Looks very interesting, would be very cool if i could find a way to intergrate this into my server and LP series.
Posts by Quintine
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I only ever bother about throughput with my breeders run 1-2 cycles then power them down for a while.
Cant say I have ever had issues with copper except early game and Iv always regarded chests full of material as a waste.
I also dont bother rock cutting coal, seems like a waste of time imo. TBH I dont do much rock cutting at all. -
http://www.talonfiremage.pwp.b…ymxri6whppacct7l1038vk4qo
Here is a slightly refined version of Bricked's reactor
http://www.talonfiremage.pwp.b…eod1t9s6bobofcplm4fetnnk0
That is the breeder used in all my builds.
Only uses ~1300 Copper to build (Less than 1 x64 Quarrys worth with default IC2 spawn rates)http://www.talonfiremage.pwp.b…t7ghpeoi27mb890agjw82no5c
Is the ever so slightly more maintenance intensive breeder, but its quite a bit faster. Only uses a tiny bit of lapis per full cycle.Edit: Iv never bothered to try and get the ratios perfect as I have a tendency of running thorium reactors everywhere.
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Awesome
If I were you I would hitup one of the other mod authers that have NEI functionality, they may be able to help you.Also you need a donate button
Edit: Well that's shitty, my internet crapped itself as i went to post my edit
Anyhow why not add overclocker ability to your assembly table, thus allowing users to chew large amounts of EU to make your assembly go faster.
1M EU and 1Hour
vs
~582M EU and ~9Mins
Seems like a fair trade-off to me (Was just using 1M and 1H as guesstimate starting points)
Edit2: This isnt using quite the same formula for increasing speed as IC2 uses, instead it is using a
T / S = X
Where
T= Time
S= Speed
X= Time after Speed multiplierSo 50% faster would be 150% or 1.5 in that calculation
1. 60 / 1.5 = 40
2. 60 / 2.0 = 30
3. 60 / 2.5 = 24
4. 60 / 3.0 = 20
5. 60 / 3.5 = 17.14285714285714
6. 60 / 4.0 = 15
7. 60 / 4.5 = 13.33333333333333You get the idea.
Giving what looks like a diminishing return on assembly.
Keeping the default IC2 Power increase per overclocker will also keep balance in check.Like in my previous edit with a 1M starting cost the cost after 12 overclockers would be 582M EU in 9Mins
working out at ~53,888EU/tIf the base cost of a combining is 100,000EU then 12 overclockers will result in 5.388EU/t (Probably good for vanilla IC2 players) the 1M EU starting point for those with GT installed. (Or the ability to change the base cost of a combine would be handy that way everyone can tailor it to their needs)
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Have you thought about adding an NEI module to your mod now that you have your own crafting machine?
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It also lacks a crafting recipe as its not yet finished afaik
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The gui bunching is purely to fit more texture packs a little better (Such as sphax) its not needed but would be a nice little change to just provide a more complete feel.
The multi input output would allow for a much larger ability to be used with mod machines, Gregtechs come to mind as nearly all his machines have 4 ouitputs (Some 5 now i think about i, and 1-2 inputs)
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I would love to see this as just a goofy addon to fool around with.
Would be hilarious to see someone run a factory of only fruit and vegetables.
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Actually I have another request, Could you bunch the GUI elements a little tighter? making it easier to position for other texture packs for when you get round to doing the tank view n whatnot. Also It may make the accellerator more appealing if it had up to 4 export slots per item.
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Good to hear, iv been hanging for some news for a while
Edit: Do you think you could change the default name of the Accelerator to UUM-Accelerator so it doesn't have the same name as RP2's accelerator?
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I like this, Something so you can get similar results without GT, because no matter if you run with or without this is a problem that used to drive me insane.
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Well i think combustion engines need a bit of love, even with the buffed fuel/oil values they basically suck for energy production (Use a boiler). A thought came to me and im not sure if it would be possible, but IF you use electrolyzed water as a combustion engines coolant you get a better cooling process but also an accelerated higher output.
Something like a cooling value of 3 and an increased output of say 40% per Tick. It would give an interesting use for the liquid in conjunction with BC (The same could be done for RC boilers perhaps) making your electrolyzed water a good supplemental BC power source that also acts as a reasonable coolant. This also promotes using higher MJ/t fuels for the higher throughput (At the cost of more coolant due to heat ofc)
Pushing things like fuel up around the 10MJ/t mark (And making combustion engines semi useful midgame)Forestry already provides a good conversion method (Lossy but configurable) as well as a Fuel>EU generator
Im hoping you choose a way that feels a bit unique to the other conversion mods. -
Cant get within 50 meters of the vats they use at the steel works for in their blast furnace when they are cooling down (You will get third degree burns) Lava gets hotter than them (Its not just molten steel, its molten rock as well)
And that is why minecraft lava is cold, you can fall in it hop out hop in some water and your all fine. -
Actually Minecraft lava is just very cold, too hot to touch, but as lava goes. Ice cool
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How about a nuclear reactor style setup where you setup linked potato batteries to output massive EU, possibly up to 6-7EU/t from a fully decked potato reactor.
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Yes sounds very similar to another mod (For HL2) I am thinking of, and its keybind system was excelent.
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Also UE's power system is a bit funkey for the purposes of power conversion, and I have a feeling that the stock generator is 120V which is MV for UE
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Didnt you realise that steve is actually superman, He often carries around ton's and ton's of stuff in his backpack so 1000kg of water in a bucket seems good to me
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If you go up a few posts you can see the recipes being used for stuff.