2.0 Energyproduction
Same disclaimer as 1.0 for these Icons
2.1 Solarenergy
You may noticed the extreme Lag caused by Solar (and other ULV-Energysources), this is because of the huge amount of EU-Packets travelling through the Cable (mostlikely Tincable). I suggested a less-lag-Idea to Alblaka and he replied with i would have to add AT LEAST TWO LINES OF CODE to implement it, so hopefully this is dividing ULV-Lag through five, in the future, but now i will show you the blueprint of a Low-Lag-Solar-Flower for today.
Slice from da Side:
<- Output
Directly from da Top:
Blueprint is completly Symmetric.
Batbox output is facing down.
= Any wire (you need only one for every Batboxside except the top)
= Solar because it's Icon looks like
It's easy and doesn't lags so much. And the Solariterating to Sky-Lag is nearby nonexistend (try to use an OV-Scanner, which makes the same with iterating to Bedrock)
Note on Solar:
Rain and Thunderstorms are not affecting Solarpanels in Deserts (I looked at its Sourcecode), so place it in Desert to get more Energy.
2.2.1 Windenergy for Workshops
Now about the Wind, if you don't want to set up one of these GIANT Windfarms (like SpwnX), but just want to power your Workshop with cheap Windenergy, then this will be an efficient Antilagmethod.
Slice from da Side:
There should be no block next to it.
look at the IC²-Wiki for details about Windmills.
<- Output
Directly from da Top:
:Wind Mill: :Wind Mill: :Wind Mill:
:Intergrated Plating: :Wind Mill:
Blueprint is completly Symmetric.
Batbox output is facing down.
:Wind Mill: = Windmills, not Chests like in the Disclaimer
if you think that these sounds from the Windmills are too much laggy, then go to your IC²-Config and set "soundSourceLimit=32" to 10.
Note on Wind:
Rain and Thunderstorms are affecting Windmills also in Deserts (I looked at its Sourcecode too)
2.2.2 Windenergy in large scale (Massfabrication)
Look at this Post, SpwnX explains all.
2.2.3 Mathematical Notes from our Windmillengineer SpwnX (for MC 1.2.4+)
Wind mill at 128 (100% of maxheight) on 1.1 generates 1x
Wind mill at 256 (100% of maxheight) on 1.2.3 generates 2x (will make wind mills break VERY often)
Wind mill at 192 (75% of maxheight) on 1.2.4+ generates 1x
Wind mill at 256 (100% of maxheight) on 1.2.4+ generates 1.33x
If you have Mods which are changing the Heightlimit (maybe to 512) then you have to place your Windmills even higher to get the same effect.
Windmills, which are producing more than 5 EU/t having a 0.003125%/sec chance to break.
2.3.1 Small Geothermal Setups for the early Base
You want to use Geothermal for your Workshop and you get rid of this ON-OFF-ON-OFF from your Geothermals? Maybe you are looking for this invention:
both Storageblocks (Batboxes in this case) facing right.
Geothermal Input -> :Cable: :Glass Fibre: :Cable: :Batbox: :Cable: :Batbox: :Cable: -> Output
Switch the Redstonebehaviour of the left to "Emit if full" and for the one on the right to "Emit if empty".
:Cable: :Glass Fibre: :Cable: :Batbox: :Cable: :Batbox: :Cable:
:Intergrated Plating: :Copper Dust: :Intergrated Plating: :Copper Dust: :Advanced Machine: :Copper Dust:
:Intergrated Plating: :Copper Dust: :Copper Dust: :Copper Dust:
:Advanced Machine: = RS-Latch connected to the Redstone
:Cable: = Normal Cable
:Glass Fibre: = EU-Switchcable
That way it turns any connected Geogen OFF if the first Batbox is Full and ON if the second Batbox is empty.
