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...
Nope just 18 tin cables... And the weird thing is that sometimes i get 5+ EU/t from the 3 windmills that i got...
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.
Why the hell have you first posted this now?!
It's simple and brilliant
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?
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
Could you please explain the progress step by step?
You are welcome!
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
I was playing around with windmills and when i tried to make a "cable-pole" I saw that when it could not become any taller the cables would still be consumed when I tried to place them. This happened to both tin and copper cables.
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
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...
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.
I was bored so i made a giant water tower with 112 watermills...
Output is around 35 EU/s