I just stated that it applies to 1.00. Alblaka said in THIS VERY THREAD that in 1.00, the plating will provide an additional 250 hull integrity.
Oh, I see now, I got ninja-ed by Alblaka. No wonder I'm so confused...
I just stated that it applies to 1.00. Alblaka said in THIS VERY THREAD that in 1.00, the plating will provide an additional 250 hull integrity.
Oh, I see now, I got ninja-ed by Alblaka. No wonder I'm so confused...
Hrm, ok.
Foolish follow-up question then: An MFE can be made with UN-Charged energy crystals then? Whereas a Lap. Crystal requires a Charged energy crystal?
Cheers,
That is a bug, as is the issue where MFSU and matter fab require a charged Laptron crystal.
Actually, Both of those are wrong. Its the Electro Furnace
... sry
i thought this Thread was about that topic -.-
But anyways i think batpacks are only for charging the miningdrill when there is no batbox near (deep in your mine)
That explains it.
Well, Technically, I do want to use it to charge my mining drill, just without putting it on and mining with it.
theres already a thread about that --> forum search
I can't find it. What do you suggest I search for.
Already tried
-Recharge
-Batpack
-Bat-pack
-disposable
Edit: I certainly should have searched for it before posting, but regardless, I am unsure what other keywords to attempt.
Also tried "Right Click"
I would request that similarly to the way Rechargeable batteries, when you right click with them, send their energy to another Non-full chargeable item, Bat-packs as well as Disposable batteries ought to be able to as well.
The disposable batteries would, when right clicked, remove one of them to recharge 1k energy. Without this feature, Even with the extremely easy method to make them, I would not do so, as they are not currently any more convenient than rechargeable batteries.
As for the bat-pack, It would act exactly like Re-batteries do when right clicked, aside from having 60k energy available. This is not exactly necessary, however, It would be useful to me, as a E-Jetpack user, To be able to recharge my drill without having to take my jetpack off, and mining about 60 blocks, because that is rather dangerous when I use the Jetpack to avoid falling damage as well as to *jump* if I hear a creeper.
...alright. I'll add in the option to toggle between the two methods in the Menu.
Not quite what I meant. I mean to make sure the code is easy to change to the other equation in the case of it being the equation alblaka used, so that when he answers this thread to say which method it uses, you can change it easily.
Okay, so it doesn't give 1000 durability. With 6 reactor chambers, you still only need 8 plating in 1.0 to get 18000 durability, so my post can be said to be 100% accurate for 1.0 :3
Wrong.
Display More-Yes, heat is an integer. No decimals here.
-The Plating will only distribute "fair" heat. If you got 2 heat but 3 connected takers, it will store the 2 heat on itself. In the next hit, it will subtract 1 from it's own heat to increase the "received" heat to 3, then equally distribute 1 heat to each taker.
-Each chamber provides 1000 additional "hp", each piece of plating 100. Probably need to increase that. To determine "heat effects", there is a ratio calculated, based on currentHeat/maxHeat, where maxHeat = 10000(Reactor)+1000*chambers+100*Plating. A result of 1.00 or higher is meltdown. 0.85 is lava spawn, etcetc First effects start by 0.45
-In case of 0 heat, it should take 80000 ticks, thus "8 cycles". I strongly recommend setting up breed reactors on heat 6500 with 2 uranium cells surroundung 1 breeder cell.
-Start the reactor, then, after a few ticks, switch all coolant cells against fresh ones :3 But ye, per design it's near impossible not to use HD's... yet.
Just a hint:
Insert 8 plates into the Reactor, bam, it can tolerate 18000 heat.
Actually, The Reactor's heat capacity is determined by this
Base of 10,000 + 1,000*Chambers + 100*Plating
So you would have a capacity of 16000 with a fully upgraded reactor by default, and would need 20 plating to have the reactor explode exactly when you hit 18,000.
Also, It starts setting things on fire at 45% of capacity, and starts melting things to lava at 85% of capacity.
Just as a warning XD
1) Maybe the BatBox isnt in the right direction
2) Copper insulated cables lose 1 EU at every 5 cables. The thing is all the solar panels give of 1 EU/t and also at over 5 cables distance from the batbox.
0: You got Ninjaed
1: That wont matter, because he checked the box manually. If you were, say, unable to look at the power stored in a Batbox, that would be possible however.
2: See 0
Yes, the cables on the left have a total length of 5, while the cables on the right have a length of 4. The cables with the length of 5 have a resistance of 1.0, while the cables with a length of 4 have a resistance of 0.8 (rounded down to 0.0)
Solar panels output 1 Eu/tick. This is NOT combined with the other solar pannels, so the 5 cables always are enough to totally eat the 1Eu each tick. Reduce the cable length by one, or
QuoteDisplay MoreChoice of Cables:
Currently, there are 4 different main types of cables, you can choose from. Cables have different attributes, namely conductivity and capacity:
Conductivity: Cables are not supra-conductors, if you run current along them, the energy transported with the current will diminish, the further it travels. Some cables can transmit energy further, others not. Conductivity is generally measured in "Loss per distance". F.e. 1EU/b means a current of 30EUt running along 5 blocks of this cabletype will loose 5EU while travelling, effectively only delivering 25 EUt to the end of the cable. 0.5EU/b is better, in this case you would only loose 2 EU per pulse (5 distance * 0.5EU/b = 2.5 EU ~= 2 EU (always rounded down)).
