Posts by mementh

    Yeah I was also a bit disappointed when I found out that after all trouble I've been through while crafting and figuring out how all that stuff works, I get 50 EU/T. I use lava to create heat in Liquid Heat Exchanger, it is using quite much of it, I thought hey, maybe I'll just put 3 geo generators, it will give me 60 EU/t and less lava consumption. But I love the whole concept of the steam system, all the details and ideas are just great so I'll stick with it no matter what, even if just for fun.

    so far the sterling generator feels the most viable option to do this.. 1 liquid exchanger fully filled and :)

    I didn't say there shouldn't be, but heating up coolant is a silly method of doing it. Having long metal pipes to conduct heat, but have noticeable losses and warm up times in doing so make much more sense and feel more IC2y.

    I like the idea of coolant to water cycle.. just its complicated to get a ratio of water in the tank to boil/superheat ( needs fewer settings or more info on how the setting interact IMHO )


    I am not a fan of distilled water having losses in the system.. i believe the fluid distributor should be just a "fluid tank" and let blocks next to it "pull" from it.. not push out of it ( though i feel this is not IC2's design philosphy )

    Holy crap that is a lot of solar! Doesn't that lag your game to hell? Also you only get that 320 eu/t in the day time.


    A properly regulated nuke can easily generate 300 eu/t day and night, and doesn't generate the lag that 300 individual generators do. Also eventually you can make rtg fuel pellets and load them into a radioisotope generator that will put out 32 eu/t forever.

    that is my goal for RTG pellets.. .not sure how to do it yet.. as a long term deal


    the 320 are actually 40 due to compact solars http://files.minecraftforge.net/CompactSolars/ ( there is a forum post here as well) so very little lag..
    and yes its only during the day.. but if i double it ( not very hard just time consuming ) i have 640 for the daytime or 320 for all day and night. ( the other solar addon feels like punishment using more advanced materials to get near the same preformance and IMHO solar panels should not work at night)


    either way the solar or nuclear only works during the times i am near it
    ( my spawn point is far away from where i made my base.. need to fix
    that i feel)



    from what i can tell.. the best solution is using stierling generators over this complicated setup for a simple HU to EU conversion ... am i wrong?

    Mementh: Your problem is that you're using Reactor blocks for all 7 blocks.


    Use Reactor Casing for the 6 exposed blocks, and only the reactor block for the middle.

    plus 1000 internets man!!!! AWESOME!! it worked!!!


    i knew i was missing something extremely simple!!!!


    its working but it produces less energy then my huge honking solar system ( using mod i have about 320+ solar cells.. into like 40 low voltage cells ( uses less SMP resources) and i make like 320 EU/t..
    whats the benifit here that the reactor can do over the green power i have? ( main thing i understand is if i power this up alot i can get thousands of EU/t but have to let the reactor cool down to avoid blow ups)


    maybe i don't understand the need for a nuclear reactor ?


    I do understand this is a balance between water.. just don't know what the formula's would be here.. very confused and would like guadance as to what settings and how much water should be in it.

    total noob here!


    I am playing with this on a test world ( creative)


    I built a 5x5 of the pressure vessel.. 7 reactors ( one in center 1 reactor on each side)


    1 redstone port
    1 access hatch
    2 fluid ports ( as the first post has)


    and its still stuck in EU mode and not showing the full space and coolant modes..


    I know I am doing something wrong but can't figure out what!!!


    could someone give a rundown for the dummies like me to start? to start?

    doubt that will come to pass.. too complicated and offers no benifits at all other then to be more "real" which is not required...


    its a nice idea but since its already in and has rules i feel leave it alone unless there is a need for more then one type of steel

    bind space+m to multimedia key (on mouse) and you will get what you want.


    learn 2 use keyboard, unlike gamepad it can be configured.

    yeah i prefer the gamepad :) plus i don't like binding mice keys.. :/


    i prefer the idea that there is another setting to go to the old way :)

    I would suggest a few ideas for the jetpack since I am not liking the current operation.


    the current hover mode can we get it to respond ALOT faster to up and down commands? to go down or up i have found the best way is to not use hover mode but once i get to the level i want to hover then.. feels like i am using it inforrectly :/


    I prefered the old hover mode which was fall slowly controlled and go up a bit slower then normal but have to press button to go up
    I would suggest putting that in as another mode, a slow fall option?


    thanks man

    Quote

    I haven't used the item buffer myself, sorry. You might want to go creative testing with it.

    looked at it.. and honestly it feels like a item sorter 1.0 or hopper 2.0, need to see how it takes in items and goes


    they
    don't naturally output unless there is a upgrade.. even if a box has a
    color touching. they don't have a default exit option like hoppers do..
    so they are just glorified boxes


    feels like a hopper that can go
    up or to a side.. but you can't put two next to each other or it will
    loop weirdly and probabbly cause alot of issues with any server


    honestly
    i don't know what the item buffer is meant for.. i can't figure out the
    logic and would say the item sorter is better but needs a dedicated
    direction buffer and more logic options.
    IE if you have 4 ore washers
    in a row.. and 4 item sorters it will balance the ore going up between
    them as long as they all have a up rule ( and somehow this is set per
    the TYPE of item IE only CRUSHED ore know it should go up.
    IE you
    have 256 crushed iron ore, ( 64 per washer) and you put in another 64
    ore into the item sorter. it should split that 64 into 4 stacks of 16
    for each washer


    this could be done if the was a UI checkbox between the directions and the "white list" to indicate ?balance load?



    right
    now I am not seeing out of the forward backward left right up down all
    the directions being needed ( someone fill me in if i am wrong ( other
    then going in a corner))
    just a up down left right directions would be good.. and allow most things to be routed..


    if you need to turn at a corner then use a wrench to change the output faces?

    It doesnt break with high winds. It will just damage the rotor faster if it exceeds material resistance. Use high-grade materials on your rotor and it can withstand any wind just fine.

    cooll


    another question..


    How is the item buffer supposed to work with the item sorter? feeling lost here or at least confused some as to how to use it?


    I see it as a option to prevent backups in the item sorter but don't know how to use it in that method? any idea/suggestions?

    From what I've heard actually, they've always been like that. ForgeModLoader was created solely because Risugami wouldn't allow Modloader into FTB. Of course, FML is a very good thing, but the same cannot be said for the RF wave.

    agreed.. balancing power in wires imho is not too hard.. it allows upgrade options and not sure why its bad?


    but redstone power just .. feels weird i can wrap my head around electricity and how it works in game but not this

    Welcome to now for a start.
    The ore washing plant washes crushed ore (from macerating ore) and turns it into purified ore, with stone dust (for Construction Foam) and some extra of the metal ore that you put in. It needs 1 bucket of water per crushed ore.


    The kinetic wind generator is placed down, and then one of the kinetic wind generator rotors can be inserted. Once one is, and the wind is strong enough (use a windmeter to check if you want), it will start making kinetic units. You then put a kinetic generator next to it, and that will turn the kinetic units into EU. It is essentially an upgraded form of the windmill. The wind is strongest at Y 161 BTW.

    does the kinetic wind generator offer options not to break from high wind like the old one suffered from?

    why are they dropping it?


    is it the energy conflict issue i have heard of that they want one energy format and not multiple? or is there another reason i am not aware of?