Posts by SpwnX

    I need to see how much EU/Tick each and every Windmill model generates before making a detailed veredict, i have never bothered with Windmills because i usually go straight to Superfuel or GeoGens.

    At 128 height they generate from 1 to 3 (with peaks of 5 to 6 when thundering and raining)
    At 256 height they generate from 3 to 6 (with peaks of 8 to 10 when thundering and raining)
    [If EU/t generation is higher than 5EU/t they have about 0.075% chance on breaking once every X tick (X = i don't know)]

    So remove the only thing that made this generator on par with the solar one? Not for me.

    Solar are much more easy to set than wind mills, since they CANT be set with tin cables.
    Second: wind mills needs more space (if you don't know how to make a space efficient design [as almost everybody])
    Third: you have to worry about obstructions in every direction , solars only need sky vision.
    Fourth: Solars can be set underground with RP microblocks hide.
    Fifth: You need loads of cables (Glass fiber ones) if you set them high and your base is at ground.
    Sixth: They break (that part is the only one that cant be minimized by creativeness [RP/Water collection system will never be 100% efficient])

    Considering the cost of 4 alloys i dont think 25% efficiency is required. Just removing the break % would do. Else ppl would simply spam 25% more windgens causing 25% more windgen lag.

    Well, the efficiency reduction is to make them less overpowered, since they generate 50/20% more energy on thunderstorms and rain [sometimes it rains for days at minecraft]
    And i think that advanced alloy plates are kinda heavier, making blades spin kinda slower (not much).

    But i'd like if efficiency is keeped as i am a wind user.

    Reinforced wind mills has stronger (and heavier) blades that makes it much harder (or even impossible) to break.
    At the cost of 25% reduced efficiency.

    Recipe:
    AXA
    XWX = Reinforced wind mill
    AXA

    A= advanced alloy
    X = empty
    W = wind mill

    [Main reason: Wind mills when break it releases 4 iron ingots, that are IMPOSSIBLE to recover them all. Even with RP/Water collection system, since some iron stay bugged inside the block (did the test at server now)]

    Now with new height, it is possible to generate loads of energy using wind mills at max height, but they break much more frequently.
    IF possible i'd like to know the % breaking chance formula for them.
    And why my water/RP system doesnt collect all iron dropped from them? I'm getting about 1/4 of iron i should be collecting... [each wind mill should drop 4 shouldnt it?]

    Would be nice if Wiki is updated.


    you do know that the EU Detector exsists right? lol, i know it's kind of hidden in the Wiki but it is a very useful tool and is cheap to make, it's like a glowstone dust, 1 redstone, 2 copper cables and a cuircut.

    Sure i do. But you wont always remember how much EU/t each reactor gives (if you have more than one) AND EU/t indicates if the reactor is on or off (if its 0 it means it is off)



    if the thermometer send redstone signal (or light eu current) after the set temperature, is like connect thermometer-to-reactor and it will make the works... RP2 wire don't even suffer the water presence...
    if there is only a informational block, yes u need to make the set up in a hurry on the distance, or ask your friend to risk his life (better say equip and level) for shut off the reactor in local... i repeat... i don't like this "save button" option... it ruins the importance of the reactor...

    EDIT: and u are a little stupid going on a trip leaving your high chance to explode reactor ON at home

    Even if you leave your Mark I at home, someone could mess with it and make it BOOM.

    Fine. But i still like knowing the EU/t the reactor outputs


    eu/t isn't neccisary, that's what the EU Detector is made for, also if you know your design well enough you should know what it's output is, it's not like it changed with how hot your reactor gets.

    and what if someone bumps more Uranium cells inside? EU/t will raise and that will be the indicator that someone screwed with your reactor.
    or remove uranium cells?

    About how we want to have placeable tool box/crate to store our tools/items with instant storing n reseaving without any GUI's. For real, stop fooling around.

    That would be great, and it shows which items it holds like Crystal chests from Iron chests addon.

    Right click to store all IC² tools you have, and right click to retrieve them again.

    With two per place you can switch between Mining tools and agriculture tools or other kind of tools.


    It's infinite compared to how often you hit something in melee while carrying a MiningLaser.

    And, mining laser Low focus mode has decent damage and low energy cost, good for mob killing [you can spam shots with it]


    But i guess you won't do it if you are inside your house, or the risk of destroying something is very high :P

    Would be nice if the bayonett knockbacks mobs more than other weapons.

    Uh, nope. Nano sabers have a weird glitch when switching between modes on SMP... sometimes it'll be active, but look like it's off, and vice-versa. This mean you'll be smacking creepers with an ugly stick, or wasting power thinking it's off. Trying to switch it on/off again doesn't fix it, either... dropping it or rejoining are the only options... and I don't like dropping diamonds when I'm fighting creepers. I'll stick with the 2-hit chainsaw, thanks.

    I would like if nano sabers only lose EU whenever it hits an entity (mob/player)
    and flash constantly :D