Posts by MagusUnion

    @Magus: Buckets stacks? Im guessing when they are empty because i remember they did not when they were filled with something.


    Yeah, only the empty ones stack up to 16.. but that equals 1 BC Tank, so then all you would have left to do is place and fill the tank up with the filled buckets, and then pump that out with a pipe leading to a teleport pipe on the end...


    (Probably even easier since they reduced Redstone Engines to a single pipe gate function...)

    You people miss the Fact that i didnt even suggest something to make Tincells reuseable. Just an API-Hook to get the amount used for crafting them, for various purposes. f.e. you COULD make a Canningmachine which gives the Cells back, but you could also things make require more Tincells aswell.



    I'd rather just farm renewable resources for cells constantly and improve that end of the process than worry about space consuming cells...


    Besides, since buckets can stack, I'm sure there's an easy way to port fluid around and still retain storage space... (Probably a Buildcraft solution once tele-pipes return.. lol...)

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    Okay, I miss full block cables


    I don't... damn things... Although the 2000 EU/t HV that was in IC1 was more practical than current IC2 voltage schemes


    Still.. I'm glad to say that I was one of the first group of people to pick up IC and watch its evolution as a whole.. quite an experience, to say the least...

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    to make it much easier to get Tincells back.


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    easier to get Tincells back.


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    get Tincells back.


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    Tincells back.


    TIN PINCHER!!!!!!!!!!!!!!!!!!!111@112!@!@@4111!!


    (sorry Greg, had to bust your chops on that one...)


    It would be highly useful, considering forestry adapts a host of container like functions for fuel/material transfer..

    Btw, we already have a machine to convert hot things to cold things and energy. They are called geothermal generators. So, put hot coolant cell into geothermal - and you get some heat in generator and cooled (to 100C or so) coolant cell.


    You know that this would make Geothermals even more OP than they are atm, right?
    (but we still love them for how much Minecraft wants to spam us with lava at every stretch of the mineral rich flat world)...


    Besides, you could only pull from a threshold max of 20% of the excessive heat from the reactor (and all the units count towards the total possible recievable heat as well, so spamming them isn't going to help you). Only heat irratiating out of the reactor that is not primarally cooled can be leeched, and even if you run your reactor very hot, it's not likely that you'll gain a heap of extra EU from this system..


    And even IF you designed a reactor to give off as much heat as possible for this process, then it would melt and explode long before you actually get a return on your invest with said setup...


    I mean, come on, we're talking in the ballpark of an extra 0.35 - 0.95 EU/t per unit. I doubt that's highly game breaking...

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    that is close to what I actually mean. So you mean something like gen, where we use up cooling cells heat + depletable ice = Energy?


    If it's within a particular proximity to the nuclear reactor where the heat can radiate onto it, then yes...


    You'd probably need a Hazmat suit to even get within that range, but the additional energy should be worth the investment.. Plus, only the Ice (or other 'cooling source' *coughBuildcraftcoughForestycough*) would need to be refilled, as the initial water investment stays constant within the system (we'll assume a perfect semi-closed system here and exclude that water loss via the heating/cooling)...

    What would be kinda neat to have would be a 'heat-leech' generator, that can absorb up to 15% of a reactor's emittion heat and convert it into EU. This would work closely to how Redpower's Themopile does, as the generator would need a 'cold source' to create a temperture gradient in order to develop a polarity charge. Of course, the 'cold source' will deplete over time and usage...


    Mechanics would include (but not limited to):
    - Penatly for 'cold source' proximity to actual reactor (aka, the cold source warms up and kills the gradient)
    - Upgrades and techniques to boost the EU generation of the generator
    - Different types of 'cold sources' and liquids to use with leech generator


    Realism?: Think of it as a combination of a water heater and a hydroelectric turbine. As the water in the tubeing for the generator heats up, the pressure increase. This pressure increase pushes the water to spin the turbine down the pipe line. Then, the water is sent back into the 'cold source' to disperse the remaining heat, and recycled in the system...

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    Now that CASUCs are gone, building a viable reactor requires a much more complex internal layout than before.


    Working as orginially intended...


    My only comment is... Deal with it.


    I'm glad you people don't really have any actual control over the mod development otherwise reactors would output 999999999999Eu/t and could be made of simple sticks and stones.


    Damn Truth...


    Not in the Industrial rage server those recipes were turned off.


    Not the greatest of judgement calls to be honest...


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    but it just pains me to think that 90% of users get IC2 just for that bloody macerator and its unholy effects on ores.


    And forget the fact that you have rechargable tools, armor, and machine functions that mean not having to throw constant fuel in a block just to get an action out of it? I'm sorry, I don't see how your whining has a valid argument...


    Relying on explotive mechanics just results in a much harsher fall when the nerf finally comes down. Did people whine about the Water mill nerf? No, because it was well deserved and the fact that Watermills weren't ungodly outputing in energy. CASUC's were ridicuously powerful for a setup that, in many cases, was simply copy-and-paste each and every time you started a new world. It was almost akin to copying talent trees for MMO characters, and that you could just sit back and spam something easy because that's what got you by...


    But now nuclear is much more 'intelligent' in terms of learning how to play with them (Plus, it's a really good copper sink if you don't bother to turn that form of ore generation off in any other mod, lol). It's well deserved, and good for the mod as a whole. If you can't handle that, then I'm sure there's plenty of explotive means to generate power with forge mods...

    Might as well change the name of the 'Ore Dictonary' to being the 'Item Dictionary', as that's where your best compatibilty really is...


    But I like the idea of the feature regardless.. Plus, an API for the Canning machine is pretty overdue, as many view it as either useless or explotive in its basic design...


    (oh, so what am I going to do with all this stupid zombie flesh? Scrap? Cheaper to frikkin Cobble-gen....)

    Because its sole use its for enchanting (Also the fact that you lose some/all of it when you enchant) what i say that i should be called something like Life Essence or Mana or Coin their own term for that instead of exp.


    It's just goes to show that despite Notch's great genius at trying to create and develop attributes to Minecraft, not all of his ideas were worth implementing...


    Thankfully Jeb has evolved the game into something that's a bit more robust than in beta version's past, lol...