I didn't like reactors initially when I started with IC² just because the idea of burning uranium felt wrong compared to just build a wind farm (solar farms are just crap compared to that). But now after some restarts of IC I learned that nuclear definitely has its advantages, and that is the cost to produce it in relation to the power they produce. Build that 70 EU/t reactor from above and your starter base is good to go including 2 diamond/OV miners. Nothing else can give you that much power that fast.
Posts by Two
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Pretty much this i think, if the miner is actually idle, it will stop requesting EU making the Detector Cable to do something.
See my post above: if you have a miner with a pump attached (which should be the standard setup) it happens that the miner stops requesting energy as the pump is working for a split second. If in addition the miner is moving, your detector cable is flickering constantly. To smooth that out, you need to attach about 10-20 repeaters, which is possible but annoying. If the miner would just emit redstone when its done, you could simply place a note block right next to it and thats it. -
You can easily build a wall with a cobblestone generator and some pistons, by having one piston behind the generator push the blocks away on top of some other pistons facing upwards, which then push the cobblestone into said wall.
But how to destroy it once you want to get rid of it?
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Am I missing something?
You combined two mods that are only designed to work together, not necessarily to be balanced in combination. -
Absolutely like that idea. I spent nearly half an hour yesterday to get a redstone system done that activates a note block once the miner is done, however with the very inconsistent power usage you either need a massive signal dampening system or this.
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I think this one of these features that some people for some strange reason find fun until it happens in the game several time. Then it gets boring and then annoying, and then they realize why people were against it in the first place.
However as long as it comes with a config change, whatever, maybe it will make 2 or 3 people happy as they can now babysit their machines.
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At early game tin is in fact a little rare as you need to dig down quiet a bit. But once you get your miners running you usually have more tin then you can store in chests. As an alternative try to search for a natural cave that goes deep, you might find plenty of tin there.
Beside that, I think it would be a good idea to have some kind of fluid (water/lava) storage block that could be put right next to a pump, so you can pull the stuff out with buckets or just throw it away by destroying the block. Something like a Hayo Cauldron
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Slightly exaggerated but kind of summarizes the reason why games should be fun primary and realistic secondary.
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two blocks, you need to frame the cable going out of the chamber, too^^ don't let it blow up because you forgot that. you talked about digging holes twice, i thought we were talking about a frame platform
Not if you place the MFE directly next to the nuclear reactor and set it to emit if full. It will for once receive the EU output of the reactor and in addition switch off the reactor once it is full. Saves you the hassle of redstone setups and you can attach the cable directly to the MFE output. -
Should i continue or you catch my drift?
What Rick said.There is a difference between a player being annoyed because he has to come over a challenge, and a game that purposely annoys the player. The later should be avoided under all circumstances because it will just make the game bad. Wear down of machines without any reason other than to rebuild them using a meaningless fraction of the resources available has approximately the same appeal as the infamous Skyrim 1 minute loading screen: you sit there and wait for about a minute till you can continue to play the game.
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while i can see your point i don't like the idea of burning shiny, pretty, expensive and glowing uranium when i could use worthless lava that's hampering my miner anyway. i also think it's annoying to frame nuclears, since you have to also frame the water around it.
During my last test, my miners found 18 uranium ore while burning away 2 of them. I consider uranium an infinite fuel source unless you plan to create matter with it.Building the reactor is easy: dig a 3x3x3 hole, place a block in the bottom center, place the reactor on top of then, place the MFE on top of it and set it to "Emit if full". Then fill up the hole with water and remove the bottom block you placed initially. Then get paranoid for creepers.
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I understand that Alblaka does not want to release in-dev versions for the obvious trouble they might cause, however with the help of Git the team could maintain a 'stable' branch on such a Jenkins server that only receives bug-fixes until a new major release is considered done.
That would be the idea. -
I do not think that wear-down of machines add any value to the game. As I expect that wear means no immediate breaking after building it, you should be able to generate enough resources to produce another machine before the old one breaks. In fact a lot. Now all that this adds to the game is annoyance, as huge amount of resources means: you do not loose a thing, you just have to rebuild it.
