that was my impression as well, but his point is that fall damage protection is more useful to him that the effect of the quantum leggings, be it insane movement speed or high jump.
Posts by blub01
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Suggestion: Add some kind of Archimedes Ships Intergration. Like having jet motors and plane parts, ship controls and stuff. Say like, making an engine room on the boat, take some kind of pipe to output the heat and other fluids, making some sort of friction disc to put the propeller on under the boat. And on a plane make some fuel tanks pipe the fuel to a jet motor, and to the controls make some sort of control wing at the back of the plane, and a metal pole that goes from the steering stick to the back part. It ould be awesome if you did this!
And normal wings for the planes. And air intakes. these have to be a thing. -
but a weed generator isn't a problem as long as there aren't any unoccupied cropsticks nearby, is it(and i mean any cropsticks not occuppied by plants with growth >= 24)? there would be no weeds spreading because there is no space for weeds, i think.
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or Openblocks tanks. these don't store any more per block, but can be expanded indefinitely in all directions(fluid will flow down to the lowest level, though). They don't use iron, either(but obsidian, and thats not THAT hard to get, and i recall OpenBlocks having a block breaker, too, so you can automate it.)
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You *might* consider using tanks with a higher fluid density than buildcraft tanks.
EDIT: for higher fluid density, and so you don't have towers going to y 256. -
yeah, i mean that he means that being mean is pretty mean, because it would be mean. i mean.
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he didn't ask about the harvester, but about the fertilizer. and you can just macerate cobble for sand.
Once I breed the crops I like what's the best strategy for spreading them out across a large field? In my early thoughts on how to do it, it seems like that could be as time consuming as the breeding was.And what's the final word on Weedex? If it's done once, by hand, and only on bare cross crops before the take a plant...still harmful?
Well, with weeds and stuff, it probably tike quite a while.. there is a mod that essentially adds the IC² crop system without weeds, though, if you really don't want to sit next to your plants for hours. If you breed the resistance high enough, weeds shouldn't be that much of a problem though. and if i recall correctly(amd it hasn't been changed), plants with a growth over 23 are immune to weeds, but start spreading them. And there might be a way to automatically remove weeds with Computercraft(or Opencomputers, if you don't want it to be that OP), with mining turtles checking for weed crops, removing them and placing new double cropsticks, you would have to supply cropsticks en masse then, but you could just leave it running over night(i think, and it is definitely possible if you have enough seedbags to populate 2 rows, one horizontal and one vertical). -
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do you watch direwolf's forgecraft series? he did MFR biomass there and it is stupidly powerful if you make it efficiently, I don't know about usage efficiency, but if you use 9 different plant types, it uses like one plant every five minutes to keep ~10 biogenerators going(in Dire's base), which produce 160 RF/t each, automatically turn off when the internal buffer is full, and are cheap to make(a piston and 2 blazerods are the only items that might actually be hard to make, if i recall correctly). if you breed the GGR of the crops(really only the GG part) high enough, you would probably not even need one max-size field.
And yes, several hundred tile entities are a öag source, no matter what you do with them. -
I just read the opening post of the GT thread, the part about "read the tooltips, the hammer for example can crush blocks in-world, so the recipes aren't in NEI", and remembered that ex nihilo for example adds recipes for its in-world crafting(the hammer, for example), and AE2 does it, too(sort of), so why not GT too? It would definitely be nice to have all the crushing recipes(for example) in-game.
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I know of two mods that say otherwise out of my head. That vanilla isn't realistic doesn't mean mods can't be.
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but the faster you move, the higher the friction. if the wind has trouble accellerating the blades already, it won't manage to speed them up further earlier than if the blades are lighter.
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The wind puts the same amount of power into the rotors, but iridium is heavier, and thus a certain speed equals more energy --> same energy equals less speed.
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but once you have more than a couple biogas blocks, you'll get quite a bit of lag, because explosions use quite a bit of computing power, and a hundred explsions at once simply take A LOT. Also I don't quite get the purpose - if you want to blow something up, use nukes.
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and when you have thermal expansion, you even get power two times. but i don't quite see how this feature is useful, just get a diamond drill and mine a bunch of netherrack, it should essentially insta-break with the diamond drill.
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or you just have to run it to level 0//whatever the lowest level is now exactly if there is no bedrock present on this xz-axis.
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wasn't it already once? I faintly remember an iridium rotor, not quite sure if it was an add-on or vanilla IC
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So I'm putting that 1280 biogas together, and I realized there's a potential problem. The fluid ejector module doesn't have an obvious side, so could inject biogas into the biomass pipe. I figure you've of course got that problem licked by now, but how?
As far as i know, the fluid ejectior(the item one, too) can be shift-right-clicked on the side of a block to make them output to that direction(aka you shift-right-click the top of a block and it will output to the top only(or the bottom, not quite sure there)).