That setup is still pretty inefficient. You could cut out half of those cables. Check the solar panel thread in the Electrical Engineering subforum, it's possible to place the panels very compact now.
Posts by Viktor_Berg
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A very good idea. That way, one can run MV/HV cables on ground level without risking to damage any machines that might come into contact with them.
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Something wrong with copper and Iron wire?
Way too much required if you want to transfer power far away from the base. Also, impractical if you want to utilize the power far enough from the base that its chunks unload.
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I've been thinking about this, too. A generator is never just a box full of heat. It has to transform that heat energy into electrical energy. The main components are the heat generator itself, the steam turbine and the electrical generator.
Now, this does increase complexity of electricity generation, and does make the start of a new world slower (as you need to create more before you are able to efficiently use the new machines). However, this does open some room for flexibility. Such as: a heat system for generators, a possibility to fuel several turbines from a single generator, or the other way, powering a single turbine with many low-power generators.
Now, this does not apply to windmills and watermills. However, both conventional, geothermal and nuclear reactors can use this system. Would be especially useful for nuclears, as it gives a further use of their heat (higher heat -> higher steam pressure -> faster turbine -> more EU). The problem is, all the energy calculations go out the window with this method, so I am not sure Al will approve of this.
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Well, alright. But I still can't see someone wanting to use up valuable resources on EU generation.
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3000 EU per lava bucket and refined iron.
8000 EU per 2 lava buckets and 3 refined iron + redstone + cable.
20000 EU per 3 lava buckets, and a ton of other resources.I mean no offense, but are you insane? The current EU cost on lava buckets is absolutely fine, no need to nerf GeoGens JUST after they became viable now that we can actually stack the damn fuel. It's enough of a hassle to haul as it is.
In short, if your suggestion were to come through, nobody would EVER use GeoGens again.
And it's not just about the low EU output. Nobody in their mind will use up Refined Iron (one of the most valuable resources in IC2) on some energy that can be produced by one-time investments like Solar, Wind or Water generators.
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I like the idea of class, efficiency and EU/s output calculators, but I'm not sure about premade designs.
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According to Alblaka, as of the next version, the Bodyarmor will properly absorb all damage as it should, and horizontal speed while jumping will be increased to proper amounts.
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On outward cooling: the reactor only considers the 3x3x3 cube with itself in the middle. Yes, Reactor Chambers are included in this cube (if any), but they do have 2 cooling per chamber, as opposed to 0.25 per air block or 1 per water block. No, the chambers do not have their own cooling cubes.
On cooling elements: do remember that Reactor Plating only cools 0.1 heat/cycle, not 1 heat like Coolant Cells. Also, I am not sure on how much Heat Dispersers cool down. However, Water and Ice are NOT traditional cooling elements. All they do is extract excess heat from the reactor hull and vaporize immediately. They can only work if the reactor hull is not enough to vaporize them.
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This. Annoys. Me. So Much.
A reactor going critical is a good thing. If a reactor didn't, it could never work. What you're referring to is when the reactor is supercritical, when it's heating up. Of course, it's always the most fun when all control is lost and the reaction goes prompt supecritical. Also known as "kiss your base goodbye"
You do realize you are just nitpicking at naming, right?
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I believe every damageable item must have a unique ID.
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So we'll see the Dentist Drill back in 1.00? Oh boy...
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You seem to forget that you can use Charcoal to fuel generators. Which is renewable. And very fast with Bonemeal.
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A single Long-Range shot destroys 24 Smoothstone, and AT LEAST 128 dirt blocks. Tested in a controlled environment, confirmed, put up on the wiki.
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The thing is, once IC2 gets updated, a chance to destroy machines will likely be implemented for the wrench again. So you run a risk of losing 8 diamonds because of an unsuccessful MFE dismantling. Which will make this matter even worse.
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Oh... use nano sabers... very fast.
A tad expensive to build AND maintain for a simple cable removing tools. Not everyone plays with TMI.
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Yes. When you are using a jetpack, it considers you "off the ground", which gives you a penalty to mining speed. This applies both to jumping, swimming and jetpacking.
You can, however, use a Mining Laser in Low-Focus mode to effectively have an insta-mining drill which uses slightly more charge per action (I believe, it's 100 EU/beam in Low-Focus, versus ~67 EU/drilling operation for a Mining Drill). So if you don't have EU shortages, and can afford to spend a few Energy Crystals on a Mining Laser, you can get a superior mining tool.
Do keep in mind it doesn't support the use of a Batpack, but considering a single full-charge Mining Laser can be used a whole 800 times in Low-Focus mode, I don't think it's a problem.
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It would be nice to be able to charge Miners using Energy Crys... oh who am I kidding, it will never be implemented for "balance reasons". Meanwhile I'll have to muck around with cables all over the place just to wire up a miner.
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In BC 2.1.1, the smaller hitboxes are definitely genuine. In previous versions, you could not access a container or a machine from the side that was obstructed by a pipe due to the hitbox. However, in 2.1.1, you can completely surround, say, a chest, with pipes, and still access its contents through the edges.
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Copper: layers 10-70, most common at layer 40
Tin: layers 1-40, evenly distributed
Uranium: layers 1-64, evenly distributed