It would be nice if Wind mill or generator have an unique texture to help differ it from each other.
Now, when a wind mill breaks and turns into a generator it is kinda hard to notice the difference from distance (its metal color is the same and sometimes the texture of wind turbine of wind mill faces the cable)
Posts by SpwnX
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Even setting time with Bed or Command can blow up a Redpowerbased Nuclearreactor, because Eloraams Timer is affected by MC-Time. Just to name an example.
So, there is no valid way to skip time?
and click here gregoriusT -
Carbonplates
ConstructionfoamI can consider these if you use UUM.
And I already said i agree with increase of coal from UUM.Coal is so common, that i and my friends on private server had 20 stacks of coal (they mined it because i said to) [we needed diamonds and nanoarmor]
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only time i make UUM into coal for fuel is in Outposts where i only have a generator and not something like a single chamber nuclear reactor to toss in 1 uranium cell.
interesting, didn;t know you could make torches with resin, thanks for the info.
diamonds: i know but sometime you only neext like 1-3 coald to finish a diamond being made from coal and i figured it'd be cheaper.
i agree, or make solar panels better when using Coal Clumps instead of coal dust. but i know solar panels are being reworked for lag reasons.
i don't recal ever hearing lava, i've heard water plenty of times but i don;t think i've ever heard lava. but now i also play with my sound completely off because of IC2 machines being annoying and causing lag in large nubers. specially recyclers and windturbines.I guess you can carry at least a MFE with you and some Energy crystals if you have UUM to waste with coal.
And, i would make wood with UUM, transform into planks, then scaffolds for maximum energy.
2 UUM -> 8 Wood -> 32 planks -> 96 scaffolds = 72000 EU if burned inside generator (+ 3 planks and 2 sticks)
Wooden plank and Scaffold gives 750 EU [This is a good early-game way to boost energy you get from wood]I would look for coal in my mine if i were like that
IC² sounds can be turned off by config, OR
delete specific sounds inside ic²client.jar -
apart from the 9<->1 and the last thing you said, were all the exact same stuff i did just in a different way. but yes, have the Redstone blocks activated when touched, not just stepped on. stepped on was just the most common. i've wanted "step on light up" block since MC Alpha. i wanted to make a floor out of Redstone Ores in my house just to run across.Would be cool if redstone block permanently send a light level of 8 and when stepped a light level of 15. so your house wont spawn mobs (if your floor is made of it) and will light up when you get in
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perhaps it is only used for carbon plates... an coal fuel cells... and super fuel.. and solar panels, and emergency torches if you happen to have some UUM on you. and i said diamonds because i know ALOT of people use coal for diamonds instead of going down deep an mining for them since they have Magmaphobia
also i don't know about you but i use ALOT of carbon plates making advanced machines, especially MFSs and MassFabs and nano-armor for people who died for really stupid reasons.
Well, you probably wont make coal fuel with uum, it is pointless.
Emergency torches? you could make sticky resin with it and make muuuuch more torches with it. [4 UUM for 21 resins = 84 torches]
Diamonds? you can use uum recipe for it.
Coal dust for solar panels are fine (although i think its coal dust in recipe is kinda wrong, it needs more refining)About magmaphobia, it is very easy to know if there is lava near you.
You can hear lava making some sounds if you are about 20 blocks near it.
And i think just a few players dig straight down (that is the main cause to lava death) -
I agree with making it a block, and logics, but no need to use macerator/compressor.
RRR
RER = Redstone block (it can be turned back into 8 dusts only by crafting)
RRRR = redstone dust
E = Empty -
66.66...% = (100% * 2) / 3
Thats what he said but he placed the second % wrong.Thanks, i don't like writing math stuff in windows. It makes me miss some stuff.
And i think that coal has only added to UUM recipes for the extremely lazy players since it is very easy to find (as mentioned before).
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66.6666...% lol, so i just stuck with 60% it was close enough when rounded
66.66 ...% = (100%*2)
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_____________3just don't do the division.
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I'm pretty sure the only use for UUM coal is to make Carbon plates, nothing else. So don't compare it with charcoal/diamond.
I agree with little increase to 4 or 6 -
Can any block be propelled as falling Sand/Gravel?
Better use mode key to select impulse to throw block from the first appropriate slot.
Blocks should fall on parabola so you need to aim good.
Also can it give reactive impulse?
And no ray emitting.1: no
2: why not item increase player block placing range
3: can't launch blocks like gravel,sand
4: ?
5: agreed. -
Would be a possible idea to solve the cobblestone-issue without (as currently) making it useless.
Low priority at best, though.Thanks for replying
Suggested by me in Weighted Recycling with some Values as examples.Its nearly the same idea, but instead of increased chance of wielding scrap(s), a progress % like mass fabricators , making recyclers less random.
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You know how a pain in the ass can be assigning every single item a unique value for this recicler behaviour? (Especially when you have to take notice of balance of which items deserve a better % than others)
EE/Thaumcraft did it because he wanted to, but if it were up to me i leave just as it is.
or set 12.5% to every item, so instead of 12.5% [1/8] chance of getting scrap we surely get one every 8 items
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Make recyclers have a progress like mass fabricators, and recycled stuff increases a fixed % [can be higher than 100%]
The % is based on its value, like EMC (EquivalentExchange)Examples:
Cobblestone : + 12.5% (8 needed for a scrap) [Stone,glass and other manufactured stuff has a higher value]
Snowball : + 2% (50 needed for a scrap)
Wooden sticks : + 7.25% (16 needed for a scrap)
Tools: Depending on material, the type and damage
So we can turn rare mob items, and other useless stuff (or some that doesnt have much uses like nikolite into scraps) -
[Tutorial] Page 6 ?
