If greg allows it, would you also be able to get this to work with the storage blocks in gregtech?
I would love to have aluminium covers that I can plate all over the place.
Ahem, if Eloraam permits it, then I'm doing it myself.
If greg allows it, would you also be able to get this to work with the storage blocks in gregtech?
I would love to have aluminium covers that I can plate all over the place.
Ahem, if Eloraam permits it, then I'm doing it myself.
'Scuse me, but doesnt Salty Water ACTUALLY conduct water better than regular water?
How does WATER conduct WATER!?!
Make a Fusion Reactor and Fusion Coils, never use it.
Make a Tesla Staff and use it in SSP.
You forgot "Make a Tesla Staff and use it in SMP", as that is equally pointless.
V2.54a:
Added Industrial Sawmill (small Multiblock Structure). It is for processing Wood (what a Surprise).
Fixed some Bugs.
Tweaked the Autocrafting Table again.
With 4 quad thorium cell in this set up( picture) can keep up 4 ( ! ) steam turbine at 100% which means this system outputs 200 EU/t instead of the original 64 EU/t output. BUT
4 steam turbine costs 664 steel and 4 rotor 396 which is 1060 over all ~16 stacks. The rotors wear out after 40 hours and the fuel last 14 hours. So i think the steam power is pretty balanced.
Your Reactor Design is crap. My Default Idiotproof Reactor Design looks like this:
= Reactor Vents
= Quad Thorium Cell
= Iridium Neutron Reflector (Or a steady supply of regular Reflectors)
It outputs 28EU/t for one Quad-Cell.
You have two Quad-Cells? Then I'd recommend this:
:Intergrated Plating:
:Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Iridium: :Uranium Cell: :Iridium: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating:
:Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Iridium: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating:
:Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating:
:Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating:
It has 56 EU/t.
Do you have the most recent Version, where I fixed the 5 times too large EU-Output of all the Cells?
Lol. And if Etho ask you to buff the matterfabricator, you'll do it
Etho would ask to nerf it even more. Also there is a Config.
Anyway, I thnik it would be good, but maybe it should be workin only with IC² pumps, to buff it. And I guess the recipe will give you a very tiny amount of tin ?
IC²-Pumps are not possible. I would need to overload them, and then I would need to overload the Miner, and then I would need to overload the whole Machines with the same BlockID.
Also the Recipe with the LavaSouceBlocks, which was already there in 1.3.2, is used for pumped Lava.
No its not really a secret. Its even shown in the GUI.
Due to EthoCorp complaining about Centrifuges not taking piped Lava, I will add that.
the main problem is that currently a nuclear reactor can be made to sustain some very high power outputs, with the steam turbines, and with valve pipes, the most you can get out of a nuclear reactor is about 300 EU/t. This output can be achieved with only 4 uranium cells, as it utilizes the bug where each reactor chamber outputs the full amount. The same exact reactor with glass fibre cables, utilizing the same bug, gets 360EU/t. To use a nuclear reactor in steam mode, would require it to output more than the non steam mode version, as it consumes steel in the form of turbines, as well as consuming fuel.
I dint test it, but shouldnt the Quantum Tank be able to accept all the Steam from a Nuclear Reactor, so that you can pipe it out of the QTank instead?
are there any planned uses for manganese? or should i turn it all into steel via the metallurgy recipe?
Nothing much. Maybe also for Steel.
also, is there any planned support for metallurgy utility ores, or are they not registered with FOD?
Define the "Utility Ores" I missed in particular.
Very nice mod and very professional.
If you can call english Wikipedia Professional then yes.
@IBF: Hrrm, doesnt seem that people found out about the secret "Upgrade" to the Heat Capacity, which adds +500.
Silicon cell has pure Si in it right? So how about make silicon cells usable on crafting of electric circuits (as refined iron replacement) and other stuff that needs some good conductors?
Please look at uses for Silicon Plates...
1.4.6!?!
NO MOJANG. DONT MAKE A FRIGGIN 1.4.6-UPDATE!!!
I hate it to update MCP. Especially the NEI-Source! Cant you just stop it? This Version doesnt have serious Bugs, we dont need an Update of it AGAIN!!!
By the way, I managed to find a way without downloading the file to know when GregTech was last updated. This ... somebody may have found it already, and that would show my terrible outdated-ness.
Do not look at spoilers if you do not wish to find out... Although I think it should be fine to Greg...
This post has been edited xxx times, last edit by "GregoriusT" (Xxxxxxx, x.xx a.m./p.m.)
That was possible before my File got larger than 450kB. And its now 810kB. I only edit the Main Post, when I have to add things to the Q/A and such.
mistaqur: Accepted both.
