Posts by SpwnX


    With few tests it measured that wind mill at maximum height generation is about 3-6 (without rain) or 8-10 (with rain/thunder)

    They WILL break much more frequently, but iron loss can be minimized by placing some water and obsidian pipes (or RP transposer) below towers.
    Whenever a wind mill breaks it drops iron and it will fall into water (some into cables unless if you make the collection system above them) then collected by BC/RP system and sent to a chest ready to be used to repair them.

    OK, look at the generator and at the wind mill, they are almost the same thing. They have the same metal looking color.
    Since its turbine face random directions, it is annoying to detect broken wind mills.

    I consider this thread electrocuteing.

    @topic:
    Major issue: IC's reactors cannot yet simulate themselves. Thus they cannot give you information about efficience, heat/tick, time-until-boom...
    For this, I would need to code a simulator, effectively the thing the ReactorPlanner does. Possible, but tedious and time-consuming.

    Stuff like EuT or current heat is possible, though. Just nothing related to calculation/simulation of future value

    Show when pressing M:

    EU/t
    Heat
    Max heat before Critical
    Components inside

    and

    sending player a RED text and a loud alarm warning whenever its reactor heat is near critical
    sending player an orange text if reactor is deactivated/activated by redstone.
    sending player a green text once every minute if reactor is active.


    Or Someone could make an addon for future calculations (like reactor planner) and later implemented at IC² core if it is good enough.

    The geiger counter should be like an item that shows in your HUD radiation levels? (Like Thaumcraft shows Aura and Taint levels in atmosphere)

    If radiation levels is too high you take damage every 2 seconds if without a Hazmat suit and nearby (the whole chunk) dirt, rocks turn into radiating dirt, stone, cobblestone, ores that will damage you while you hold in backpack (once every 10 seconds)
    Radiated stuff must be "cleaned" before use or its byproducts will be radioactive and that won't be good for your health.
    Staying nearby radiating blocks will also damage.

    Player has its own radiation level, if it reaches higher than X , permanent poison until death (player radiation levels decreases over time and with some "cleaning" stuff)

    Remote Reactor Control (RRC)


    Whenever you hold it at your hotbar, it will send you a text message on your chat, whenever reactor it is linked reach critical heat(or above a previously set one)
    and you must right click it to force deactivate/activate from distance.

    Press M while holding it to get all reactor statistics:
    EU/t
    Efficiency
    Connected to redstone/redalloy (Yes/No)

    Heat / Max Heat
    Heat produced per reactor tick
    Time until critical / Time until BOOM
    Cooldown time if shutdown at that moment

    I guess whenever you place it, it will fill an area of 8x8x8 substituting any existant block above where you place.

    And , a good use for that is to transfer some automated RP machines from one place to another without destroying it entirely.

    I always wanted to create something like this (original idea behind the TerraFormer) but never found a good concept.

    I think, abusing NBT tags could result in some fun stuff in this regard... how about building a small 8x8x8 area, powering a nearby space compression machine and getting a "Base in a cell" which will recreate the compressed area upon throwing? :3

    Easy way transporting some bases and farms :D

    You must build it over an ocean, because the "shadow" of your Base is easyly visible on Land.

    Edit: Everyone, who has Rei's Minimap or similar, can see it easyly.

    IF you are building at height 255 you should use wind power for obvious reasons (go to lagfree tutorial for a compact setup)

    Crossbows?
    Instafire arrows (lower damage) and dynamite-arrows

    Some new ammo can be added like:
    Uranium arrow (Macerate uranium for 16 U dust that can be smelted into small U ingots)
    Each small U ingot makes 16 U arrows that deals double damage than normal ones (due U higher density and penetration power)

    Refined Iron arrow (place iron dust in crafting for 16 small iron dusts that can be melted into small iron ingots)
    Small iron ingots makes 4 Iron arrows (deals 50% extra damage than normal ones)

    Bronze, tin, gold, other metals arrows


    I think so, but there exist the blacklist, also extracting the dye from the wool its like the recycler, it may or may not give you ONE dye, you would be better just reclycing the wool.

    Blacklist:102, 280, 332, 220
    [Glass panes,stick, snowball ,Scaffold] (even though scaffold is usefull to increase EU gain per wood, 9 planks can be turned into 32 scaffolds and it burn for the same 750EU plank does)
    I like dye extraction that way, much easier to get some uncommon (mixed) dyes.

    That could work too, i just want a way to make the process a little faster (Its annoying when you have 3 levels in which to put dynamite in and each level needs 5 or more sticks, not to mention that to reach the second and third level i also have to place some scaffolds to reach it >.>)

    Crazy idea, Dynamite launcher, Kinda like a Bow that uses dynamite as Ammo.

    It has 3 modes:

    -Tagged: Which launches the dynamite without a fuse, you need to right click air to explode it.
    -On-Hit: The dynamite explode as soon as it touches something.
    -Fused: Explodes after X Seconds.

    Make bow accept dynamites as ammo :D
    Whenever you have dynamites in your inventory, steve will use them instead of arrows.
    Unless you craft dynamite arrows, that deals damage and causes a small explosion when hit (explosion does Area damage) [Player hit takes both arrow damage and explosion damage]


    Tagged: after shot it will explode when Left click (you need right click to shoot) or when touches anything. (2 in one)
    Fused: Explodes after X seconds (2< x < 20)
    Press M while holding dynamite to set timers and M when holding bow to change mode.