I was thinking of making it easy to see a rough idea on how much you are depending on any one cable. If you have a reactor that is putting out X eu/t and you are only using Y eu/t you have a good idea on how much more room you have before you need to upgrade/add to your power plant.
Posts by pizzadudecook
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I looked through the suggestion section and didn't see it so I really hope I am not bringing up something that was already covered.
I love the detector cables, but I was thinking. What if there was a detector cable that had a different redstone output on each face (or at least 3) depending on how much power is going through the wire? I would love to have something of this nature to see how much of a load there is on any given line. Say side #1 will activate if theres >=32eu/t, side #2 activates between 33eu/t and 128eu/t, and side #3 activates between 129eu/t and 512eu/t.
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Well looks like I need to dig a little more into redpower logic gates. That makes things all pretty.
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Water tower?EDIT: New pictures in 2. post! Take a look
Water mills in a tower filled with water. Will help supplement a little bit more and just kinda look cool as well.
Ninja edit: I like the new pics.
Ninja edit two: How do you have the light switches running on a button? Wouldnt that just cycle them on/off for a second? Or am I just being a complete retard?
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And now I want to build a water tower to supplement my solar flower/windmills. I fogot to upload some screenshots before I headed to to work today. Anyone have some good screenshots of their water tower setup if you have any?
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Throw in a wind generator farm instead. I have a few supplementing my solar flowers, neatly hidden in the tops of the RP2 rubber trees. Do that and you have a constant incomming flow.
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I have a setup on one of my worlds that uses the detector cable and it works rather well.
Solar Panel: (Incomming power) / Wire / (Detector cable) Battery array
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Redstone gate
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Indicator lightThis way when it's charging the detector cable shuts off the gate and puts the light out. When current stop going through the cable the gate is reversed and the light is on. It lets me know if my machines hooked to the batteries are finished producing. If there is more current going through the line than needed by the machine the light flashes. I have the same indicator setup between low/med/high/extreme voltage. Also have the same indicator setup for my reactors if they are running as well as a remote shut off.
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EE is really fun, but it makes the work to get all the materials too easy for my liking. But don't get me wrong, EE is a really great mod. I just feel better if I dig around for the material rather than create it with my philosipher stone. I do have to say though, destruction catalyst is fun as hell to use to plow through mountains.
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Coins would be a neat idea, but what a total waste of refined iron. I think just items would do fine.
Example: 10 tin = 1 copper / 10 copper = 1 iron
Just a thought, but I would much rather do it that way than waste a whole bunch of refined iron turning them into coins.
4 refined iron = 16 coins / 9 coins = 1 refined iron, just seems like a waste of good iron to me.On a side note I made a somewhat confusing diagram of the power plant layout. If you have a server I would love to build another plant to extend the reach.
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Guess I should read dates. My mistake people.
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I upgraded everthing to 1.0. Seems to run a little better for me.
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I see what you did there. I was hoping this was a post with the release notes.
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I was having the same problem, then I tried using mcpatcher version 2.3.0_01 to install modloader/mlMP/forge in that order and it worked great. Try that out and report back.
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Enough lurking on these forums! This thread made me decide to post here. I think this is an epic idea and I had to start something similar. I will throw up some screenshots as mine progresses.
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A thought if you use RP2 you could run a wire to a MFS just before the location to cut their power by remote.