Actually Massfabs are Advanced Machine devices; why can't they accept lapotron crystals as actual power input?
No slot in the interface, only ***** fits in it.
Actually Massfabs are Advanced Machine devices; why can't they accept lapotron crystals as actual power input?
No slot in the interface, only ***** fits in it.
While this is not technically a bug, I really do think that the voltage (eu/t) should be added together for melting threshold as well as machine destruction.
@Dwerg: Oh, yep sorry I meant the MFS - I've corrected my post.
@Ranakastrasz: Yes, I crafted them from charged Energy Crystals - I don't have TMI installed.
craft them from uncharged crystals. The charged crystals give 10% charged laptrons, which irritatingly cannot be used for an MFSU, as much as many people think they should be, or that charged crystals could not be used to make laptrons.
Works fine for me for the latest version. Are you using TMIED laptron crystals, or laptron crystals crafted with charged energy crystals?
aka Nano suit...
Indeed, as soon as the nano-suit and quantum suit's damage catching is debugged...
Solar panels aren't over-powered, your other sources of power are /under/ powered. The only exception to this are nuclear plants; but these aren't the multi-gigawatt behemoths we know of in real life; these are compact SciFi style reactors that have their own integrated heat to power conversion mechanism instead of steam turbines. While I think building a real reactor in IC2 might be fun, I'm afraid both that minecraft is a poor place to do so (lack of fun shapes/physics) and that it would instantly jump from 'fun puzzle thing' to 'export controlled potential terrorist tool'.
I am not sure if I agree. I do feel that solar power is far stronger than other sources of power, aside from reactors like you said, but there is little difference between the solar power being OP and generators being UP.
I think that generators, if their fuel lasted longer, would be reasonably popular.
that is very interesting I read his page very closely and examined his download. It's a bit to rough cut for me to try for now but will def keep an eye on it. Much appreciated though. I hope the IC2 team changes it back it was fine the way it was. I always say if it aint broke dont fix it.
I personally think that the move would be a good one, EXCEPT that the sprint hotkey notch added was a bad idea.
Fully expect this to be deleted unless you fix your formatting.
As a note, We do have an interesting newbie mod that overwrites the universally (give or take a few players) considered horrible sprint system, where you can disable the double tap to run, and remap it to something else, like say CTRL (especially now since IC's hotkey does not collide with the sprint hotkey, somehow causing neither to work)
Sprint Key Mapping By Fettor
As a note, it does have some comparability issues, F.e, does not work with nature overhaul, and likely others.
Unfortunately, this is not possible without rewriting wiring from scratch with redpower as a prerequisit, so unfortunately this is unlikely to occur, unless our new foamy concrete is able to be poured on wires.
isn't the whole point of doing a reactor to make energy as eu and keep the temperature down else the reactor will explode. i see no point to this because uranium itself will create 1 heat per tick and that is enuf to get u to 50 eu/t if u make a mark 2 reactor.
I think the idea is to be able to easily maintain a Duke Nukem over Nine Thousand reactor for epic breeding capabilities.
Please use spoiler tags.
I would like to politely disagree with OP about solar panels being OP (lol). I think that currently you pay a lot of resources for this thing that grants power very slowly, and uses a lot of space. I find them very helpful, even if they are a bit UNDER-powered.
If they still used 2 circuits instead of 2 wires, I would agree. But they do not.
A stack of coal in a Generator (which is much cheaper as an object than a solar panel) creates way more energy in a shorter period.
I'd rather keep Solar Panels useful, even with a full 5x5 array of Solar Panels I'm generating 12.5 EU/t (counting the half the day they're off), my Generator outputs way more than that..
You need 3 generators to pass the output of 25 solar panels. Each generator produces 5 EU/s while active, and hence matches 10 solar panels (averaging and assuming either no sleep-scumming, or Somnia is installed)
I'm a bit confused but how do they reduce it on other things like wind and water energy?
The water wheels and windmills randomly add some furnace energy, that on average lasts shorter than the average rate it is added. The change is proportional to the number of water/air blocks around it. That is also why they have fluxuating output. A similar system would work for solar pannels, but it would make the rate non-linear.
I don't know about you but I don't really feel like going back and forth with a ton Lapis crystals. let alone actually having the materials to craft enough crystals to be able to make it worth it to do so.
I suppose this is why we need a ZPM, eh?
A lot of people seem to agree that solar pannels are OP at the moment. However, unless new code was created to handle fractional amounts of EU (possibly by generating 10 power per second, instead of 1 per tick (which is 20 a second) or similar, along with config file customization options.) It is not possible to reduce solar panel production any more.
any energy store will stop emiting energy on redstone signal
Not completely true, and hence does not help. They will emmit power anyway if they are full, which can be bad if you were, say, trying to use a switch to save power from going to a mass fab, or similar.
Pretty sure you have to fill it with a canning machine. I think it is a defect that you are not able to fill the jetpack with a fuel can however.
And the wiki really needs to correctly indicate which information pertains to IC1, and which to IC2
So if I'm understanding this correctly, the EU rating of a cable is the largest EU per packet the cable can accommodate, and NOT actually how much EU per frame a cable can transfer?
Correct. The EU rating of machines is the same way as well.
Would be nice if that would work for the Laser and Elec. Jetpack too but it doesn't, nor do crystals. Will that be changed somewhen or will we always need MFSU's and a Lap for that? Although the elec. wrench makes that 'mobile' work around easier.
Appererntly using mobile energy storage items, meaning energy crystals, away from base is OP, so you have to use the workaround. I really think that we should have a mobile charger that allows recharing via crystals and Laptrons away from base, but at the cost of ~50% of the power being lost, or something similar.
or you could use a batbox + batteries and teleport pipes. No bridge mod needed.
True, but I find manipulating batteries to be a bit harder.