Posts by Ranakastrasz

    this idea was menat to create "fuel patches" on the ground. No liquids, just flat blocks. Which are inflameable.


    One of the really annoying things about the English Language is that "Flammable" means that same thing as "Inflammable". So do you mean CAN catch on fire, or CANNOT catch on fire?

    In any case.

    I’m also one of those who think that there should be no obvious violations of physics with these high-tech machines, so I’m against using this LHC or similar machines for generating antimatter (and getting more energy out of it afterwards)

    ...obvious violations of physics? I'm sorry, you don't like the floating islands? Or the random floating blocks of dirt?[/quote]


    Oh, Oh, How about Magically replicating water, or Exploding bush monsters?

    Is't it 20 ticks per second? Or you means Reactor "Pulses"? Which are same with all EU "ticks"?
    I mean, in efficency 1 reactor, one Uranium Cell gives 1 Pulse each Tick, producing 5 EU. It produces 1kk EU's, which means it's life is 200k pulses (ticks). Is't that a "Reactor full cycle"?


    Quote


    A single uranium cell will "pulse" once. Pulses mean energy and heat production. Generally, all uranium cells will pulse at once every few moments (to be exact, once every second), which is called the "Reactor Pulse/Tick".
    Each pulse will produce 100 EU, spread over 1 second (20 ticks), resulting in 5 EU/t.


    I should have said Reactor tick, rather than tick in my post, to avoid confusion. Sorry.


    And yes, a reactor full cycle is Definitely 200k ticks, but that is not how many reactor-Pulses occur. I think that they should always be called Reactor pulses, to differentiate from ticks better.

    Are custom sounds implemented for IC2 yet? If so, I cannot figure out how to install them. Installing audiomod does not seem to work, and I cannot see any sound files in the download.

    a cycle is 10,000 Ticks, 10,000 seconds, ~166.6 minutes, ~8,33 Minecraft days, ~2.77 hours. It is how long a single uranium cell lasts in a reactor before vanishing. So it is the default duration as to how long you would run a reactor for.

    what about syntetic rubber made of charcoal, same process as for carbon, but using charcoal with syntetic rubber as result.


    this will allow hitech mass production of syntetic rubber at late game.


    Uhm How exactly do you make carbon? I assume you mean coal dust, in which case, I have to say no, because aside from it being rediculous, it would only use +1 macerator operation, which is barely a real cost increase, and it would use FAR cheaper raw materieals. So No.


    As a note, in the current version, some part of the heat system is bugged, One of the components eats heat way faster than it ought to, and I cannot remember which one.


    I will give a crack at it. Lets see...


    Hull cooling is 33, 1 for the core, 2 for each reactor chamber (6 of them) and 1 for each water block (20, Assuming you have submerged it in a 3x3 pool of water, and have no cables within that cube (but rather attached to one chamber, 27-7 chambers+core)
    Total coolant cell cooling is 32 heat per second, totaling -65 heat per second.
    The uranium outputs 352 heat per second. (24, 12 per element, for the 3x uranium, 40 for the 4x Uranium.)
    All of the coolant cells touching the uranium are able to overheat. They are able to remove 7 (one for being a coolant cell, and 6 from redistribution via the HDs) heat a second, but receive 12(For most coolant cells touching one 3x uranium)/24(for the two in the middle touching 2 3x uranium)/40(for the 4 cells each touching a single 4x uranium) heat a second. They will hence gain heat at a rate of 5/17/33, and will overheat after 2k/588/303 ticks. This is in all cases enough that it will melt them before the full 10k ticks of the full duration are up.
    The excellent use of HD means that everything else ought to heat up at a linear rate, at least until the coolant cells melt.


    The reactor would heat up at a rate of (I think) 106 heat/tick. I am pretty sure this is enough to overheat the reactor, and hence cannot be maintained indefinitely. (so "Mark IV" I believe, as it is hungry, and cannot run for full duration.)


    Efficiency is 3.33.


    Too true. The big issue is bottle-necking. Bat-boxes are actually fine if you are still low tech, but when you get to higher tech levels, you need to be using higher voltage, or a massive number of cables to transfer your larger quantities of power, and you would need a ton of Batboxes to do that, in paralell, increasing the cost for them ~4x for Medium voltage,e 16x for high voltage, and 64x for ludicrous voltage equivalence. Its just not worth it.

    1. you can already place levers directly on Transformators. At least that's what i've coded in. May was the Induction Furnace, though.
    2. You don't "turn them on" with redstone, but switch between upward/downward transforming. Linking redstone to downward transforming would be stupif, because in the second you place a Transformer, you usually do not have redstone on it... it would blow up you wire network, until you apply redstone. It's much safer the way it is now. And does actually make more sense (> "More" redstoen input = Higher Output)


    1: I didn't realize you could you could place levers on a transformer. This saves 33% space, more considering no way for the redstone to interact with anything else.
    2: I read the tutorial more closely, and now I understand this.


    Thanks, cancel my suggestion.

    Im pretty sure neither jetpacks nor batpacks function as armor, and do not actually effect how much reduction you get.(have you actually tested the damage?) They actually have such a large value simply to make the armor bar work as a very useful *power bar* until (hopefully) such a time as we have a *real* power bar.