I suggest some fuel - burning engine,because there's nothing to do with tons of fuel.Maybe 500 ticks for 8x power compared to combustion engine? Could be totaly awesome
Posts by Sliderpro
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Thx) Link at their wiki was broken and I couldnt find working link
I like this so much more that BCIC crossover,so goddamn much more -
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I have an idea.Why not to create some advanced version of flatificator program to terraformer, which will try to recreate chunk,where it is placed?Not into original state with ores,etc - but with only cobble,dirt,sand,water,saplings,etc? I pretty much hate holes from creepers,lame mining,carriers,nukes,reactors and stuff like this.EU usage would depend on biome type.as from recepie..if it will go as a program,1 coble,1 dirt, 1 sand 1 seed and blueprint looks nice.
I think,something like that is really needed.
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I'd love some new energy storage,and lapis..why not?
The gap between MFSU and MFU is way too big,I think.Some form of "advanced batbox" would be nice -
Try Nuclear control mod + Redpower snowball farm + Adv machines combo.Recharging 24 cells/cycle - easily
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I like the idea,+1
Still,needs a limit on overclocker,as putting 10+ Overclockers will kill a full quantinum armor way too quick.If extra damage to energy based armor,shot EU value should be enormous (not like 10k/shot dealing 10% damage to QA/10shots\sec with overclocker) or it will make QA useless -
You are simply not getting it... BOTH Points.
No double posts!
Also, a fresh Uranium cell will work for 2hrs 46min 40sec, thats about 10k seconds, in a second 20 ticks happen and for every tick the Uranium cell produces heat to nearby components and reactor hull. IF you end up cutting some of those 10k Seconds then less ticks happens which mean less heat its produced per cell, its quite possible that a certain nuclear reactor setting that regularly would just meltdown if they run for those 10k seconds, would not melt with what you are proposing, and that is DUMB.
Do you get it now? You are taking the wrong approach, next time try with the "Durr hurr Uranium cell efficiency when placed next to another uranium cell is too op please nerf!" and just maybe it would not be so dumb like what you are proposing.
Yes,some reactors won't melt.Do you care much about some unknown and unused setups,or,maybe,which like 1% of people use? Nobody does. BTW most effective setups are discovered and this tweak won't affect them much.
My suggestion is about working time and not eff.What exactly is dumb? discarding some setups? having to babysit your reactor more? Too blind to see,why it's dumb. -
Why you dont edit your posts instead of double/triple posting? Why?!
If you are smart enough you can do multiple quotes in a single post.I am a bit too unfamiliar with forum,but I'll try
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The have much lower loss,when you count in %
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You mean gold + redstone? needed 1-2 times,maybe,than unneeded.Charging scaffolds? that's..a bit unneeded,as batpack isn't that expensive.
Really hope for new recepies -
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Thats the joke of the efficiency system of uranium cells, if they are consumed faster by placing them nearby they would produce less energy making them less efficient, maybe even less than when placed alone. And like i told you, if you cut the number of cycles/tick the uranium cells give, then the damage done to the nuclear reactor and the internal components would be a lot less because you are cutting the number of cycle/ticks.
Yes,less effective.Nope,not less,than alone.
Damage? I'm pretty sure,that almost everybody with a brain learned several reactor config for several situations and not getting any damage.Still,If they didn't,they will have less damage as well as a smaller amount of energy.That's fair. -
You! Stop with the double-triple posting already, Sebra im also looking at you >.>
And that "..." only post was HIGHLY unncesesary.
srry srry mister post edited
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first you make quoting FAIL fix it
second tweaking nukes is serious business cause you can screw up peoples worlds by turning safe reactors in to explosive ones. i don't think your changes are worth the effort
third if you want a harder game play terrafirma craftI wonder,how?
I enjoy it,thx -
Even if depletion not proportional different cell can deplete at different time - not useful.
Are you want to decrease "mind effectiveness" ?...
For some reason,cheating is useful,but bad,why? It is useful.
Things are not measured by *pleasure* you get from them.Remaking solar recepie from 2 cables to circuits wasn't *useful* for player either. -
2 cells next to each other give 20kk because of faster depletion. Are you forgot?
Read again.Depletion is customisable value.You may get 40kk,may get 30kk,may get 60kk
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1.THIS IS
SPARTAMINECRAFT! this is a world of floating dirt, coal fired furnaces with no exhaust, and the ability to stuff server hundred cubic meters of stone in my jeans pocket NOTHING is for sure
2. if realism is applied to green energy then it has to be applied to all energy therefore re-leveling the playing field and keeping solar "on top" as some would put it
3. the user base is used to a certain level of convenience and fun if you want things to be harder play terrafirma craft
4. if your proposing a nerf do to an experience you had in a smp environment take it up with your sever admin
5. if your proposing a nerf do to an experience you had in a ssp environment then shut the hell up you can't tell me how to play1) Hey,that's not that WE can change,but we're talking about things,we can affect.Maybe the feature would be added someday.Notch is obviosly,strange person,to add things like new planks,correcting some bugs and doing such stuff for months,while it is obvious,that minecraft itself isn't worth alot of play-time w/o mods.Vanilla minecraft is vanilla and mods are to bring new gameplay and complexity.
2)ehem..didn't get it
3)I sure enjoy it and would like things to become less straight-forwarded.Bringing complexity and different/difficult changes.If you don't need some functions,just dont use them.
4)ehem,no.I am admin myself.
5)ehem,no.I am not telling you anything.I am suggesting and ideas are to be polished to perfection,not just "maan thats too dificult/unusual/strange looking and smelling/OP",as this sucks -
I didn't specify the value,by which cells get used up faster.To lose this advantage in 2 cells reactor,cells must deplete 2 times faster.Thats too much,obviosly.What makes you think,that cells cant deplete,like,10% faster per 1 cell attached?They sure can and you won't lose that benefit.
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Simple math will show you of constant matter to energy value in this case.
I mean effectiveness would be one always.
Bad idea.1 cell gives 10kk eu,2 give 20kk,2 cells next to each other give 40kk - double efficiency for same resorces
3 cells next to each other give how much more than 3 non-touching cells? a lot more.
Which math? -
Why should it? Typically,you would run either unheating and unexploding config,where with my change would mean nothing,but cycle lenght - or heating config for far more energy,which you monitor with timer - having to check reactor a bit often won't affect overall reactor peformance.
Stanalone cell working time and cells standing next to each other and having same working time for xN energy?Nobody likes the idea of making things more difficult,but that's the price of thing being more adequate. Same working time is frigging overpowered and casus reactors are obviosly showing it