Quite true on both points, but since he'll be needing four of them to match his energy demands anyways, and he doesn't want mobs spawning on them, it'll kill two birds with one stone.
As far as i remember mobs don't spawn on glass =D.
Quite true on both points, but since he'll be needing four of them to match his energy demands anyways, and he doesn't want mobs spawning on them, it'll kill two birds with one stone.
As far as i remember mobs don't spawn on glass =D.
Display MoreNow then, going back to your original problem:
Tin cable also can go up to 50 blocks without losing any energy. However, all of your solar panels are only outputting 1 Eu/tic packets. So each one gets hit for energy loss once you hit the 50 block mark, thus losing the sum and totality of your energy production.
Solution number 1:
About 49 blocks down, put in a batbox. This will store energy, and compact it to, at most, 32 Eu/tic. Which means we can't use tin cabling anymore. So use Fiber Cable to get the rest of the way down.
Solution number 2:
See above, but use an MFSU. This will not only store a whopping Ten Meelion
DolllarsEU but will also convert it to HV. Meaning now the packet size is 512, so if you do experience any energy loss, it will be measured in half-percents. More expensive, and it assumes that you have something on the other end that can handle HV power, but it's more energy efficient.Solution number 3:
Find and install EnderChests mod (Chickenbones Version). Have an MFSU up by your solar plants. Have it charge up Lapotron Crystals. Have an enderchest on the other end attuned to it. Complete 100% energy efficient transportation, assuming you have Buildcraft or RP2 to automate the shuffling of lapotron crystals. Most expensive solution of all, but it's pretty boss.
Tin/Glass fiber cables loss is 1 EU every 40 blocks.
Solution 0 :
Have a Reverted MV transformer every some generators and use it as relay it is in my tutorial.
One HV Solar Array produces 512 Eu/tic.
To prevent snow collecting on your solars:
Put down one torch. Now put four HV arrays around it. Congratulations, snow will now never collect on them, because of the torch! Now just wire it up normally, and you're done.
Or place glass above each solar, since snow doesn't form above glass.
Anyway, snow won't stop solar from working i think as snow covers are not opaque.
Good to know. I was doing it in a cheaper, crapier way (straight into a batbox and using copper cables) and figured if I could just use glass fibre cables the problem would be solved. I just want to know WHY it either NEEDS a trasnformer (in your case) or WHY it just stops because it feels like it... because i don't think it should be losing ALL the power.
Transformers act as relay, collecting small packets (from wind mill, that varies from 0 to 10 EU/packet) and outputs bigger packets (512 EU/p).
The bigger the packet, lower the loss.
For example, you have a windmill generating constant 2EU/t and it is transfered through a 41 length cable.
You will get 1 EU every 2 produced.
Get the same windmill and send its energy to a Reverted MV transformer (without any loss, using cable length lower than 40), the transformer will get 2 EU/t and it will wait until it can send a 512EU packet through the same 41 length cable.
You will get 511 EU every 512 produced.
If you start using wind energy i suggest taking a look at my tutorial, and it has a very easy (but not cheap) way to solve transmission problem.
Basically : Wind mills (64, one tower) + tin cables to a Reverted MV transfomer -> Glass fiber cables to your MFSUs
Link to tutorial : [Tutorial] Efficiency, advanced lagfree Mechanics and logisticspipesfree recursive Autocrafting, with IC², Redpower and Tubestuff (including Windmillengineering by SpwnX)
Idea for energy generation :
Melumpkins due its genetical mutation are able to store more organic components in its fruits (C6H12O6) making it extremely useful for biofuel generation.
8 Melon slices/Melumpkin block + compressor -> Compressed Melumpkin
Compressed Melumpkin + Tin cell = Dense biofuelcell
Dense biofuelcell + extractor -> Dense biofuel
1 Dense biofuel = + 18k EU on Fuel can.
I'm pretty certain that snow doesn't affect solar panels, so why not HV solars and you just stick a fence post on top if snow does affect it?
Or glass, but i'm sure it doesnt affect.
Wind mills if properly used don't lose almost any energy on transmission. [Reverted MV transformers as relays + Glass fiber cables... explained on my tutorial]
Try my design : Wind Engineering by me
It is compact and you can generate 10K EU/t using about 64x64 or less (if you use both compact and normal setup on same chunks)
You could use Thermal expansion Igneous extruder and automatically feed recyclers with cobblestone.
a transformer collects incoming EU until it has enough to send out at least one package of it's spezific size, e.g. 128EU for a MW-transformer. the maximum output per t of a transformer is the higher EU value, 512EU/t for a MW-transformer via 4*128EU packages per tick. so if you're producing 140EU/t, the transformer will send out 1 package per t most of the time and somtimes 2 packages, as it stores the surplus 12EU/t until it has a second package to send.
