more multiblock structures).

    However the diamond drill is too fast and it may get the ore before the cobblestone respawns, so it is preferable to use normal drill.
    But that is nearly useless, considering the zillion ways people have to get junk to recycle. Also removing that behavior prevents people's miner from getting stuck into natural cobblegens causing a huge waste of energy, enough to deplete your entire workshop energy storage, if you don't have a decent generation.