I think the reason that the web-design isn't used is because it is CPU intensive.
Posts by Norisak
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This is why I disabled the IC2 sounds
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I also designed a 2070 EU/t
It looks like this. -
The nuclear reactors explode multiple times. I made a video to demonstrate.
The mods I have is Buildcraft 2.2.13, Redpower 2.0pr4e & Industrialcraft 1.81 of course.
The video should explain most of it...EDIT: Forge version 1.4.0.55
EDIT2: Tested with Forge version 1.4.0.52, the bug is in that version too. -
Now that you mentioned it, I also noticed this, I just thought it took damage really slow, but then I got quantumsuit armor and it degraded pretty quick.
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This is a great idea, I definitely support!
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Good idea +1
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The redstone behavior of energy storage blocks doesn't work properly. The "Emit if full" option only emits if it is completely full, so if you have a row of batboxes for storage for example, and you are draining some of the power, the power will go to 39968 in some of the boxes causing it to not emit redstone. I looked at the "emit if empty" option and it works just as it should, it emits if it has less EU than it can output, and not only if its 0 EU. So the "emit if full" option should be changed to: emit redstone power if EU is larger than(or equal to ) (max_storage - output), for batboxes it would be larger than or equal to 39968 to emit redstone signal. This issue also appears in the "emit if partially filled" option.
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This doesn't make any sense, you can't generate infinite energy with a special generator that makes power from the earth's magnetic field in real life either...
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I agree, upgrade slots in the pump would be nice to have.
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Also, just like Ranakastrasz said, the Emit if Empty option should emit if the eu is less than it can emit.
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Its already nerfed in 1.2
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Im not sure if this is possible, seeing as last I checked, they overfilled past capacity when needed. However, empty wise, Seeing as they cannot empty in most cases, due to the reasons you stated, Empty, ought to be counted as less than it can emit.
I have tested it with batboxes. Some of the batboxes have 40000 EU, while some have 39968, which is 40000-32. So I think if the EU in the storage is equal to, or larger than the maximum capacity minus its output value, it should be counted as full. I hope people understand what I mean
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In the energy storage blocks, you have the option to change its redstone behavior.
I like to set it to "Emit if full" because then I can make a storage, that has a display of how much energy I have.
The problem is that when I use energy from it, some of the blocks will have 32 EU (for batbox, 128 for MFE and 512 for MFSU.) less than the maximum EU, and therefore not emit a redstone signal.
So my suggestion is that there should either be another option that emits if it is almost full like this, or change the current "Emit if full" to output redstone power if it's 99,9% full.Please share your thoughts about this!
EDIT: Instead of emitting if 99,9% full, rather emit if the EU supply is larger than or equal to the maximum EU storage minus whatever it emits per tick.
This is 39 968 for batboxes, 599 872 for MFE's and 9 999 488 for MFSU's. -
The sounds in industrialcraft doesn't follow the sound setting.
All "new" sounds are played with 100% sound volume, and I have to adjust the sound slider back and forth to apply it to the new sound.
This is annoying, since I usually play with 10% sound, so I can hear other people I'm talking with on skype.
Even if I have the sound setting to "OFF", the chainsaw, windmill, macerator or whatever I have running, will emit a LOUD noise, as if the sound setting was set to 100%.