Capacity: Capacity is plainly the amount of EUt a cable can transport before it will overheat and melt, similar to machines exploding when supplied too much energy. Feeding a cable with capacity 64 anything past 64 EUt (examples: 65 EUt, 128 EUt, 9001EUt) will all cause the cable to melt in an instant.
Insulation: As well, the different cable types have an additional "value" called "Insulation". You can craft all cables without insulation. Some cables have special recipes, which allow you to craft them with Insulation, too. Otherwise, you can add insulation to cables by either using the InsulationCutter on placed cables, or crafting cables with rubber in your crafting window.
Insulated cables have a slightly better conductivity. Additionally, insulated cables are less likely to shock you (because, yes, HV on uninsulated cables can deliver lethal shocks to players nearby). Some cables cannot insulated, some cables can be insulated multiple times. Thus "Insulation" refers to the "amount of layers of insulation" you need to make a cable 100% safe, as well representing the maximum number of layers applyable.
Copper Cables: Capacity 32EUt, Conductivity -0.2EU/b, Insulation 1 -> 6250 ppm loss/block
Gold Cables: Capacity 128EUt, Conductivity -0.4EU/b, Insulation 2 -> 3125 ppm loss/block
HV (Iron) Cables: Capacity 2048EUt, Conductivity -0.8EU/b, Insulation 3 -> 391 ppm loss/block
Glass Fibre: Capacity 512EUt, Conductivity -0.025EU/b, Insulation 0 -> 49 ppm loss/block
No-no-no-no-no-no-no!
This is bad!
Now you can create a sweet vertical machine array 3x5 with the copper cables, BUT you need to color the cables to avoid big grid of cables. So, machines should be connected with the colored cable in this case!
Obviously. This is why you would need to be able to color machines, and use the same rule as wires.
It's that word "might" that concerns me, though. We aren't exactly sure if your formula is the true one, so I'm sticking to the "staircase" ramping.
Indeed. I would request that you simply leave the flexibility to change the method to generate the multiplier, and Ofc us a Floating point variable, just so you can change it later if needed.
[quote='Drashian',index.php?page=Thread&postID=3773#post3773]Exactly, on 3000 heat it should take 2 fresh uranium cells to enrich a single depleted one. For outward cooling, anything that's not water or air provides precisely zilch. Nearby fire and lava are particularly bad, they actually reduce outward cooling (although never to the point where the reactor gains heat from the outside). The cooling values for those are -2 (fire) and -3 (lava) if you want them. I guess they might be useful in rare situations for creating an exactly temperature-stable reactor, so there you go.
Alright, I see what it is. When the Reactor Heat is 0 to 2999, it takes 4 Uranium Cells, 40000 Pulses. As for external heating, lava's easy enough, simply assume that it's completely covering the reactor, like water would. But it's gonna be fun to figure out fire... simply because of how fire works - it can't be in every block surrounding the Reactor. The only question is how to figure out the maximum heating of the reactor...
Im not actually sure that is the case btw. The equation might actually instead be this.
40,000/2^(heat/3,000)
meaning it is a smooth slope, rather than a staircase, if you know what I mean. I don't actually know either way, but Alblaka should be able to tell us.
True but this method only works with the storage block until it is full and then it will start outputting again. In which case you are still going to be bleeding energy.
Though I didn't realize until now that you are right and applying red stone to a transformer would have a similar effect as the switch did. Though that does complicate matter quite a bit. It would require more resources for the transformers and would make the electrical wiring and red stone wiring a mess. I would still hope for a way to be able to directly shut off a power hungry machine such as the Mass Fabricator.
Uhm, Personally I dont see that as a problem. Because it means you simply lack the storage to store the amount of power you are producing. Oh look, I have maxed out Power, Id rather it disapper in a puff of smoke rather than go into my mass fabricator.
It may be bleeding energy, but only when it is full, and then, it also is bleeding that energy into a mass fabricator, so I don't see the problem.
Found another question to ask in regard to breeding.
What's exactly considered a "uranium pulse"? Since a Uranium Cell lasts for 10,000 Reactor Pulses, are you saying it takes 2 Uranium Cells to enrich a Depleted Cell on low heat?
Sounds right. Each reactor pulse is 1 second, and each 3k heat doubles the rate of Enrichment, so I think that it is 40,000 uranium pulses as the default, 20k at 3k heat, 10k at 6k heat, and 5k at 9k heat, etc
Same. The premade designs, no, I prefer the Trial and Error method of finding what works.
By Premade designs, I think that the idea is to include a few save files, which you can load to get a sample. I do not expect them to be optimal,. and will complain if they are, but I think they ought to be included. If you want to try to make a design that is better, then get to your trial&error. But if you are a newbie Nuclear-engineer, I think having some working samples so you can see how a reactor works is an excellent idea.
The miner mines a 5x5 area, not 9x9, Unless that changed in Ic2
Intended Behavior, The Cells are supposed to be cheap and disposable storage.
However, unless you got an actual high voltage or something, just using A CABLE is cheaper probably XD
Lol XD