Posts by SpwnX

    I'd like to apply for moderator in following sections : Suggestion and Bugs/Support sections.
    I feel a bit sad looking on countless of posts of already denied/reported stuff. I'm very active and like being helpful to others.
    I am polite with everyone (that deserves).
    My english is perfectly understandable, even though it is not my main language.
    I've been playing IC since it started (Somewhere near Beta 1.5_01 if i'm not wrong.) so i believe i have enough knowledge of IC².

    Posted on additional ideas for the forum

    I got an idea to reduce "already reported" posts, just don't know if it is possible.

    Make all recently registered users be obligated to read a small alert of "Things not to do\rules" (which includes "do not report bugs that have already been mentioned before") every new thread they make. And apply penalty to those who don't respect it.
    They must click and wait 10s to prove they have read it. [Waiting 10s to create a topic is not much time, enough to make them read it]
    After 20 posts or 1 week after register alert message does not show anymore


    Hired ~ Alb

    -No hotfixes for serious bugs.
    -No communication from the devs about the status of the mod.

    I kinda agree with these, it is sad to be forced to play on old MC because newest ver is bugged.
    Only complaint i have is about suggestions which is not well replied by devs, leaving suggestions in a void state like : Denied or not?...
    Bug and Support forum is fine because there is always a user to say "this bug have already been reported use search!" help others.

    About IC² development, i'm fine as it is.

    I got an idea to reduce "already reported" posts, just don't know if it is possible.

    Make all recently registered users be obligated to read a small alert of "Things not to do\rules" (which includes "do not report bugs that have already been mentioned before") every new thread they make. And apply penalty to those who don't respect it.
    They must click and wait 10s to prove they have read it. [Waiting 10s to create a topic is not much time, enough to make them read it]
    After 20 posts or 1 week after register alert message does not show anymore

    Just messed with it and with 1 additional block on the top 3 windmills as well you can bump it to 188 with 104.32 eu/t average. Also the averages above are off yet again because I forgot to put 2 cables beneath the tower of 16 so subtract .24 eu/t from them to compensate if you really want to be scientific.

    I think its a reasonable upgrade from 97.6 eu/t to 104.32 eu/t. I'm surprised I was the first to catch it honestly.

    On a 16 tall tower, my design is running 9 of 16 on each side at maximum safe efficiency.

    Edit 1: Screenshots added, as promised.

    I bet your design works, but for singular towers.
    Once you try making more, it becomes a real big problem as you have to calculate obstructions to all windmills on all sides... etc.

    Buggy? how so... also another question

    using flatification it says it flattens an area in it's radius and also fills in voids below it and around it's radius with dirt. Is it using dirt from uneven areas around it or is it generating the dirt from nowhere?

    It fills area below it with dirt (but not from bedrock, it has a Y limit)
    And dirt used for flatification is made from energy (like massfabrication).

    My suggestion is to make terraformers work less randomly and much more "mechanically" making it MUCH easier to use.

    Change the way it transforms\creates\deletes blocks:
    by making it start transforming\creating\deleting blocks from center and going to borders [Like a cube] once all blocks near the center are already transformed.
    Making it check every 200+ ticks if there are available blocks to transform so it won't stop randomly like actual terraformer does, if almost all blocks in the area of effect are already transformed.

    Change the way it uses EU :
    Consume X EU to transform\create\delete a block, instead of randomly altering blocks depending on EU input.
    Accept upgrades : Transformers increases EU/t usage [and speed] and Overclockers increases Area of Effect [and increases EU per block transformed]
    Stop consuming EU once all blocks inside Area of Effect are transformed.

    Change the Area of effect:
    Alter a space of NxNxN (With N being a value, depending on TFBP and upgrades)

    Other:
    Change biome inside area of effect.
    Blueprints have a tooltip showing EU usage, per block transformed\created\deleted.
    Accept UUM as an amplifier (Like scrap does with UUM production).
    Require an adjacent MFSU to work.

    It is not that big. It is about 101x101 with it in center, although i've never measured correctly. [Just took a skyview look]

    Anyway i would like if terraformer is completely reworked. Now it is too buggy to work with it.
    It affects stuff strangely.

    - Snip -

    Yeah, anything stated there is wrong.

    First of all: Watermills + Buckets = 500EU at 1EU/t (they got nerfed massively in 1.103)
    Second: Watermill + Watercell = 1000EU at 2EU/t (got nerfed too)
    Third: Watermill + BC-Liquid-API + Anything else than Waterbuckets or Watercells = Crash + Worldcorruption (in 1.103; Note that empty Buckets also cause that Crash, so guess what happens even with Waterbuckets)
    Fourth: Solararrays are OP and not Part of Core-IC²
    Fifth: SpwnX, could you please kill that Tekkitforumguy, who made that Description? We all know, that Wind is the best green Energysource in IC².
    Sixth: So Windmill generates 1.5EU/t on average and Solar 1EU/t but only at Day? After some calculation i found out, that you need 3 expensive Solarpanels just to get one cheap Windmill. (Thats why i nerfed the Recipe in my Addon)


    7th : Windmills are the best in terms of Area used, if compared to solar and watermills [Not compact solar ones].
    A massive setup [Compact] with 6400 wind mills occupy only an area of 56x56 (and about 20 blocks high but thats not much)
    If you are smart enough you can even make more 3136 windmills below that area using normal setup which needs relatively lower height. [Will occupy an area of 53x53]
    Windmills generate energy during day and night, solar doesn't.
    Windmills requires MUCH less wiring than solar.
    Windmills if properly placed will never break and have a higher production than a solar panel.

    8th : About Watermills, there is a kinda cheaty setup you can do with some mods.
    Powercrystals\TehKrush Powerconverters + CoFH Team Thermal Expansion = Easy energy

    Waterstrainers + Aqueous Accumulator



    There are 128 Water strainers, 64 Aqueous accumulators, 64 Tin wires, 2 Reverted MV Transformer, some glass fiber to output energy.

    To GregoriusT

    4 iron to 24 coal windmill recipe change, great...
    Now it will be slightly harder to make them on early game, but on late game will be even easier =D
    3 UUM makes 20 coal if compared to 5 UUM making 4 iron
    Although i admit sometimes i use bronze/tin -> iron conversion to achieve faster growth

    I don't know if this can help you design even more efficient factories but here it is anyway:
    TeleporterTest
    Teleporters can be used for these: Filter-based Storage systems, Instant Transport (Either long or short distances), Tele-Relays [All input is teleported to output]... Anything else you can think of. [I will try making a small factory with them later, now i have to sleep]