Posts by Ranakastrasz

    yup, solars flowers should not be mobile source of power, leave it to low-chamber nuclears/geo/conventional
    looks fine for me


    ...


    You seem to be missing the point. I could just go out and say that EVERY MACHINE IN THE GAME will generally have to be moved sometimes, with the possibly exception of solar panels aside from the occasional misplacement. Experimentation is clearly not safe to do, both because of the HV explosion issue (which I see no issue with, you can easily avoid it by designing your setup correctly) and the issue with trying out multiple setups to see which one works best (I have an issue there, it tends to delete your resources due to something you have no control over)

    from building windfarms, plugging them into MFSU via EV, making autoscrap factory for my massfab and upgrading my workshop to advanced machines only


    no challenge, just crafting and crafting
    only things in IC that aren't cheap is nukes and MFSU


    While induvidually things may be (relatively)cheap, when you take into account that you tend to need quite a few (as in a LOT) more of them than of other machines, and hence the chance of failer will result in more machines, meaning more resources lost, meaning it tends to balance it out anyway. Just because you can make, say, solar panels with relatively low cost, does not mean that they do not use a lot of resources to make the number you need to have a practical setup, and hence with larger numbers if ever moved means more average resources lost.

    machines are cheap anyway, it's just the way things should be to keep it interesting


    ????


    Do you actually PLAY industrial-craft? I'm not sure where you get the idea that machines are cheap.


    But regardless, I would like a way to move a machine with no unavoidable risk. (technically a creeper coming along is avoidable, as is using a drill instead of a wrench, while using a wrench and the RNG giving you a failed dismount is not avoidable)

    I'd be fine with it being a config option.


    Indeed. As it is, it would merely save some work, as both in single palyer, as well as multiplayer, I have absolutely no issue with TMI-ing up the resources to recreate the broken machine, simply because it is not a good mechanic, and the idea that you will not have to reloacate any of your machines every is silly, as well as that mistakes in placement occur.

    when you take something apart and then put it back together there's always few bits leftover (c)
    obviously , sometimes those bits are critical :D


    seriously - this is ***th thread like this, and it's been explained like above same amount of times; everybody knows that re-assembly is way more complicated than just assembly


    Ok, then why dont we get those bits back? Or when Steve fails, does he throw the excess in the nearest lava pit/ Crush it under his boot?

    you actuall can control it to 100% loss-free, place machines flawless, so you wont need to wrench it
    there's no loss on machine placing :D


    There is no loss on machine placing already, it is the removing that is an issue. I dont actually see any reason to have a wrench in the game if it sometimes doesn't work for no discernible reason, which you can do ABSOLUTELY NOTHING ABOUT (actually, according to the heyo-speak, it is due to a lack of engineering skill, so we clearly need a way to increase that skill)

    Cos you'd only need 1 stack of wood (64 items) to make a diamond? Vs ... ~3600 items through the scrap process?
    ... Don't complain too much of they might take diamonds off the list of possible scrapbox items :)


    Good Idea, Diamonds definitely should be taken off of the list, as that would prevent me complaining that the whole scrap box system really needed to be redone, or removed.

    The thing is that solar panels have a higher average output last I checked, twice as much, unless the 0.25 average output of optimal waterwheels was increased to 0.5 or higher, and take up far less space. (although they cannot be built underground)
    water wheels are *slightly* cheaper, but not by much.

    I think the main thing is that solar power, windmills, and water wheels all use no input (well water wheel can) for constant power generation, although lower than other generators. The thing is that, aside from the nuclear reactor, and possibly geothermal, fuel does not really last that long, making it rather ineffective in comparison.

    Lol he said tick not second so your post is really fail. Btw even at 20x reduced cost its still really expensive to make. You can make some nuclear reactors for those maths too and they will make way way more. Or just windgens.


    Hmm, Misread it, so I was incorrect. Yes, that is certainly a rediculous amount of energy, and resources to make it. And no, it is not expensive to make it at 20x reduced cost in my opinion.

    cond.


    Lol@fail


    Solar pannels generate 20 Eu/second, ot 1 Eu/second. You fell into the same trap I did a while back assuming Eu/s meant second, when it really meant tick, 20 of which are in each second. This means your costs are all 20x too high.


    800 refined iron
    400 tin
    300 copper
    300 rubber
    200 redstone
    800 cobblestone
    300 coal
    300 glass


    That is not actually that hard to make, I certainly would not have a major issue with it, although the rubber and iron would take some time.

    I think this would be useful, if purely because it would allow you to make longer lasting *infinite* energy sources for experimentation with TMI, like with the force field mod, where I create like 10 MFSUs, wire em up, and stuff laptrons in them, which dont really last all that long.