Posts by Pyure


    This one was posted on this thread. Its similar to yours in that it easily stabilizes. At 80% heat it generates 840 eu/t. Its the only IC2 nuke design I use, ever.


    http://www.talonfiremage.pwp.b…zkp9ynvk4yranpdd9x31o2t4w


    I'm not complaining, I ask, knowing that it is a fast Java language, a natural question arises. Most of the problems in mods and in the game lies in the code, not the power of iron. When A majority of users with very different characteristics of the final device is about the same code is executed, and there is almost no device where the execution takes place not long on the eyes, the output of who to contact problem is obvious.
    I analyze some of the mods is long the total download time and trying to understand why for a long time, if you can do faster? Your mod uses a lot of people around the world, you do not care that it does not run as fast as we would like?


    The thing you're missing is that the code isn't running slow. Its just doing a lot more work.


    Thermal Expansion may seem to be running faster, but only because it has to setup a few mechanics. As a result it doesn't even have similar optimization code because there's so little work to do.


    By way of contrast, GT has to set up millions of mechanics. There is far, far more work being done. If it used the TE logic to do it, it would take far longer.


    The only way to get what you want the way you're suggesting it is to actually remove GT content. Maybe get rid of most of the materials or something. But that's not very fun for anybody.

    For game balance reasons, output should scale with difficulty. MOX isn't just the best output, sadly its also the simplest to put together.


    I realize you can't do much about that, its out of your hands. But it sucks that there's no good reason for me to make an actively cooled reactor.


    Even if there was just a config option to make passively-cooled reactors output at 10% output (instead of 50%), that would help a lot. Bleh.

    Agreed.


    I looked through the configs last week and I couldn't see this, but I wish I could make all non-5x5 scale down to 20% output. *That* would be an incentive to "upgrade".


    As you can see though the design I used wasn't a fluid reactor design, just a standard MOX that outputs a ton of eu/t at good efficiency.


    I think my problem here is I keep asking the same question: Why should I stop making MOX reactors? They're way better than 5x5 reactors. I can make one in a few minutes, in a smaller space, and they crank out a ton of energy. Nobody seems to be able to tell me "You should use a 5x5 reactor because they give better efficiency" or "better point output" or anything like that.


    As far as I can tell, they just suck.

    Yeah, around there probably.


    Btw choco, border collies rock. just sayin.


    Any idea how efficiently that would burn fuel compared to, say, this thing? http://www.talonfiremage.pwp.b…zkp9ynvk4yranpdd9x31o2t4w


    It consumes 60 uranium per cycle but I can comfortably run it at 900 eu/t (theoretical maximum of 1000 eu/t before your base becomes bowl-shaped). I'm not actually sure how much total EU it gives per 60 uranium sadly, so unless you're a hyper genius you might not be able to answer my question.


    Ultimately I'm still trying to figure out a reason to abandon Good Old Simple MOX.



    Edit: for clarity, that's a MOX reactor design from Alright, so: MOX reactor designs.
    With the description:


    6-Chamber Reactors
    EU/tick: 1000
    Efficiency: 20
    Building cost: 396 copper, 153 tin, 657 iron, 36 lead, 48 gold, 22 diamond, 32 redstone, 2 glowstone, 2 lapis, 79 rubber
    Running cost: 60 U-238 per cycle
    Designed by: Blackpalt


    Remind me, what does this translate into in EU?


    Fusion reactors shouldn't explode. If anything damages the reaction, fusion processes simply stop happening, and everything very quickly cools down.


    There isn't enough plasma in a theoretical tokamak to approximate a TNT explosion as you described. It may take up a lot of space but its extremely diffuse. I wouldn't want to drill a hole in one and stand there like an idiot but if I was, I'd be the only person killed.

    I'm 99% sure I didn't already ask this here but I'm tired so who the hell knows.


    Anyone tinkering with Blood Asp's fork of GT? It adds back Thorium fuel cells.


    I'm wondering if anyone's tried out the resurrected thorium in a 5x5.

    I guess I am highly curious as to what makes the energy net so difficult to work on and why it's been broken since IC2exp's inception. Also why everyone seems loathe to fix what really does seem to be IC2exp's glaringly-obvious Achilles heel. I mean ... isn't it just an evolution of the IC2 Classic energy net? Can nothing be gleaned or adapted from that at all? If not, what about GregTech 5? Greg has managed to have a fully-functional IC2 Classic-like energy net for how long now? Is collaboration there impossible?


    This.


    Just adopt the damn GT enet and be done with it. Do it. There isn't anything that can be come up with that is so vastly superior that it justifies X years of IC2-hiatus.


    IndustrialCraft is supposed to be a popular mod, not just one whose memory is sustained by oldschool users. I'd like to see this be true again.

    With all of the features that IC2exp keeps receiving ... I must admit complete and utter bafflement that the very backbone of the mod, the EU energy net, is still in a state of complete disarray. I mean ... I do welcome the features and changes, but at the current point in time, EU, the transformers, and the different types of cable might as well not exist. RF is currently deeper in features than EU is ... and that just feels wrong!


    To me it seems that the lack of a properly functioning energy net is the reason that many have abandoned IC2exp. I feel that when the energy net again functions with more depth than RF that people will start returning to the mod again. The rest of the mod is there. There are all the features of IC2 classic, as well as many new ones. But ... the crippled backbone is a glaring omission in what is otherwise a wonderful mod.


    This one's a no-brainer. IC2 on its own is a footnote in modded memory these days purely because of the busted e-net. The only reason I even run into this anymore is purely because I play GT.


    This is really disappointing because the rest of the mod seems to be moving in a decent modern direction.



    I did speak to Player about it a few weeks ago about IC2's direction, he said it was not knowing a way to keep performance with the E-net with it being so complicated not being very motivating to work more on it. It'll get there eventually, but how long eventually will be is another thing


    This is incredibly disheartening :( "Eventually" is code for "Vapourware." But god I hope I'm wrong.