what scrap makes energy?
870 EU per piece. I think this is either a new or underused function of scrap, but that's kind of impressive that you got the setup to work in such a way like this...
Nerf Cobblestone? lol
what scrap makes energy?
870 EU per piece. I think this is either a new or underused function of scrap, but that's kind of impressive that you got the setup to work in such a way like this...
Nerf Cobblestone? lol
QuoteDon't see a real reason to introduce an even higher voltage level though.
If we could get somebody to update Energy Coupler addon, we wouldn't have to worry about this.. since with BC + Additional Pipes you can teleport energy around at much lower losses...
When it comes to EU loss in cables, you always want to subtract 1 from the length of the cable to get it's maximum distance length. The reason being is that as soon as it hits block #40, it will drop the charge, and you won't see any energy on block #41 (which I'm assuming is your Batbox or MSFU)...
The actual distance is 512*39, or 19968 blocks of distance.
No, because Glass Fiber can't handle over 512 Eu/t... ask some people who handle CASUC's and forgot that little detail, lol...
Unless it's been changed recently...
QuoteActually I don't see that anyone brought up anything about chunk loading until you brought it up. Before that there's just people being happy about not having to go through the hassle of manually moving things from the nether.
Actually, I was going to raise this point as well, but was quickly ninja'ed...
From what I can tell, the Ender chests do allow for cross dimensional storage transfer. However, that does NOT mean that you can fully automate things in the Nether, and come back into the Overworld and expect to receive them in return. All that means is that you are still limited to ass-loads of Tin, and bunches of Lava Cells to pull out of your chests once you get done filling them...
Despite that limitation, I do believe that they are still worth the investment regardless. But I don't think it's practical to expect Alba to create a cross dimensional Enet due to various CPU performance issues that it may create..
forgot about that.
Hmm make water mill work with steam?
If water is passively heated with lava water mill will output 0.5 EU/t
If water is heated by working generator it will output 2 EU/t
If water is heated by working Geo generator it will output 5 EU/t
!
That sounds alot cooler then!
I'm not silly
:3
I meant it as a jest about how fun-loving and awesome you are. No one likes people who are 'srs business' all the time..
And I wasn't aware of the Iron Furnace change.. figured that it was decided to be removed instead, lol...
No clue why you wouldnt want to use an Iron Furnace eitherway :O
Because you took out the recipe to convert them to generators, silly! Some of us are a bit OCD when it comes to spending Iron like that...
QuoteThis would, however, ruin any sort of realism we have...
Actually, I'm trying to hear back from my friend/family member in one of our local power companies about a similar generator that works off of piped fluids to energy cheap electricity...
This method already exist, in a way, with buildcraft and other add-on's associated with it. A bit of as circle looping with water could be used, so long as an energy loss in the overall process is expressed.. This of course defeats the purpose of even using said systems, but losses can be overcome via an application of other, available energy sources (hell, even unmanned water systems can work for that purpose in that regard)...
Good point. Also, what came to me during this day: Paper is made like that, so we'd have the opportunity to make paper from wood, which is the actual way paper is made. Paper from sugar cane is possible, but I remember a post on Reddit about "how unrealistic!" being answered with "wiki it, fool!"
That's also a good point. I'd like to see something along the lines of large scale paper manufacturing as well. If I'm not mistaken, some of the earliest forms of industrialization revolved around paper/wood processing, before moving on to metal work and machinery close to the latter half of the 19th century...
*thinks* so how come we didn't have this to start out with in IC1? lol...
Anything with a very high resistance (way over reinf. stone or obsidian) except bedrock will be ignored by the explosion code to fix these exploits.
So instead you'll have random chest hovering over areas where something/one decided to nuke your entire base?
That's... very funny. I'd like to see the hilarious stories that occur with this change.
Which brings up the question: Should you be able to generate basic algae in all colors from the algae chunks? Just for decoration I mean.
You could take a 'breed' of algae and blend it with a series of dyes to get assorted colors, or change its base color with the combination. After-which, you could grow more of the colored algae and continue using them a decoration, or a diminished substitute of the original dye/algae that was used (where 2 colored algae = 1 base dye).
You could give it a burn time of 200 and thus produce 300 EU from each when you burn it. Wood planks would still outpreform them, but the wood dust could be used as an ingredient in biofuel, in which case could be added to cells and collectively burn for much longer in a fuel can than in plank form. This is similar to the process of creating Methanol, a efficient yet highly toxic organic alternative to petroleum that is currently used in Indy car racing. This way, all the materials of tree farms can be subsidized into bio fuel production, since the most effective material for biofuel is from saplings, lol...
I actually have a better idea: Enable CF to have the ability to harden around wires, thus creating a level of 'blending' with the surrounding walls and reduce the level of 'gaps' that they have...
Could be neat, lol...
Pellets -> Charcoal... no, not a good idea..
BUT! If you were to use them as a replacement for Charcoal for torches, then yeah, that would be neat. (where you get a larger net gain of torches via the process)...
What makes you think that ? Have you actually calculated it or you just think so ? I agree that wind is probably most productive of all three, but why are solars better than water ?
It's a bias assumption because you can gimmick the uptime of solars to work constantly if you don't leave home very often. Bed+solar combo is a bit of a broken mechanic, but then again, I think Alba rejected most of the 'solar energy variances' to implement into IC to 'break' this ability. Which somewhat makes this the 'Lay on Hands' move of the mod as a whole, lol....
A Tin cable Water tower can, ironically, be much more reliable in EU production than solar because you can basically ignore any weather conditions and still have power. Hence, from a balance perspective, why they have such a low output. But quite frankly they are so cheap, idk why anyone would disregard investing into them in mass in late game...
QuoteIf we're not talking vanilla IC2, Power Converters has generators called Water Strainers, which are like watermills that take water from BC pipes instead of buckets. They produce 4-5x as much EU/t/iron ingot as solar, but actually pumping the water causes plenty of lag with my Intel graphics
Might need to try this out as well, seeing as how on my current world I'm lacking lava, and the staggering amount of water available is starting to annoy me, lol...
One, the smilies are broken.
Two, reminds me of the REP (Redstone Electric Pulse) thing from Chicken Bones Wireless Redstone mod. Well, I could +1 this, but the EMP pulses ought to have one heck of timeout between uses so it can be used when there are no ops on the server.
Agreed, but I anticipate any type of EMP weaponry to be 'energy whores' in their own right anyway to cause the level of infrastructure damage he's requesting. But I really like the idea, and it would go well to counteract things like the Forcefield add-on and such in very late game SMP...
Really does anyone have link?
Where fans update that project ofc.
ps i use BC 3.1.0
You're SoL on that then, seeing as both Power Crystal's add-on only worked for BC versions 2.2.x and (as stated above) he's not maintaining his mods on an individual basis any longer...
Probably have better luck developing circle loop bucket injections, tbh :-/
Or, we could have luminators set up to accept an indirect Redstone signal that when on force the luminator to turn off regardless of it's internal buffer if all you want are light switches.
This, actually, because that is part of the reason I haven't switched my lights over to the IC2 system of illumination...