A very nice array, although I am not the biggest fan of diamond-shaped arrays. Personally, I think I would have dealt with the loss of 1-2 EU/flower and used 4 of "my" solar flowers to make a square 14x14 solar array.
Nothing personal, though, okay?
A very nice array, although I am not the biggest fan of diamond-shaped arrays. Personally, I think I would have dealt with the loss of 1-2 EU/flower and used 4 of "my" solar flowers to make a square 14x14 solar array.
Nothing personal, though, okay?
If I recall correctly, there is a mod that adds a light sensor block. You can just use that and wire the signal to the buffer batbox (assuming you have 2 batboxes in parallel). That way, when sun goes down, the sensor activates and (if needed, inverted) redstone signal dies, which makes the batbox release power.
Seeing as Bronze is not magnetic, bronze boots not working actually makes a lot of sense
Gold isn't magnetic either, but Gold boots work just fine.
Outward cooling : 6 chambers + 1 reactor : 13 + 20 water blocks :- 33 h/p
Each water block only cools 0.25 heat, so it's -18h/p, not -33. You still have 15 heat/pulse not dealt with.
The point is, you cant stack buckets, thus you would have a whole machine setup, using 200 EU, just to fill a single bucket... rightclick much?
Cells can't be directly fill, and filling them manually is a pain. That's where the pump excels.
I am later going to set up an automated lava cell filling machine using BuildCraft. Does the Miner still pump up lava?
I noticed this too. The sapling drop rate for rubber trees is not sufficient to hold self-sustainable rubber farms. Which might be a balance issue, but as of now is more of an annoyance than anything else.
Ha!
You repeated my suggestion almost word for word. No, no, I really like the idea, and I even proposed a recipe similar to that (only with HV transformers [Back in BC1, when they didn't use Lapotron Crystals]).
Would be kinda neat, but the losses shouldn't be too big. I mean, for 1 diamond, you can get 16 Fibre Optic cables, which only have a loss of 1 EU per 16 tiles. I'd say the distance loss for such a transporter should be about 1 EU per 4-5 blocks. The distance is calculated by summing X, Y and Z differences between the sender and the transmitter.
You must macerate coal to get coal dust, then combine that with water in the crafting grid (don't worry, you get to keep your bucket) and then compress the result in a compressor.
Once a second? Not enough.
IFurnace can (on 100% heat) perform 2+ operations per second :3
It's called an Adv-Machine for a reason, you know...
You forget that you can join 2 pipes powered by 2 engines. And those 2 engines can pump out of the same double chest. So it's still possible.
On that note, any thought of creating a small addon to add electric engines to BC?
I don't really remember how fast horizontal speed while jumping was in IC1, but I'd guess 75-80% of max speed would be satisfactory. Needs testing, of course.
On the topic, the magnetizer doesn't work with bronze boots, despite them being metal.
The title says it all. Nothing breaks the flow of running fast more than being unable to jump forward appropriately fast.
This applies to both sprinting barefoot (only Quantum Leggings) and with Quantum Boots. I sure hope it wasn't intentional, as leggings quickly lose much of their appeal right there.
Just to state the obvious, the will only use the first input/output slot though.
Nontheless, if you have the furnace heated up it still uses MUCH less energy then Electric Furnace... even without considering your only using 50% of it's capacity.
You will need good engines though, wooden ones surely cant macht it's smelting speed.
I beg your pardon? Fully heated up (flashing between red and yellow) wooden engines go extremely fast, about once a second.
Read the sticky in this subforum. Robots have been suggested before and will be implemented.
How about being able to paint pre-placed wool blocks? I know it's kind of cheating, with 1 dye lasting 16 uses, but still, it's a logical thing to do, and it's not like colored wool is some extremely valuable resource.
As of the moment, I found no tool suitable for quickly destroying cables. If I remember correctly, in IC1, the Drill, the Chainsaw, any swords and any pickaxes (as well as the wrench, but at the expense of lots of durability) could quickly remove wrenches.
In IC2, removing large stretches of cable is a major pain.
Here is another 32-panel design, slightly more compact (7x7 instead of 9x9):
Please explain what you mean by "it doesn't matter"...?
The losses are negligible compared to the voltage. Even if you create a 500 block long cable, and assume a ridiculous loss rate of 1EU/tile, you will still only lose 500 EU per 2048 EU, and that is considering it's a VERY long cable (so long that if you put it in a straight line, it will span over 31 chunks), and a RIDICULOUS loss rate (I am assuming the actual loss is more akin to 1 EU every 3-4 tiles).
Considering batboxes are pretty cheap to make (6 tin ore, 6 redstone, 4 copper cable), and considering the new energy algorithms, it is easily possible to create huge solar flowers with zero energy loss. Using only one batbox and 17 cable pieces, a single solar flower can house a whopping 49 solar panels. In fact, this array is way too much for the poor batbox to handle, it overflows very easily, so trimming this down is in order. Here is a picture of a trimmed down array. Adding a single cable piece and putting 4 more panels on each end will add an additional 16 EU/t, and adding a singular solar panel on the top will give a grand total of 49. Although this can only be handled by MFE's/MFSU's.