Display MoreGreetings everyone. i rarely post but i just had an idea for a rather late game generator. it really bugs me to burn cells or similar when burning fuel, so i thought how about a generator that doesnt use the cells and only the fuel? my idea is pretty much an upgrade to the old ic² generator which is pretty much for fuel that is not as crude as fuel and such.
i imagined the recipe being something like this:![]()
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(electric one would make more sense)
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the electric furnace heats up the fuel (liquid and gas-like ones like methane) to then burn it. treetap/electric treetap to extract the fuel from the cells. to power the electric furnace i tought maybe have a battery slot that will get used by the machine, but will also get recharged as the machine is working. not sure if this suggestion belongs here or to the suggestion thread, but hope you like it. have a good day
Pseudohero
Centrifuge + empty Fuelcan + Burnable Cell (except Hydrogen) = Filled Fuelcan + empty Cell
We already have so many Generators, which work on burning Fuel, because almost every Tech-Mod has its own Generator (RC has Steam Boiler for example). The Idea iself is good, but since Fuelcans are not loosing the Cans its already in the Game.
I got a bug while using this in conjunction with my other mods. I noticed in NEI that it was showing no items at all, even though there was nothing in the search bar. I went, "That's weird..." , but continued on. I decided to press the vanilla search function and, boom: crashed. Here's my error report. Yes, you read 54 mods enabled. It may have something to do with them, but I doubt it.
EDIT: It's definitely GregTech. I used the NEI interface to move to the bar which said GregTech Intergalactical in the minecraft creative interface, and boom! Crashed again.
Steps for me to duplicate:
1. Start world in creative mode
2. Open inventory
3. Press the search button
ID-Conflict. You dont have the latest Version. I wont help with ID-Conflics.
The latest Version checks for Item-ID-Conflicts and crashes as soon as one of my Items gets Overloaded by another Mod.
Edit: Manganese dust is mislabelled as "Mercury dust". It can be converted into "tiny piles of manganese dust" and has the symbol Mn.
Delete your old Langfile. I once had Mercury Dust, but you probably know about Quicksilver being liquid at regular Temperature, so I removed it. Later I added Manganese Dust into the same Meta-Slot as Mercury Dust.
I already addet one but the lowest value what you can remove from the reactor output is 5 eu/tick (reactor.addOutput(-1)) but i want to add Components which only use one eu.
Its the same request as mine. I just hack into the IC²-Config to achieve this, what makes EU-Changing components from other Addons 5 times less consuming.
At least IC² will have Sounds in the next Update, unless cpw lies.
I'm not really surprised about the low amount of Germans, in comparsion to others.
I've never been on the Cable Loss Calculator Site, because I always use lossless Cables, due to the 100% Efficiency. So typical "Made in Germany".
It seems that you fix the quantum armour translation problem, but the quantum helmet and uiraniumcell was not fixed.
I just dont overload the Armor if the QSuit-Config is identical to the regular behaviour.
Its easy.
Fusion Reactor outputs 1000000EU/p, it then sends those every few Ticks into HV-Transformers.
I dont know if a HV-Transformer can store 1000000EU internally, so it COULD be, that all the EU is wasted, when using pure HV-Transformers, without any Supercondensators.
please don't delete this post!
Why? You both quoted the Bot, so even if the Post gets removed we still have the remainings.
current implementation of API is much more better then before, now you can specify exact amount of power you want get from reactor.
cell produce 1 power.
output got multiplied by value from config.
Comment inside API is missleading but sourcebrowsing discover everything.
And that is perfect, but the Cell should have a Value of 5, and the Config a Value of 1. Or a Config Value of 100 (for 100%), so that one can still nerf it if needed.
I currently have to hack into the Config to decrease the Power Value from Nuclear, by dividing it by 5, for getting an Output of 1 EU/t from Thorium Cells, without having to pulse once every five Cycles. (Of course the regular Cells, then have a Value of 5EU/t instead of 1EU/t).
There are config options to keep the old UU-matter system and you can get a plutonium cells by combining 1 UU-matter and 1 uranium cell. Also, you can get thorium cells out of 32 coal-dust for 25,000 EU or from 2 near depleted-uranium cells and 2,500 EU.
64* Coal Dust as of latest Version. And the 1 UUM for Plutonium is only available, when you use the expensive Way to create UUM. Otherwise it costs 8 UUM.
You can't change it because it's supposed to conflict. ExtendedCropseed is a subclass of ItemCropSeed that adds a few small capabilities to it. (Currently, the final line of the tooltip and seeds being available in creative mode.)
You can remove the Error-Log by removing the original Seed-Item from the List, before adding your Seed-Item, so that there is no "Conflict".