Just take the following situation: you come back from an hour or mining underground just to realize that your Macerator broke apart loosing 60 iron ore in the process because they despawned. You have enough resources to build 10 new Macerators in your pocket. So what is the game value here other than annoying the player?
If this is ever added to the game without a config option to disable it, the only reason I can see to do it is to get players to upgrade their machines to more advanced ones, that do not break down. Otherwise see above.
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i'd still advise you to use two geothermals instead.
That was my last mining setup, however this has severe limitations: at first the miner will stutter, as it frequently uses much more than the 20 EU/t the geo can deliver so you need a Batbox buffer for constant mining, and second the power usage of an average mining run is about 500k, which requires you to supply the geo with about 25 lava sources. Since you usually find much less than that on each run, you have to constantly refill your lava supply.The nuclear method is only slightly more difficult to setup as you need to dig a 3x3x3 hole for the reactor and fill it with water, however from that point on everything runs smooth. The reactor generates more power than 2 miners are using average and the MFE buffers for the EU spikes. In addition those 2 uraniums keep you powered for about 16 complete mining runs, during which you usually find way more than 2 new uranium ores.
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Imo just build two of these
If you think about it, those extra 4 chambers on those super-special 140 EU/t reactors are in the end more expensive and less efficient than two of the above. And if you do it right, they only take up slightly more space than the other. Example setup (top-down view) with 4 of those build with a chamber an top and bottom of the reactor:
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Large, if Alblaka doesnt say that this is the LAST Update for 1.2.5 see Blog.
But he did say... well anyways: is this minor-release thing planned for the 1.3.2 version (aka: the future)?I mean I do love IC² and it is currently the only reason for me to still play Minecraft, however every release so far had it's quirks, e.g. the 1.95 version where water mills weren't working reliable and therefore were useless. Minor releases could be a solution here.
As an alternative it might be an idea to setup a Jenkins-server like the Forge team does. This would allow people to either download the recommended version or a more fixed version with the risk of other bugs, and probably take some release stress from the team. Serious server admins then could then pick the version that works for them the best on their own. I understand that Alblaka does not want to release in-dev versions for the obvious trouble they might cause, however with the help of Git the team could maintain a 'stable' branch on such a Jenkins server that only receives bug-fixes until a new major release is considered done.
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I am still working on a similar idea but use a nuclear reactor instead that runs with only 7 components at 40 EU/t. Since a miner roughly uses 20 EU/t this would allow to power 2 miners (including pumps). So you would have to carry around the reactor + components, the mining setup including a LV converter, cables and a MFE for a total of 22 item slots. If you take some tools with you, that still leaves enough slots to even carry around Macerators/Furnaces to immediately convert the resources found. Add a compressor and you have your infinite, portable mining setup.
The question however is how to carry the resources you find?
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So if you are already using Git then how are chances that minor updates to address small issues will happen in the future?
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By itself, that's a reasonable process, though you'd need to have had at least three copper and one rubber in advance (to make the cable for the SU battery set).
That is actually the issue: to get the coal dust, the rubber and the copper you first need a Macerator, use it to macerate 2 copper, 1 coal and burn/extract 1 sticky resin and you need an additional 3 iron/tin to create a bucket. Effectively you generate 1500-2000 EU by creating a stack of 8 SUBs, however in total that first stack is just 2 tin ores and 2 iron ores less than a generator. In addition the generator can be filled with wood, which you usually have in sufficient amounts right from the beginning, and once you have that generator... why create any SUBs? -
Thats because redstone is not always worth 500 EU. It is worth 500 EU in storage blocks, but exactly 1 operation in machines. Macerator needs 625 EU for one operation, so it is effective to actually put it right into the machine, while putting it into electric furnace or extractor is actually waste.
*Checks Wiki*
*Changes Wiki*
Right... it even says so in the Wiki...