Omicron, make a new thread for the IC² experimental reactors and I will unsticky/rename (to call it outdated) the old one.
Posts by SpwnX
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It is not like this forum is always ontopic. Don't worry much about it.
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I don't know if it still works on TC4, but on TC3 i used to encase the node with glass, put a tesla coil inside the glass box and an item collector under it. It worked very well.
Also, i cant get whats that.Edit: Ok, thanks for the PM informing me whats that.
Edit2: By the waaaaay, those wisps have that sparkling energy (that zaps you)... i wonder if we could use them to generate electricity

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Actively fighting the taint with a tech factory producing anti-taint thingies constantly is something i plan to do...
Also that gives us a new objective, kill all the taint, before it kills us!
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Since what windmills use are "rotors", is there any possibility of compatibility with Railcraft steel rotor and GregTech (bronze/magnalium/steel/tungstensteel/carbon) rotors?
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I got a small suggestion about the "tiny uranium" page :
Change title to "Uranium Enrichment"
Change some words on the description:
"... you have finally run out of Uranium 235 , needed for your beloved fuel rods... "
"... you have managed to transmute your leftover Uranium 238 into Uranium 235! "
Change output to 3 instead of 7.
Add "Venenum" aspect required to it (Uranium 235 is way more radioactive [thus way more poisonous] than Uranium 238) -
o_O you mean with thaumcraft we can convert U-238 into U-235 ?The electromagic tools TC4-IC² addon has. Although it is not that useful if compared to plutonium
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"Breeders" are the ones that uses the most nuclear fuel (as both MOX and uranium "breeds" Plutonium) per cycle, ignoring the efficiency.
People may want to have several RTGs for the most varied reasons. -
In the later 1.7 versions it'll indeed evaluate all the recipes, making it possible to e.g. clone a quarry, assuming all raw materials are known and the recipes can be parsed by ic2.
don't forget to add a cost for crafting steps.
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green gens; I am not entirely sure what to do with them this time around. Watermills + bucket automation are just really good, for wind + solar I am more worried about server lag. Then there is the 0 infra structure and 0 upkeep associated with the green gens which make it kinda superior to everything else except for when you would need a lot of eu / tick. Granted the same could be said for RTGs but their investment cost is quite high for the 16 eu/t that it delivers.
So if anyone has a good idea to make nuclear reactors have an advantage over green gens (footprint does not count) I will enable green gens but may lower their production.
Make uranium ore give more uranium when crushed (2-4x), make depleted cells output more plutonium when centrifuged (2-4x) and lower greengens (except RTG) rate by 25%.
About server lag, we maybe could try immibis green-gen arrays if it gets updated to 1.7.
If it doesnt in time, we can use Compact windmills and enable Greg's compact solar covers. Enable up to MV version (HV if the server starts lagging). Tweaks on recipes to increase the cost if needed.
@Thaumcraft
Coke ovens are already spammed and I do not think people have a lot of problems with that. Cobwebs / Slimeballs / ink we can get from crops so that is fine. Clay, not -that- hard to acquire so I suppose that is fine to (no more na/li burning anyway). Glowstone, this one is interesting as it gives helium and gold and redstone and thus ruby dust (at a great cost). So this all depends on how much aspects you need to sustain it. Theb again, if we go with forestry we will have bees churning out glowstone. Golems are fine but I am worried about the server ticks with them. Wand of infinite mining? I am guessing you need to recharge it somehow. All in all I think we can live with the goodies and do not have to worry on the imbalance.
Summerized concerns: Server tick dropping and glowstone production.Add a rule: Only automate with golems if there is no other way around.
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I'm pretty sure thats because of "online stats" card.
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In my opinion, IC² is "underpowered" if compared to UE (mekanism machinery is more "powerful" than IC²). They can be mixed together but will not bring the best balance as you would have much more uranium (and other ores) in your world, unless you disable one of the mods generation (UE in this case because it generates a hell lot more uraninite than IC² generates uranium).
Note that i'm speaking as an "outdated" UE user, many things may or may have not changed since i've played with it.
I think you should give it a a try with disabled UE ore generation and see if fits your balance. -
Excessive voltage explosions are disabled for IC² blocks. However, if you use GregTech, its blocks will explode upon exceeding maximum EU/t.
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AFAIK, green gens (aka solar, wind and water) are disabled on kirara.
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Use this small fix : IC2 Recipe Fixer mini mod
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Well leaves will decay over time to get oxygen, that is why I think not loading it would be better
Leaves? You can use wheat, and that does not decay.
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Hang on, How the hell did you place a lone reactor chamber?There could be a main reactor block hidden or that is just a RTG.
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An axe? That sounds to be an Item ID conflict for me.
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Greg might like this one: http://9gag.com/gag/aM1NAWR