Posts by Snyke

    First line of the link says "There's a random value from 0-30 which represents the windstrength." According to the code it says "windStrength = 10 + Random.nextInt(10)" which is a value between 10-19.
    So there is either more hidden mechanic that I wasn't able to find or your information is outdated.

    Yeah that's the initial windStrength. Windstrength is constantly changing.
    In onTickInGame you can see once every 128 ticks updateWind() is called:


    When wind = 30, upchance = 0 and it can only go down, when wind = 0, downchance = 0 and it can only go up.

    Step 1: Decompile IC2 code
    Step 2: Look up formula for wind mills in the code
    Step 3: do reverse math to figure out that the optimal height for a wind mill is 195
    Step 4: Build a wind tower of 12 mills and measure the EU output to be 40 EU/t avg as expected.
    Step 5: Learn that wind mills are indeed very powerful and post about in the forum
    Step 6: Wonder if I will get a diamond for every poster in this forum who posts "get a clue!" without having a clue themselves and where to build that diamond palace...

    You didn't calculate in the weather (x1.5 when it's thundering).
    Plus a wind mills output isn't constant.
    Plus the average isn't 3.33 but 1.66.
    http://forum.industrial-craft.…ad&postID=56732#post56732


    Moving on more on topic:
    Averagely, windmills produce 1.66 EU/t
    Averagely, solar panels produce (1 * 12 + 8 * 0) / 20 = 0,6 EU/t (calculating full day & night).
    Meaning, at optimum height windmills are about 2,8 times as good as solars.
    But it's a big hassle getting the power down, and their placement is way more difficult.
    With forestry you could up it to 2 EU/t averagely though... with a constantly active rainmaker.

    Wouldn't the setting "Emit power if full" do the same?

    Yes, but that makes you unable to power any other machines.


    @Flameanatorx


    I don't think so - can't see the original picture anymore, but there's a 1 tick delay before the mass fabricator gets triggered.
    So if you're pumping 512 EU/t in you might lose 512 EU once. But with solars/wind it's great.

    Could someone give me some MJ values for the energy output of a Combustion engine? From my latest runs... they do seem crappy as (and idk if this is mostly due to the 'lagtime' of the engine) I don't get a steady yield of power as I try and convert it into EU. Is it due to how the delay of the engine pumps power into the Pneumatic node, or is there something else I'm missing?


    Just needed a couple of power pipes, silly me...


    But seriously.. what's the output numbers on Oil and Fuel... 2 to 5 MJ's?

    Exactly, oil outputs 2 MJ/t, fuel 5 MJ/t.

    I am having a crash. Can anybody please help me? (P.S. , I skimmed through the previous pages but found nothing to help me)

    This looks like you first installed 4096 block id fix, generated the config, then took the 4096 block id fix out.
    Deleting the config should work.

    Thank you Snyke for great addon ! I have small suggestion. Can you add new engine equivalent hot redston engine (power 1 eu\t) ? It's needs for full automatics fabric. Or add electric wooden pipe with custom setup speed and power. Sample 1 item per seconds- 1 eu etc... Electric wooden pipe will be best. Fine tune for eject items very need thing for full automatic fabrics. And add slot to all engines for transformers upgrade to accept any energy source.

    Eerm, I dont think an electric redstone engine would make sense, seeing as they can't overheat, and would draw 0,125 EU/t lol.
    However the electric wooden pipe is nice. Need to see how that'd work codewise. Put the transformers upgrades on my todo list.

    So, can you remake your wind mill math formula? and re-post it. So i may do the math for tower design.

    Windmill mechanics:
    There's a random value from 0-30 which represents the windstrength.
    If this gets above 20 or below 10 the chance of decreasing or rising more will decrease.
    There is a weather value aswell, if it's raining this is 1.2, if it's storming its 1.5, other wise just 1.
    EU/t output = (windStrength * (height - 64 - blocks around windmill(itself not included)) / 750 * weatherValue).
    If the output is larger than 5, there is a chance equal to (this value - 5) / 5000 of the windmill breaking, which is checked once every 128 ticks.
    We dont want any chance of it breaking so:
    5 = windStrength * (height - 64 - blocks around windmill) / 750 * weatherValue.
    5 = 30 * (height - 64 - 2(the cables beneath it)) / 750 * 1.5
    5 = 45 * (height - 66) / 750
    3750 = 45 * (height - 66)
    83,333 = height - 66
    height = 149,33
    Optimum height is thus 149.



    You can calculate average output by taking windstrength = 15 (which is the average windstrength).
    So average output of a windmill at 149 = 15 * (149 - 66) / 750 = 1,66 EU/t - all day, all night.
    Average output of a solar panel = (12 * 1 + 8 * 0 ) / 20 = 0,6 EU/t - meaning windmills are 1,66/0,6 = 2,766, almost 3 times as good.

    You mean WIFI-IP, WLAN-IP or even LAN-IP.


    That means this Server is not accessable via internet (I tried that myself and failed)

    192.168.0.3 = LAN-IP (local area network)
    WAN-IP (wide area network) is the IP we use to connect. So no I mean WAN-IP.
    Well atleast TeamSpeak calls it WAN-IP.


    java.lang.IllegalArgumentException: Slot 200 is already occupied by forestry.BlockTin@1faa05dd when adding Transformers.BlockElectricEngine@53670068


    Not compatible with forestry for minecraft? I r teh disappoint. D: /cry


    If you had looked into the error for a sec, you would've seen that this is just a block ID conflict.
    Disable transformers, find some unused block IDs & use the config accordingly.
    Its not so hard.

    I think the problem is more that he deleted IC2 aswell. It's not being loaded lol