I do use MV-Transformers as relays, but not that way.
I revert them, so the 3 dot side will output HV packets (512EU) making distance loss minimal (Using glass fiber cables of course).
Display MoreHi,
There isn't compact solars on my server, Me and the administrator think that this addon is a little cheat on our server because for us the space available also represente the capacity to produce energy and to be clear I'm not in lack of resources, I only want to produce the more energy in one area.
SpwnX : I've already saw your windmill design and I like it, it's very usefull.
So if I clearly understand to have the best and safest production on my area I should do this :
254 to 255 - Solar Panels
235 to 253 - Water Mills
181 to 234 - Wind Mills
Bedrock to 180 - Water MillsAnd like I don't care about the cost I'll make a compact version
For wind mills you would needs Heights 161 to 239
First setup designed by me uses lower height (Highest wind mill is at Y 181) , second setup is a compactier one but requires higher height (Highest wind mill is at Y 234).
About water mills there is a map with a compact setup designed by me : WatermillSetup
I just saw one of sethbling's latest videos, using this, could we could make anything lag even less than SpwnX's clockless cobble generator by having 8 block breakers hooked up to a timer?
I know something even lagfreer than my cobble generator.
Thermal expansion Igneous extruder, which autooutputs cobblestone generated inside into inventories (chest/machine/relay... etc).
But this tutorial shouldnt have any other mod rather than IC and RP so... =D
Greg : Can you add this link to Unmanned watermill part?
It has an example of compact towers
Watermap
Go into a Desert at night. There is no tall grass which could block your line of sight. Then stare at an Enderman, and kill it. the Athame (Silverknive of RP) is the best Weapon against them.
I still prefer using my Mighty nanosaber which actually does the same damage as athame, but its rechargeable.
My windmill design can work pretty good on tight spaces like yours.
You can use both setups (compact and normal ones) which needs Heights 234 and 181 [With a small variation of 4 up and 20 down]
And you can use solar panels above wind mills if you need to.
If you don't have Compact solars, link them into wind towers.
If you do, use corners to wire them.
And there are cases that wind strength is too low to output energy which are rare, but not impossible. Main cause of people reporting "My windmills are not outputting any energy, what should i do!?"
You can also try measuring windmill directly (waiting several seconds) to get an average of 200+ ticks.
I would say it is a basic thermoeletric generator which uses any burnable fuel to make steam and spin some turbines inside it to generate electricity.
NEW FEATURE: The Adjustable-Energystorage-Unit
This is a 100000000EU-EV-Storageblock, which has adjustable Output. (Shift)Click on the + and - Buttons to manipulate the Output-EU/t.It has Armorslots, like every of my Storageblocks.
Yay, one of my ideas have been used!
I have a suggestion for computer cube :
To make it an EU-Controller block.
In its GUI we select which face(s) are Output or Input, [Up, Down , Left, Right , North , South] ,
Maximum EU/t [It will always try to output highest Packet, up to 512EU/p.] ,
Output Percentage.
Example:
A computer block is programmed to get 200 EU on top or bottom face and i want 20% of it [40] to go left and 80% [160] EU/t to go right.
If maximum EU/t is configured is higher than EU/t , it will wait until it gets desired Maximum EU and split between outputs.
Mod resources are generated only in new chunks.
If you use old save from unmodded world then ore and tree is generated only on new chunks. Old explored chunks are without new ores and trees.
Best thing, what do you can do, is creating new world.
Rubber trees is generated mostly in swamp biome and few trees is generated in forest biome. I am not sure, but in other biomes are no rubber trees. Maybe in jungle are generated too.
Or you can simply use MCEDIT to delete chunks and let MC regenerate them (with mod ores/blocks and other stuff)
This thing costs Tin for the Cells, so its not really infinite.
And Project Arcturas is waaay too far in the Future for now.
I begin to code the IDSU, right after i log out, so it will mostlikely be finished today.
Guess what players will do with energy produced by Fusion reactor, so it is still infinite.
Whenever a reactor blows or a nuke explodes and you are nearby you get Hunger effect for 10 minutes, which can be easily removed by drinking vanilla milk.
Is that intended?
So reactor setups that uses overclocked vents are a bit harder to make... ![]()