That is a nice idea when industrial conflict comes. Not valid at the moment.
Posts by SpwnX
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Second idea for nanobot duration/modes:
Lasts forever until player health gets lower than 70%
If player health is lower than 70%, there is a 1% chance on nanobots getting destroyed every second
If player health is lower than 50%, there is a 2% chance on nanobots getting destroyed every second
If player health is lower than 30%, there is a 4% chance on nanobots getting destroyed every second
If player health is lower than 15%, emergency mode is activated and nanobots gives quadruple boost for 5 minutes, then gets destroyed after that.
[Medical instant heals you 5 hearts after emergency mode activates]If player press default key for modes while holding nothing, activates double boost and improving quantumsuit effects while consuming 0.25% of energy from quantumsuit [all parts] every second.
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Thats not quite right. I tested 4 watermills and i always got 32EU per 40 ticks, which means 0.20 EU/t per mill. I'm not sure if watermills were outputting 0.25 EU/t before, since luminator (0.25EU/t) was not able to run on single mill.
Try measuring the water mill directly (waiting a few seconds) you get 0,2 EU/t always [I got 0,2 with 154 ticks avg and same with 850 ticks avg]
If you hold right click it shows:
0,25 avg over 40,25 avg over 4
0,25 avg over 4
0,25 avg over 4
0 avg over 4
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0,25 avg over 4
0,25 avg over 4
0,25 avg over 4
0,25 avg over 4
0 avg over 4Meaning it produces power for 16 ticks and stops for 4 ticks. (4/5 second it is on producing 0,25 EU/t then it shuts off for 1/5 second and turns of again for 4/5 second then off for 1/5 second...)
I think it is a bug? it should output 0,25 all time. -
It appears people put them high but then put them very close lowering the effective height below 80 so they don't explode (Effective height = hight - amount of blocks nearby; see the wiki) while keep efficiency/compactness high.Wind mills over 80 can explode in storms :(.
They won't explode, but their blades will spin off and the wind mill turn into a normal generator (it means you need 4 iron bars to repair it)
And for SMP best setup is compact tower setups (cables with 4 mills each side and 4 block spacing between each tower side)
Screenshot: -
You forgot to mention the one big downside of running that manned watermill setup: The horrendous noise. It's worse than wind gens, although you can at least hide that water setup deep underground so you don't hear it all of the time.
And you can delete wind/water/any IC² sound on industrialcraft-2-client_1.X.jar
or disable all ic² sound on config. -
How about a new type of forcefield (If forcefield addon gets added to IC² core)
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Uranium cells decays over reactor time, not pulses
Edit: I would like to see some kind of fusion reactor using tons of iridium stuff -
i was actually wondering that earlier today, i was going to try and research it or discover it later. thanks for saving me the trouble. i'll stick with turning it into other more useful stuff like Lapis :p
Edit: how ever, upon further thought, 1mill EUs=1 matter, so even if 1 matter made 1 uranium ore, then it would be essientially making UUM into 1 mill EU batteries, however i'd recommend if a UUM recipie is ever added, make it cost 6 matter to make 1-2 ore, then if a player wanted to they could make those into nearly depleted cells and then make full uranium cells with ALOT of effort, basically turning 6 million energy into, 18 million over 2-3 hours with enough skill in Breeder Reactors.
now, back to the topic at handle!
ideas 1-4 are agreed as good ideas to my knowledge, if anyone has any comments, concerns, balancing issues, ect. as to the applications of these innovations, let me know and i'll think of an even more balanced form.
You know that uranium cells when placed next to each other increases its generation (4 cells making a square generate about 12M EU)
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Nothing is better then free energy from Sunlight that requires no input from the player.
Reactors? Costs Uranium.
Geothermal? Costs Lava.
Regular? Costs Coal/Charcoal.
Only other ones are Water and Wind, and they require larger areas.
Geothermal can be placed at a big lava lake on nether
Regular ones can burn scrap and most plants (you can automate a cacti farm) with forestry im sure you can automate a tree farm.
Wind mills if placed using a space efficient design can generate more energy than solar, and it is still cheaper than it.
Water mills if manned mode is automated using RP its great. -
Yea, and I just remembered (Via watching direwolf's video, That you can place blocks *in* fire, which is otherwise transpernt.
And snow tile blocks
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I forgot that trade-o-mats works with item for item trading
sorry
Not like chestshop which uses ingame money -
Forge doesnt have a "overlay" hook which is main reason to Nightvision not be implemented atm.
http://forum.industrial-craft.…ad&postID=33661#post33661 -
never got surprised by a creeper lucky enough to kill me with one hit.
And usually i carry armor for that reason -
Don't see a point for a pair of goggle that do that until the PVP 'expansion' is released.
And... Crafting records? Why? There's no point. Period.
Good for mining and seeing stuff at dark?
I really don't like to bring torches when i'm mining. -
Here it is :
It is at server Inventioncraft [IC² server list] (play.inventioncraft.com)
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I like windmills for power as they generate a constant energy without the need to feed any fuel.
I have a setup with 1600 windmills using 32x20x32 (XYZ) generating 2k-6kEu/t -
But in the case of windmills, having more of them will mean you'll most likely have some of them running while others are not, but if you focus on one windmill with the upgrades if it goes out you'd lose the function of the whole thing. So while a group of say 64 windmills could have a throughput of 128 E/t, you probably won't get that all the time, and while some windmills aren't running others might be running so you'd still get some energy since they cover a larger area. With a single windmill it's more susceptible to the winds since the area covered would be less. Now if you, say, made an area with 64 windmills that each had max upgrades, then yea that would probably produce a ton of energy, but I think that would also be well deserved considering how much mass production would be put into play for that kind of endeavor.
Oh, and don't limit the ideas to straight overclockers, I just used that term in the title to grab attention. As stated in the first paragraph, it's more of an energy production efficiency addition. This is more of an idea to lower the space needed to produce lots of power to help supplement the raised power costs of machines with the overclocker upgrade (which can, with enough upgrades, eat up to 8k EU/t), as well as any future machines that may consume massive amounts of energy. I would hate to see the wind power plant that would be needed to produce that kind of energy :X
I can place 1600 wind mills using 32x20x32 (max height possible and space efficient design) and generate about 2000-6000EU/t
Want a screenshot? i can post it here if you want -
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If you have Buildcraft pipes you have Buildcraft pump which only needs 4 Redstone engines to keep working.Or 3EU/t + Energy link (Power Converters mod). Or any other BC/IC energy converter mod.
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what do you think about the records though?
Not something IC² needs to implement atm.