They are not broken... Neither is the wire... As I am saying: They give off power at some times but a lot of the time they just shuts off completely...
Posts by Hermasetas
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Nope just 18 tin cables... And the weird thing is that sometimes i get 5+ EU/t from the 3 windmills that i got...
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Hi, just to try something new I began to use windmills on my new map, but I am not pleased at all with them...
Half of the time I get 0 EU/t from them.. Is this a bug?They are at about height 80 an they have max 5 blocks around them each...
And this also happens when my batbox is empty and draining power -
Just stumbled upon the forum and hoped to get some input on this solar array:
5x5 flat without any intersections. Can be endlessly chained together with only 2 colors.
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CelaniaWhy the hell have you first posted this now?!
It's simple and brilliant -
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Windgenerators seems to be so much better. At the top of the world my windgenerators produce like 3,5 EU/t each. It does vary a bit but it beats watermills (and solars) by far. I made a small windfarm that produce as much as a nuclear reactor. Its the best way to get power in my opinion. Its cheaper and produces more than the others.
Can you post a screenshot?
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Ok, just so I am clear on this. Power on cables from different sources doesn't stack. So 10 arrays sending 1 EU each down one cable is still just 1EU worth of load on the cable, but it is just 10 individual pulses of 1 EU.What I am getting at, is that Tin wire can only handle 3 EU and if these are individual packets, then you could get a really long tin cable with like 30 Solar panels on it and the wire wouldn't break from the load. Is this correct?
Yes that is correct
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Could you please explain the progress step by step?
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You are welcome!
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The problem is that if you have cables that are more than 4 long you will loose 1 EU. And if the windmills are only delivering 1 EU/t all the power will be lost.
Remember that the EU produced is not combined in one big package but 5 small ones. That means that each will try to send 1 EU/t but they will not because of the cable loss.
Try reducing the cable length -
Are you sure you have connected it to another machine?
It will only send power if there is something in the other end of the cable that is requesting it -
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It needs a constant 16 EU/t to cook stuff
When you apply redstone power it only needs 1 EU/t to heat up. The problem is probaly that you just put a redstone torch next to it... Try putting a lever on top of it or add some restone wire between the furnace and the torch -
Replicated with the setup below. I'm not too familiar with the energy net code yet, so I don't immediately have a solution in mind, but I did at least figure out why it was happening.
- Tick 1: The MFE is full, and sends out a pulse of 128. Receives its 63 EU from the generators. Power level is 599935.
- Tick 2: The MFE is not full, so does not pulse. Receives 63 EU, power level is 599998.
- Tick 3: The MFE is not full, so does not pulse. Receives 2 EU (because that's all it demands), power level is 600000.
- Tick 4: Same as tick 1, the MFE finally pulses again.
Yeah that is what I think too, but it is hell of anoying xD
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It's really simple:
I have an MFE with: one input at 32 EU/t and another input at 31 EU/t. Then i got a single output cable going into a Mass Fabricator.
There is nothing more to it... -
how long is the cable ?
The output cable is 1 long... So no loss there
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I got an MFE with an input of 63 EU/t and I have redstone connected to it so that it will only output when full. But when it is then fully charged it only outputs at aprox 42 EU/t, wasting 21 EU/t from my solar panels... I got it connected to a Matter Fabricator so I would think it would output at the 63 EU/t it get in.
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I was bored so i made a giant water tower with 112 watermills...
Output is around 35 EU/s