I have all mods you do, except computer craft, and wasn't able to reproduce this bug you described.
Posts by SpwnX
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I also agree with this, heck that was one of the main reasons I installed BTW with ic2 and the dynamo addon back in 1.8.1, I constantly go back to work on my water turbines I built with waterwheels in my 1.8.1 world. If FC didn't jump ship on forge I wouldn't need to go back to 1.8 all the time. But I will say that if someone can code it,then there could atleast be an addon for ic2 wind/water mills to be more like BTW mills. And I have high doubts that even when mojang creates a modding api FC will even let his mod be compatible with forge mods, except buildcraft.Animation for one mill is okey to render. Problem is to animate about 1000+ generators, on SMP, without considerable FPS loss [if not high] due rendering.
It would be very performance costly, Wind mills , Water gens and solar panels already lags pretty much due E.net calculations if massed already.
On a server with 10000+ generators on confined spaces like a city is pretty hard to maintain, making it unplayable to some people.
I get 30FPS at the city i live on a server, 90- 120 outside it. -
Why not just make plain HV wire? No need for wire cutters.
The only problem about it is the high EU/t loss due distance
I would like to see an electric fence or something like (or the ic² MFFS addon integrated to core, it is so cool :P)
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Is it possible to set light to 15 to several air blocks in front of luminator?
yes,but you would have to use pseudo-air blocks, which aren't good. Minecraft Engine is supposed to recognize only ID 0 as air.
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I would like to see thermal clothes (all parts) which generates small energy using body heat.
Efficiency is increased if you are at lower Y/near fire/near lava.Thermal Set + rubber = Hazmat suit (unbreakable but wont protect against any damage from mobs)?
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Just want to add my voice to the luminator crowd.
Luminators as they are right now are basically super inconvenient torches. I'd like to see one of two things.
1. Permanently powered luminators
Not as cool as having them consume power, it's true, but without redpower- which honestly I just don't like much outside the paneling - the amount of space hidden wiring takes up is crazy, especially if you want to put lights on the walls or on the second floor of a building. And using batteries on them is even more useless, 2 days is like 20 minutes. That's nothing. I'd be okay with charging them once and that's it. That would be awesome, actually. Torches that require EU input but don't suck.Add the possibility to keep them charged with a lapotron crystal ? 1kk EU would last for about 55hours
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They could go the route of the Forcefield add-on, and allow for new blocks to be placed that add certain effects.
* Still tinkering with the implementation of the ForceField Addon into core IC².
From http://www.industrial-craft.net/Or add the addon itself
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I'm brazillian , and speaks english.
Anyway i like this. -
Perfect. No retexturing needed then. Does transformers and batboxes have upgrade slots?
No, only macerator, extractor, compressor, electric furnace and recycler does.
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Thats why i said to hide those wind mills (inside a tower f.e.). From outside would still look good.
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I have built once a powerplant with 1600 wind gens and powerlines on a server, using the energy transfer system i posted above. (solar panels are HV array for testing)
If you have a server i can join i could build it again -
The realistic way is a city have a powerplant, and distribute energy to all people living in it. Since when everyone have generators to power your stuff in RL?
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How about nano-circuitry using gold as main material?
http://forum.industrial-craft.…page=Thread&threadID=4023 -
You could use RedPower subblocks to hide them since they are opaque, but it seems your server dont have it.
Just tested it:
RP2 microblocks are transparent for this matter. You can place as many layers of them above the solar panels as you want. -
Small reality check, who will be consuming your power and how will they be consuming it? Minecraft doesn't actually have lights, vacuum cleaners and pool filters that need power like a real town would. I think it's a lovely idea but I fear that you may be wasting plenty of resources and effort to run power to a house that no one lives in. If it's providing power to other players on your server, wouldn't they rather make their own power?
Usually on cities there isnt much space for power generation...
Well i could generate 2000-5000 Eu/t on a 33x33 plot.
Problem comes when city plots are small (about 10x10)
For Who wants to transport High amounts of energy over long distances AND HAVE RESOURCES :
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Then, make gold dust a substitute for glowstone in advanced circuits.
or nano-circuitry as i suggested before. -
I would suggest a digital clock which shows the right time of day like some mods does. (Zombe/CJB) [15:23 f.e.]
Recipe would have gold dust or golden circuit. -
Why you dont try wind power?
It is great, generates more power than solar, its cheaper.
Only bad thing that it wouldnt look so good(unless you hide it)
Edit: 64 wind mill tower design (16 wind mill each side of a cable on max Y possible) generates about 120-180 EU/t
If you want a screenshot of it, i can post one. -
Increase EU detector cable loss to 0.5 EU/block
That's line 19. I don't see the Splitter Cable there.
Tested with a 2 block cable length on SSP , got 1 less EU than output.
Batbox -> 2 Splitter cables -> Batbox
Measured 31EU/t.
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He would have to recode the entire thing from scratch to be able to work with microblocks.
And require RedPower Core
Anyway, i have suggested earlier about Teleporting Chests using Teleporters, which would do nearly the same as this chest.