Posts by FenixR

    even with the way you define IC2 as "making everything a little more easier" then I'd still suggest a machine like this, because you wouldn't have to go out to your farm and harvest it all yourself or keeping an eye on it the whole time to see if it grows well.
    but I said and I'll say it again, suggestions are based on a player's experience, you have your view on IC2, I have mine.

    Your machine practically does all the work so i find it useless (Or "anti-fun" if you preffer the term), thats what i wrote that your machine screams "Bahhhh im lazy and i dont want to focus my attention on these annoying plants".


    But alright you really are entitled to your own opinions and so do i, so i guess for peace sake i will leave it at that.

    Nope, Name one machine in the whole game that does everything for you, from extracting the ore (in the example of the macerator) to introducing the ore for macerating to send the dust to a furnace to make the ingots to send the ingots to make something, There isnt right? Because IC2 isnt about automation. BC and RP2 are fine examples of mods that can be used for automation. Doing everything for you its a bad way to define IC2, making everything a little more easier would be a better way to say it (Also energy producing and blowing stuff with nuclear power), and your machine screams "Bahhhh im lazy and i dont want to focus my attention on these annoying plants".

    Like i said in another post, IC2 spirit has never felt (to me) about automation. And iirc albaka had said that Agriculture its just more of a side hobby for when you reach the endgame and such.

    Yeah, so go with 0,25 EU/t.


    My Wind-Gens average at 1 - 1,5 EU/t, since they are placed quite low (about 80), but they are never destroyed and since they are just on the top of my "house" they are easy to place. Hard placement is true if you go over 100 in regards to height. But with 80 you still produce a lot of energy but the setup is much easier, you never have your windmills destroyed and rooting the energy to your base is not much trouble.

    But there is still some degree of complication because moving in high heights its pretty dangerous, and with windmills a little complicated since you should remove any blocks you used as floor when you finish setting them up... Watermills dont requires that kind of risk.

    Hmm... transmitting energy through machines should be possible. But it could confuse some energy-networks. And it should stay at 0,25EU/t at least, to match the other Gens. Since it's easier to setup as wind but harder as solars. Water-Gens aren't used that often in the first place because of the great amount you need of them. It would be better if they produce 0,5EU/t but you only get one water-gen out of the recipe instead of two.

    But the convinience of setting up effective watergen models are only beat out by the easyness of the Solar Gen. Windmills needs to be placed high up to produce decent energy and they may be some energy loss if you make them too up+every interference they get from any block but air, Solar Generators can be placed at any height but only works in open space and during the day.


    Water Gen can be artificially made with little effort in underground caverns or in the overworld, you just need to place water and you are done, works 24/7 and with this model interferences are minimum compared to the actual model. (Plus how cheap making watermills are)


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    Of course you can detect it. If the input faces upwards -> vertikal. If it faces one of the side -> horizontal, if facing downwards the water-gen does nothing. Oh, and a redstone-signal shut stop the water. So you could use them as floodgate too.

    This may be a bad example, but i remember that rubber trees have different meta values for the side with the resin source, so that leads to make me believe that minecraft doesnt have any code to specify Upward/Downward/Left/Right Etc posisions, in a way to make Vertical flowing sources to produce more energy than horizontals (I may be wrong)

    Oh, thats looks rly nice, but, i think 0,5 EU. would be better.

    Im inclined to 0.20 myself. With this kind of setup you dont need to have water in all the sides to produce energy, so you would not lose energy from placing the cables to move the energy produced (Unlike in the actual mode where your effiency would go lower because you needed to place a cable, especially in water towers).


    Maybe a special property to Add all the energy produced by linked water generators and send it as a single packet (Would make tin cables useless if too much water gens are used, but i would be a nice addition), so for example you would have something like this:


    :Glass Fibre: :Water Mill: :Water Mill: :Water Mill: :Water Mill: :Water Mill:
    :Water Mill: :Water Mill: :Water Mill: :Water Mill: :Water Mill:
    :Water Mill: :Water Mill: :Water Mill: :Water Mill: :Water Mill:


    So that single cable would move the energy produced by these 15 water mills. (Maybe place a limit to how many Water mills can be linked)



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    For the sake of simplicity I would go with up -> down. And of course it is the most efficient. If from left to right is possible too by rotating the watermill of course I won't care. Maybe you would get 0,25 EU/t for horizontal flow and 0,5 EU/t for vertikal. But number's aren't that important.

    What you are describing its basically the Water Generator having a Input side and a Output side for the water, so direction should not be important (Specially since i dont know if you can detect if vertical or horizontal in minecraft code).


    Also Logically speaking (Lul) WaterMills usually work from side to side (At least the pretty big fucking ones like the hoover dam).

    So a Up-Down water motion no? The same could be applied to Right/Left-Left/Right. Of course limit this by having a side of the watermill "Accepting" water and the other side "Expulsing" the water. the other sides would do nothing.

    It will be a little hard to implement water speed in BC pipes i think.
    If not adding (and removing for geogen) direct pumping, it will be normal.

    I dont think its actually that dificult, but cant say with 100% accuracy since i havent seen the BC Code.


    And that second line, what? Removing from geogen? Explain that second line better plox.


    @Above: I was thinking of 0.20-0.30 EU/T since it doesnt consume the water. Maybe a little more, how it would funtion exactly (Code Wise) is still a little funky to me.


