Make item enter below the block. Generators and machines work the same way.
Posts by SpwnX
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Then why wasn't I receiving any power from my 100 blocks 3x isulated iron line that transported LV?
LV packets holds 32 EU.
3x Ins Iron cable loses 1EU every 1,25 blocks.After 40 blocks you wont get any energy.
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Both Coal and charcoal has carbon. But in different percentages.
Coal has about 40 to 90% of carbon in its composition
Charcoal has about 10% or less.Coal dust + extractor = X pure carbon dust
Charcoal dust + extractor = Y pure carbon dustX > 10Y
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Windmill mechanics:
There's a random value from 0-30 which represents the windstrength.
If this gets above 20 or below 10 the chance of decreasing or rising more will decrease.
There is a weather value aswell, if it's raining this is 1.2, if it's storming its 1.5, other wise just 1.
EU/t output = (windStrength * (height - 64 - blocks around windmill(itself not included)) / 750 * weatherValue).
If the output is larger than 5, there is a chance equal to (this value - 5) / 5000 of the windmill breaking, which is checked once every 128 ticks.
We dont want any chance of it breaking so:
5 = windStrength * (height - 64 - blocks around windmill) / 750 * weatherValue.
5 = 30 * (height - 64 - 2(the cables beneath it)) / 750 * 1.5
5 = 45 * (height - 66) / 750
3750 = 45 * (height - 66)
83,333 = height - 66
height = 149,33
Optimum height is thus 149.You can calculate average output by taking windstrength = 15 (which is the average windstrength).
So average output of a windmill at 149 = 15 * (149 - 66) / 750 = 1,66 EU/t - all day, all night.
Average output of a solar panel = (12 * 1 + 8 * 0 ) / 20 = 0,6 EU/t - meaning windmills are 1,66/0,6 = 2,766, almost 3 times as good.Thanks that you fixed it.
I have to say that even with output being 6EU/t you will have a 0,02% chance every 6s to break a wind mill.
Thunderstorms frequency is about one every 10 to 140 minutes
It lasts for 3 to 10 minutes
Considering the very low chance of having Max wind + Thunderstorm the chance to break a wind mill is a very small number, very next to zero.But i will use that for those who REALLY dont ever want to touch your wind mills again.
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I have made a mistake! Some value wasn't an integer like I thought, so actual optimal height without breaking is 149 (calculating 2 cables beneath the windmill).
Which has an average of producing 1,66 EU/t.So, can you remake your wind mill math formula? and re-post it. So i may do the math for tower design.
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You can place highest one at
198181 with obstructions to make big towers (and obstruct it) , check my last post at lag-free tutorial. -
IF this is added, players would abuse their creativity to make a huge array of them , generating good amount of energy. That would be fun to see
[Only if mobs do generate energy] -
dang Brazil is Portuguese how about Argentina?
Argentina is spanish. And i'm from brazil yay
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So I'm going to have to set my rig up a bit higher then?
I use your wind-towers myself, so what height should I set those up? Is 166 the optimal height for only one unblocked gen? If so, I'd have to put them even higher.
For tower design place the highest wind mill at 178 (highest one has extra 14 obstructions)
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Australia or New Zealand?
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How come wind generators would break before the height limit was raised? Is the code different than it was before? (for breakage chances)
After 1.2.4 MC release wind mills mechanic had been changed [Making wind mills at new max height work 1.33 times better than old max height , instead of 2 times]
Also wind mills only start breaking after producing 6EU/t -
And if you are lucky enough to find a chest underground? (Abandoned mineshafts or someone's secret base)
It will simply stop? -
I'd rather craft it from tin, instead of bronze.
Tin already substitutes iron in buckets -
Cool argument about nerfing the absolutely worst Generator in IC², it has the lowest efficiency of all (except unmanned Water) and the highest costs of all and still all the Noobs are using it. Whats wrong with you all? Most of us having Redpower (or even BC) installed, and with it, it's too easy to generate more maintenancefree Energy, than a large Solarpanelconstruction, AND STILL its used by you all, and you are still complaining about Solars are too OP!!! Just to remember you: IT'S THE F**KING WORST GENERATOR OF WHOLE IC²!!!
You may heared me the shouting that out.
Forestry + BC + RP + IC + PowerConverters = Energy WIN!
Biogas engine + milk (RP automatizated) + BC conductive\waterproof [for lava] pipes + Power converters Converter + IC wires = 5Eu/t.
Got 256 engines powered by milk generating 1280 EU/t at server.
And thats much cheaper than 2000+ solars right? -
Wind is already my main source of power, and using Reverted MVs and glass fiber cables, loss can be minimized even with ground bases...
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Sounds like a cool thing to add, but with this kind of approach I'd expect very little gain in energy, which means you'd have to build a massive farm just to come close to the output of, let's say a geothermal generator.
Detecting all the mobs footsteps, I don't know. Could that cause some lagging issues?Anyway, cool idea, but I'm not sure about the gameplay value.
Block detect if there is a valid entity above every X ticks, if YES generate Y EU/t ?
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Category 3 Von Neumann machine!
needs to totally self replicate.
Really if you build a Von Neumann machine in minecraft though, you don't need to win a contest on it, you already know you wonThe smallest building that can self replicate using everything nearby wins
I would like to see Wind-SPAMatron, that would be a REAL challenge. [Players must use tower design {cables with one wind mill at each side}]
or even a farm which increases automatically its size, and it is FULLY harvestable. Farm products can, and should be used for scrap. -
Player's carrier inventory is shared to all carriers it has ?
OR, if you have two in inventory, only one works (the first one at hotbar) -
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i didn't think about the lag now we really need a motorized fishing rod
I'm always low on fish, i can't provide my ocelots enough to breed
(i want lots of them)