Warning IC² experimental users, E-net changes makes this setup not work as is, it has to be reworked to fit it, which i'm not doing until the e-net is finished.
You have to do it by yourself.
Windmill-Engineering by SpwnX! [Math included]
IF you don't want to read about mechanics and other blabling, go to spoiler "For lazy people". [Normal Setup]
For compact one read "For the ones who want an even more compact setup..."
Also, tower cable size shown is 16 blocks tall (64 windmills per tower), you can make it taller by adding 16 more ULV wires to the tower (128 Windmills per tower).Snyke's Math!
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.My math for tower design
Math for Unbreakable tower design using Snyke's formula (from sourcecode):
Considering MAX wind strength [30] + Thunderstorm [x1.5 multiplier] . And my design [pictures near the end of the post]
5 = WindStrength * (height - 64 - obstructing blocks) / 750 * weather value
5 = 30 (h - 64 - 34) / 750 * 1.5
5 = 45 (h - 98 ) / 750
3750 = 45 (h - 98 )
83,33... = h - 98
h = 181,33...
h = 181
h = Height of highest wind mill on tower.Highest wind mills needs extra obstructions above it to make whole tower have exactly 34 obstructions.
This one below is legit, built by me SMP (Timmiecraft)Wind mill Costs
Wind mill recipe: 1 generator + 4 Iron
Generator recipe: 1 Furnace + 1 Machine block [8 iron] + RE - Battery
RE - Battery recipe : 4 tin + 2 redstone + 1 insulated copper cable
Insulated copper cable recipe: Uninsulated copper wire + rubber
Uninsulated copper cable recipe: 3 copper = 6 cables , 1 copper = 2 cablesTotal: 12 iron [8 refined], 4 tin , 2 redstone , 1 rubber, 1/2 copper , 8 cobblestone
64 Wind mills costs [One Wind tower] : 768 Iron , 256 tin , 128 redstone , 64 rubber , 32 copper , 512 cobblestone.Weather Info
Rain/thunderstorms are global, so even if you place your windmill at desert it will still get 1,2x or 1,5x multiplier (weather value)
Weather Frequency/Duration:
Rain duration in seconds : 180 to 600
Pause between rain in seconds : 600 to 8400Thunderstorm duration in seconds :
180 to 600
Pause between thunderstorms in seconds :
600 to 8400Wind Strength
Wind Strength may vary alot while you play, so DO expect low outputs and high outputs.
Minimum strength is 0, Maximum is 30.
Modified every 128 ticks (About 6.4 seconds)
Chance to increase or decrease by 1.
10% chance to increase if current strength is 0 to 20.
10% chance to decrease if current strength is 10 to 30.
Current strength of 0 to 9 have (current strength)% chance to decrease in strength. (E.g. 0 current strength has 0% chance to decrease, 1 = 1% to decrease, ..., 9 = 9%)
Current strength of 21 to 30 have (30 - current strength)% chance to increase in strength. (E.g. 21 current strength has 9% chance to increase, 22 = 8% to increase, ..., 30 = 0%)For lazy people... (Normal Setup)
If you are reading this, you might be too lazy to read the whole post. I gave enough information to build wind towers without the need of this.
Anyway, here are 10 screenshots that explains everything (kinda).
Step ZERO is VERY important
For the ones who want an even more compact setup (and don't care about height and resources), here is a map explaining almost everything : WindTestMap - Fixed
Safe height is Y 237Pictures of an even compactier setup (Block distance between towers is 2)
Area required formula
Normal : 7N + 4
Compact: 5N + 6
N = Number of towers in Any direction
Square setups (N x N) are recommended, only use different ones if you have limited space that is not a square.For example a 5x5 setup (25 towers) will use:
Normal design: 7*5 + 4 x 7*5 + 4 Area = 39x39
Compact design: 5*5 + 6 x 5*5 + 6 Area = 31x31If you have any questions, ask it in this post , i will reply as soon as i can.
Special Thanks for Snyke for Wind mill formula -
This may help you understand the big NO!
https://forum.industrial-craft.net/index.php?page=Thread&postID=32965
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I would like to see an iridium enforced CF block for Nuclear explosion resistance
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Such a machine wouldn't pose much trouble to code, but messing with worldTime can SERIOUSLY backfire and mess up blockupdates.
f.e. stopping time does as well stop all block updates, essentially causing "frozen" water and anti-gravity-gravel.Vice versa, jumping forward in time does enforce and/or skip block updates, causing stuff like insta/never-hardening CF foam / tree growth.
Not 100% sure of the effects, but unless i can be sure they do not create metric ton of bugs, i will for sure not implement it.Machine could use time advancing command (/time add 12000 f.e)
You force everything going to the future instantly. -
Use a solar panel + detector cable as a light detector (during day sends Redstone signal, during night it stops)