Posts by FnordMan

    Redstone engines never explode in current BC.


    Plus with the new power transport pipe you can abuse the hell out of the new system :)


    right now i've got a 12x12 "power grid" of redstone engine to power any device that needs powering. (via a power transport pipe)
    It's been powering a refinery for quite a long while now refining a bunch of fuel pumped out. previously it was powering the pump. Will probably hook it to a quarry next after the oil's done refining. (the refinery is *SLOW*, let it run overnight twice and it's still got quite a bit to go)


    what's the quarry going to feed? my recycler array, of course. (after suitable sorting so only the cobble and dirt heads into the array) Of course any metals will be dumped straight into central processing and from there dumped into a chest under my base. (item transport pipe)

    Are you sure about the reading? I can't get 3EU here no matter what, not even if I put the bat box glued to the dynamo's output, its still 2EU.


    What configuration are you using for the blocks? I mean, positioning in game, not Ids... Are you using windmill or water wheel?


    By the way, i'm only updating version 1.2, so forget about 1.0, I wont work on it anymore


    My main save i'm using a wind mill. In the test case I used a water mill. Same results on both.


    have one gearbox from the power source down and initially to a 3 way split that later got expanded to a 9 way vertically from the 3 way. (same as the pic, just add 2 more layers)


    using glass fiber cable to connect it all to a bat-box.


    and yup, measure right outside any given dynamo and I get a 3 EU/t reading.


    hmm... that's odd, downloaded the latest version just now (1.2), extracted it to a folder off of mods (had it in a zip before) and Modloader reported this:
    FINE: Mod Loaded: "mod_JBDynamo 1.1" from mod_JBDynamo.class
    Oct 06, 2011 11:27:10 PM ModLoader readFromModFolder


    ok... color me *very* confused. it all works fine now, despite it being the exact same download, just in a slightly different location. getting 18 EU/t now from the massive array.
    The reason I use the mods folder is that it's tons easier dealing with that then stuff in the .jar, also tons easier to upgrade or remove stuff. I've got the core files and APIs in there sure but anything else gets dropped in the mods folder.


    thanks for the effort either way. Apparently a .zip in the mods folder acts a bit different than just extracted to it's own folder.
    Although I really do need more power.. i've been procrastinating on the solar farm I sorta need to build. (the dynamos are nice but won't be enough for a mass fab off somewhere)
    More than enough for a bank of Macerators though, just not enough for a couple Induction furnaces, those are nice but are rather power hogs.


    Wonder if it's just a odd mod interaction that i've got going on. I'll set up something separate later with just IC2 and BTW. (later because my hand's not liking me at the moment)


    I've sorta gone a little out of control with the dynamos. I really don't need this much power right now yet i've got this nice 3x3 grid of 9 now. A Bit expensive but totally worth it as the power only fails in the rain. Even then it only fails there because i'm too lazy to go hunt down some cow to make glue.
    Course the eventual plan is a EV wire to a miner off in the distance but i'll need some diamond for an upgrade to the bat-box first.


    ok, made a copy and ripped out the rest of the mods. the EU Reader is still reporting 3 EU/t


    in other news: built a 5x5 array with TMI and a bunch of glass fiber cable just because. Large arrays are possible but they rapidly get to the tons of resources stage so 2 or 3 EU/t will definitely feel about right, depending on what you want to do. They also take up a *lot* of room.


    plus there's inherent limits to how many you can pack in without even more resources on Bat-Boxes of MFE's.

    I'll check again.... it worked for me, but maybe I missed something.....


    Wonder if it's just a odd mod interaction that i've got going on. I'll set up something separate later with just IC2 and BTW. (later because my hand's not liking me at the moment)


    I've sorta gone a little out of control with the dynamos. I really don't need this much power right now yet i've got this nice 3x3 grid of 9 now. A Bit expensive but totally worth it as the power only fails in the rain. Even then it only fails there because i'm too lazy to go hunt down some cow to make glue.
    Course the eventual plan is a EV wire to a miner off in the distance but i'll need some diamond for an upgrade to the bat-box first.

    Fixed the dynamo not sending energy when the world reloads, fixed the config file issues (more info inside Readme.txt) and changed output to 2EU. New file on first post


    hmm.. re-packaged it as a .zip, dropped it in the mods folder, dropped config file in it's place and still not getting power on world load. (had a derp moment for a bit, no power! realized the bat-box was full after doing a few things) Not a huge deal but I figured i'd point it out.
    you said it was supposed to be reduced to 2/t from 4? i'm getting 3 from each of the dynamos, total of 9/t.


    I'd provide my save but i've got an interesting mix of mods and basically all of BTW got their Item IDs reassigned :)

    Cable going into the bat box. Cursor pointing at the cable I knock out. Haven't had to do it lately but i've been largely underground hunting for diamond lately.
    I've got three feeding a bat-box via copper cable and glass fibre going out (could only afford the 6 bits)
    screenshot Here
    Didn't see a way to attach it so I just did it that way.

    Reduce the EU output to 2/t. It'll be the same as the IC versions of renewable energy generation, if not less (bascially because they both parallel each other in design, but not in look)...


    Also, how about using Steel in the electric -> mechanical energy version (separate block perhaps)? Steel is hard to make in BTW, and is a primary end-game item in the tech tree progression for that mod. Would also make sense because you could craft it alongside with Refined Iron and Copper as well... (as well as have it only be able to accept LV current)..


    Sounds good to me. At 2 EU/t they would still be worth building.
    Sure you could generate a lot of power still but that would be a very large array and would quickly spiral out of control if you want to do large power sources without loss. (be it glass fiber cable or large number of Bat-Boxes)


    Incidentally, not sure if this is a bug with IC2 or the dynamo but i've got three feeding a Bat Box which feed a few machines. Once in a while i'll find them without power, have to break the cable connected to the bat-box and re-connect it. Not a huge deal but figured i'd point it out.
    Even at 2 EU/t i'd still probably have the dynamos in place as they work 24/7, unlike solar and are tons better than the 3 generators they replaced. (snarfed them to make their replacements)

    Woo, love it, using it with 1.15 on 1.8.1


    I wonder a bit about balance given you can power as many as you want with a given BTW power source. (using wind in my game right now.. just barely got that up and running)


    I second the notion about how there should be a block that works the other way around. I almost don't care if it's rather expensive, if you wanted to maintain balance you could include a water wheel as part of the recipe for it, that way your at least that far up the BTW tech tree. Would allow underground use of BTW stuff without running long axle chains or having to use running water for the water wheel. Don't like the sound of running water around if I can avoid it.