    Graphical Example:


    :Glass Fibre: = Water Pipe


    A :Glass Fibre: :Glass Fibre: :Glass Fibre: :Water Mill: :Glass Fibre: :Glass Fibre: :Glass Fibre: B


    Water is extracted from point A, Travels the pipe until it reaches the Watermill, then it will travel the watermill as if it was a Pipe (But the speed would be 2x-4x slower than a stone pipe), then it goes to point B, nothing its consumed in the process. For Every unit of water that passes throught the water mill some EU its produced per tick (0.20-0.50 maybe).


    Several watermills could be linked but that would slow the Water moving through even more.

    I think its like we are pouring a bucket of water on the weel of our generator, all i can think about at least.
    Still, that would make more sense if flowing water would give us more energy...



    Waait, but you can't pipe anything into generators directly?

    Logically thinking, a bucket of water will not make the "mill" move more than floating water. And the second one was derp lapse while writing i meant watermill.


    Also the best i can think of integration with BC Water pipes is... Make the water generator something that can be put between 2 pipes, it will generate energy when liquid from side A goes to side B, Amount of energy produced will be "Low" (But more effective than the actual model, because you only need one pipe not 30 source blocks or w/e it works now), and of course Speed of liquid will slow down when passing through a water gen. Also only 1 Input and 1 Output side for generator (Logically speaking Water from B side wont be able to go to A side).

    Yeah but a energy generation system that involves some degree of automation (Remove empty buckets and insert filled ones for example, or the Whole Super CASUS that involves farming the snow of snow golems), requieres some degree of logic thinking and alot more of materials that simply inserting a water pipe in the watermill :/, WaterMills are fine right now. (Although i still think that logically "Manned" mode should not exist at all, water doesnt generate Energy, its the motion of flowing water moving the "mill" that generates the energy)

    For such "Abusive" energy system, its only appropriate that a complicated system should be made in order to abuse them like so. Pumping water with BC water pipes its such a "Abusive" idea because the amount of water you can find and pump its at least 100x of the Lava needed to power a Geothermal also Lava exist in abundance, but its actually quite complicated at times to find these lakes, unlike water where you can simple move a few chunks and find a absurdely big water source (I have been draining a river with 2 pumps for a few days and there is still quite a crapload of water to pump from it, its actually quite amazing).


    Besides Albaka also think of WaterMills as a Pretty OP energy source, otherwise why would you think that watermill can only be powered with BUCKETS and not with CELLS?

    Version 2 isnt made for such shanenigans. But... if i bothered with completing version 3 it would be possible to design a system including the parts necesary for the machine to operate-store energy-Receive energy.


    Besides i was thinking yesterday of a "Spare Part" system where you would need add the parts needed for the machine to operate and for every operation tick it would reduce the durability of said parts. Higher Grade parts would have more durability and so...


    Funny how a watermill has = power production to a solar, yet is considerably harder to set up.

    I guess its because they are a lot cheaper that they require a harded setup. And i dont remember Water mill producing 1EU with a efficient model, unless you are refering to both Day and Night cicle as a single one compared to the sole Day cycle the solar generator have.

    I still think we dont have enough tools :3, Machines should break down from time to time and we would need to use some tool to repair them using materials to make them work again lul. (Woops my brain is working again, maybe ill drop another crazy idea tomorrow...)

    Just sort of wondering what everyone uses the explosive mode on the mining laser for.
    I use it to "mine" RP2 rubber trees with NEI "Magnet mode" on given they're quite huge.
    sucks the lappack dry pretty quick but it's only energy :)



    in other news: 1 down, 6 or 7 to go... (spawned near quite a few of them this world)

    Clearing down Mountains with Military Precision... Nukes are just too messy kinda like americans /ijest


    Honestly, i decimated like 3-5 mountains before using the explosive mode and was quite happy with the results since i didnt had a Ugly Crater in place of the mountain, just flat terrain.

    Rather combine the openage with a specific item ^^ Aka, module wrench thingy.


    Sort of complex, but if somebody wants to code something like this (directed at alex and my team), wouldb'tmind adding it.

    My third system (before i scrapped it), relied on a Scanner/Assembler to open the modification menu but i was different from a simple drag and drop system forming pretty figures :P.


    And i didnt exactly said that the Module Modification Gui would come from the regular gui, but mostly from applying a redstone signal to shutdown the machine to allow the modification (But i guess a remote or a special tool to shut the machine would be practically the same... Just remove the wiring to avoid electrocution incidents :P :whistling: )

    Seems near-depleted uranium cells can be made very easily, I'm guessing something would need to be changed if so.

    You would still need to extract the isotope and put it in a breeder (Kinda like making a reneriched uranium cell), only diference its that you will get a different product. A few ways to offset this would be to have more than 1 plutonium in the new recipe for the nuke (2-3 should suffice), or make it so plutonium refining needs more time than reenriching a uranium cell or (If possible) make it so the nuclear generator needs to run PRETTY HOT and stay on that level or above to make the plutonium, if it runs cooler than a certain level it will actually lose progress.

    Mmm, i wonder if it possible to make luminators in a flip flop kinda way, i mean when they receive a redstone pulse they go on and when they receive another they go off.

    A different and maybe a more balanced aproach to this would be to make a new machine capable of simply cloning a Seed bag at the cost of energy and UU-Matter. The more advanced the plant the more Energy and UU-Matter (Maybe even time to do this process) it would take to clone the seed.