Yea, I just did too, to conferm whether or not the wiki was accurate.
Im thinking an instilation issue.
Yea, I just did too, to conferm whether or not the wiki was accurate.
Im thinking an instilation issue.
Um, no? If you look its machine on top circuit on bottom, which is what he showed in the picture....
Hmm, Interesting. It seems to work correctly for me, with the correct recipe displayed there. I suppose that there could have been some installation issues, which I know cause psuodobugs.
swap machine and circit I think
Not if you know that EU/p and EU/t is two totally different things... It's just not explained clearly enough on the Wiki pages i guess.
It probably needs more repetition and BIG RED LETTERS
Sorry, Wrong. Read up on what intuitive means.
It is contrary to what would be the obvious mechanic, and logical real world correlation, where the amount of EUs going through the cable obviously would be added together, and ought to melt the cable as a result. The fact it does not work this way causes it to be counter-intutive.
Sorry, but just because you know it does not prevent large numbers of threads from people who get confused by counter-intutive mechanics from being created.
I personally think it ought to be changed, but I see the issues with changing it (specifically that this would also have to change the way resistance works, as well as increasing melting points of wires, and probably explosion points for storage machines, and hence requires significant thinking before my posting an actual suggestion on the topic)
Edit: Fixed quotes (I think)
Probably also applies to quantum armor as well.
However, I am pretty sure this cannot be fixed yet, until Mineforge adds hooks for this. Apperently 1.0 added some new armor code that totally screwed this up (although I think it already kinda screwed up before)
For now, Take off your armor when it is near depleted.
While the current system is O.K. it is also quite counter intuitive.
Is it connected to a destination? Because if it has nowhere to send power, it wont.
First of all, I am pretty sure it is an *unofficial* name, since it was not in the nuclear tutorial (and why would it be, it requires other mods)
I also am certain that the "SUC" is Single use coolant", however, all I can think of for the first two is Custom adding, and I do not think hat is correct.
I hate to ask a dumb question, but why wouldn't watermills work? Vanilla MC enchant for silk touch, collect ice, place in nether, create nether water farm.
Why using garbage enchating? Why not make ice in a compresser (water cells->snowballs-> ice)
Ironically, there is such as a way, as seen in my last episode of my let's play .
And the materials required for such a setup is so hideously cheap, it almost beckons the word 'OP'...
Yep, although I personally find that taking two mfsus, and using laptrons to be better if you are making one of those fking massive energy generation setups, or just make your UUM in the nether, lol.
name: Nano-suit as Quantum-suit component
Discription: Nano-suits seem a bit useless now, because aside from using a diamond, and not really being all that durable, They are not even a component of the most powerful type of armor anymore (used to be the advanced nano-suit used them)
So I was thinking of adding the nano-suit as part of the quantum suit recipe as a good idea. It would not majorly increase the cost (at least not much considering the cost already, because adding 4 diamonds and 60 coal would not be much compared to, uhm, How much UUM do you need now? Like 28 per plate?
Recipes:
(some of the icons are still missing, Nano-boots, Laptron crystal, machine, advanced alloy, as well as many of the base minecraft ones. Also, there are some duplicates, such as refried iron, and any one of them starting with an uppercase, specifcally , end up with that smily on the front)
(replaced laptron with energy crystal, and nano-boots with bronze boots, glowstone with gold dust, and machine with advanced machine, due to missing icons)
==
==
==
==
:Rubber Boots:
Because EE is crap and you know it...
Not this fking conversations again. EE is a fine mod on it's own, and honestly, People should try using it before bashing it. It certainly has some loophole issues when used with other mods, and I can understand people having a problem with the idea of getting *free* diamonds, but I cannot agree that EE gives free damonds, because you still have to work for them, Unlike TMI, which lots of people insist in comparing it to... Sorry, If you have to use 8 stacks of cobblestone to get one diamond, I do not consider that free, and if you are using a automated buildcraft, industrialcraft cobblestone generator, that uses up resources (or time, considering that solar panels give *free* power) with redpower cobble-gen being the only imbalanced one.
Anyway, while I personally think that recipes ought to exist for any and all raw materials, I do not believe convincing Alblaka to add these recipes would easy enough to be worth it, and so I just use one of several custom recipe adder mods, and add them manually, which is WAY easier. It is not hard, and it requires no argument or justification to anyone. So yea, unless you have a good argument, that you really think Alblaka will agree with, I suggest you tell us about it, or just stop arguing, and add it yourself manually.
Assuming i read that correctly, this is intended behavior. Redstone power to a storage block will not prevent it from emmiting power if full.
Actually never thought of that before, that would be a great solution. Now only to fix the flickering from being powered by 1 EU packets.
Which one would be a good solution?
As for the ability to store energy with batteries, I think that is interesting, and would certainly be far easier to use (especially if it accepted energy crystals)
As long as it does not allow wires to charge the battery or crystal beyond 100 EU's (or similar, something relatively short duration, which this is a mere seconds worth of power) , and requires manual charging beyond that point. (switch cable -> cut power -> lights go out within one second rather than one day)
Name:Allow Generators with storage to output from storage while running
Description: Basically, You have a furnace, which prodces 10 EUs. You were not using 10 EUs a few seconds ago, but dumped a load of ore into your brand new pair of macerators, as well as extracting some rubber, and cooking some dust. Somehow, Even though the furnace storage is full, you still have your furnaces flickering rapidly (and deleting your eardrums, although that may have been fixed)
I am suggesting that furnaces produce 10 eu/tick, but output 20 eu/tick, so as to allow them to actually use that extra capacity even when running.
And yes, I know I could use a bat-box, I still think this ought to be changed regardless.
Don't want to make a new thread...
Please allow changing luminator EU storage from the config, because right now switches are useless.
How about making them store the 10k energy, but only will accept 100 EUs from a cable, any more and it says no!
That way, Battery charging works to make it long lasting, but EU (throttled via a light detector block most likely) would tell it to stop recieving power, and hence allow the lights to go off during the day.
I quite like this!
Could also be useful for drying hair XD
Or shaving, But dont sue us about a burnt face, we guarantee all hair to be removed!
First i have to say THANKS FOR THIS GREATE MOD!
But i donot know how to start my Field with EU.I build the Generator Eu Injektor under the Generator and linked it with a field.
But the Generator donot accept the EU i donot know why.I am using this Mod in 1.0 on Server.
It would be very nice if someone could do a Video-Tutorial
Ketrian
Look up on youtube, by Direwolf.
However, I suggest you try applying redstone to the injecter.