2.3.2 Geothermal Setups using Redpower for 1.2.5+
Since Redpower has Pumps, you can throw BC completely away. Here a Design for RP-Engineers:
Slices from the Side:
:Glass Fibre: :Glass Fibre: :Glass Fibre: :Glass Fibre: :Glass Fibre: :Glass Fibre:
:Geothermal Generator: :Miner: :Geothermal Generator: :Geothermal Generator: :Miner: :Geothermal Generator:
:Coal Chunk: :Empty Cell: :Empty Cell: :Empty Cell: :Empty Cell: :Fuel: :Wind Mill: :Cable: ... :Cable: :Fuel: :Lava Cell: Lavasource
:Intergrated Plating: :Force Field: :Coal Chunk: :Coal Chunk: :Coal Chunk: :Coal Chunk: :Copper Dust:
:Intergrated Plating: :Copper Dust: :Advanced Machine: :Copper Dust: :Copper Dust: :Copper Dust: :Copper Dust:
Slices for Front- and Backside
:Intergrated Plating: :Glass Fibre: :Intergrated Plating: :Intergrated Plating: :Glass Fibre: :Intergrated Plating:
:Intergrated Plating: :Geothermal Generator: :Intergrated Plating: :Intergrated Plating: :Geothermal Generator: :Intergrated Plating:
:Intergrated Plating: :Coal Chunk: :Coal Chunk: :Coal Chunk: :Coal Chunk: :Coal Chunk:
:Intergrated Plating:
:Miner: = IC²-Pump (works if adjacent to Geogen, but needs ONE empty Cell to start running, which will be NOT consumed)
:Empty Cell: = Space for Lava under the IC²-Pumps
:Fuel: = Grate
:Cable: = Liquidtubing
:Wind Mill: = RP-Pump
:Coal Chunk: = Solid Material for "piping" Lava without a Disaster
:Advanced Machine: = Circuit like in Picture 2 (60sec Timer + NOT-Gate+Pulselimiter connected to RP-Pump)
You can use a RP-Lightsensor :Force Field:, to detect if there is Lava under the last field, to activate the RP-Pump only if needed, to waste no Blutricity. If you have RP, then use this Design, because it produces 30000 EU per Lavablock, instead of the normal 20000 EU, using Lavacells or BC-Pipes!
2.4.1 Automatical manned Watergens with RP
You want a secret Base underground AND renewable Energy? Then this is maybe your choice if you are using Redpower.
Slice showing left Side
:Glass Fibre: :Glass Fibre: :Glass Fibre: :Glass Fibre:
:Water Mill: :Water Mill: :Water Mill: :Water Mill:
:Cable: :Cable: :Cable: :Cable: :Advanced Machine: :Cable:
Slice showing right Side
:Glass Fibre: :Glass Fibre: :Glass Fibre: :Glass Fibre:
:Water Mill: :Water Mill: :Water Mill: :Water Mill:
:Cable: :Cable: :Cable: :Cable: :Tesla Coil: :Bronze Hoe:
The Top (without the E-Wires on top)
:Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Intergrated Plating: :Coal Chunk: :Water Cell:
:Water Mill: :Water Mill: :Water Mill: :Water Mill: :Tesla Coil: :Bronze Hoe: :Water Cell:
:Water Mill: :Water Mill: :Water Mill: :Water Mill: :Advanced Machine: :Cable: :Water Cell:
:Bronze Hoe: = Deployer is facing the Water filled with 9 Buckets at the beginning
:Tesla Coil: = Filter pulling ONLY full Waterbuckets out of the Deployer
:Advanced Machine: = Retriever pulling the empty Waterbuckets out of the Watergens to the Deployer
8 watergens per Setup are the Max (theoretically 32 but then that timertickingsound lags like hell).
The blutric Wiring and the Redwiring are not shown here. The Deployer, the Filter and the Retriever should use the same 2 sec Timer. I know 2 seconds is bad but wasting Enderpearls for Retrievers is bad too if you not were in the End.
2.4.2 Unmanned Watergens
If you really want to use unmanned Water then is SpwnX Watertower maybe the right for you.
This is an examplemap for Watertowers
2.5.1 ICE-CASUCs in 1.2.5 and earlier
After i managed to blow every single Waterbucket-CASUC up on chunkload, i decided to make ICE-CASUCs. So here a small Picture of what i connected via Magtubes to my Requestsystem. (Yes, Retrievers are working also through Magtubes)
It's Itemdetector is in Stuffed-Mode to be sure that the Reactor ever has at least 8 Stacks of Ice, and my current Iceproductionsystem is using a Thaumic Duplicator, but it doesnt matter where the Ice comes from, as the Reactor just stops when it hasnt enough Ice in it.