Ok look at my edit, you can make one of theese in few minutes.
Posts by raGan
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If you can do CASUC, why limiting it to have only one SUC slot.
edit: see ? http://www.talonfiremage.pwp.b…=1p10101011101521s1r11r10
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The thing is, it won't have high enough effective EU if it's not CASUC.
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I usually place nuclear reactor directly under my house. I put it about 20 blocks under the floor, which provides enough security, if there is one layer of reinforced stone aound reactor. I let it explode once and nothing in my house was destroyed, it just left big completely hidden hole under my floor. I dont usually make basement so its fine for me. Also this placement allows me to lead cable directly through the center of my house, which is then easily accessible.
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Doesn't work.
Animals on the HV line die but if you have a block above it (so it is hidden) it takes a good 8 hits (at which point them normally have wandered out of range) still good enough for above ground cabling...Didn't work for me neither.
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I just finished making my reactor. I designed my own that has a little better EU/t then the 3 efficiently one. I chose this design because I have relatively a lot of Uranium to use right now.
Reactor (MKII):
- Eu/tick: 140
- Average Eu/tick: 97.55
- Efficiency: 2.33
- Cost: Iron (Dust) 340, Copper (Dust) 669.5 and Tin (Dust) 394
- Cooldown per cycle 72 mins 32 sec
- Credits: Khaos9999
Note: Uses 6 Uranium CellsUpgrade. http://www.talonfiremage.pwp.b…k101010037ps01121s1111110
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Brace yourselves, lightning rod is not coming. Never (most probably).
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Probably i should mention Redwheat requires special light conditions to grow.
You probably won't help more, will you ? Maybe Redstone Torch light level ?
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They work fine on foamed cables, so build your walls out of CF and place them on the walls inherting the cables
Thank you, I didnt know new version is out already.
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But that kinda sucks luminators look nice when placed on walls but without a maintenance free way of powering them there isnt much use.
Can't wait for rework.
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Q: How (far) do plants chceck for air ?
All surrounding 8 tiles, as well as a "straight line to the sky".
It's using the vanilly skymap, thus everyone complaining about "omg each crop iterates to sky, eats cpu" will be shot.
Surrounding tiles must be non-opaque and not crops to be considered air.Q: wjat is the air quality?
A value ranging from 0 to 10, indicating the quality of air and the space the plant got to grow.
Influenced by height, obscuration (other crops around the crop in question) and obscuration (to sky).
Influences growth rate and is important for growth requirements of more complex plants.Not sure if it helps so much, but still.
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What is known about redwheat so far?
Nothing special about it yet. You are free to find out yourself and let us know.
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Link probably wrong, since it's zero chamber Mark I, 2 eff., 2-cell design from the main post in first thread in this section.
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Using 128EU/t is viable option too. One pulse every 16ticks (every 0.8 sec) is enough to catch anything trying to pass through cable. In that case, only 75*length in EU is lost every minute ! It means only 25EU/t for 400 blocks long cable. Medium sized fence can be powered only with single Geo generator, which is very effective imo.
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You may want to add link to your reactor design.
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We can already do that.
Oh well, i need no more.
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So what you're saying is.... that you want us to have 16 different CF sprayers, since colour and number of uses are both damage types, and it is currently impossible to code them both into the same item simultaneously...?
Or can we just get the ability to color hardened cf blocks ?
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got it
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not really its not a simple flip of the design its more like a complete redesign. Anyway reducing iron and copper costs by almost 10% is quite nice
I know, I was just wondering if that inspired you to improve your starting design.