Was messing around with the reactor planner and got a Mk. I-I-SUC Perfect Breeder that happens to be symmetric.
(Or rather I tried to engineer it so that it was symmetric).
URL: http://www.talonfiremage.pwp.b…x16uv6wcb623l1vs818fwiznl
Was messing around with the reactor planner and got a Mk. I-I-SUC Perfect Breeder that happens to be symmetric.
(Or rather I tried to engineer it so that it was symmetric).
URL: http://www.talonfiremage.pwp.b…x16uv6wcb623l1vs818fwiznl
Quoted from "Alblaka"
Anybody want's to add other blocks which do not affect light but should affect Solars?
I did some testing and found several blocks in vanilla and IC2 that solars should probably be affected by
Display MoreSpoiler
Fence
Trap doors
Iron bars
Enchanting tables
Chests
Iron and wooden scaffolds
Rubber trampolines
Floor (and all other) luminators
Unhardened construction foam
Signs
All doors
Cauldrons
Brewing stands
Redstone repeaters
Beds
Cakes
Things that don't affect solars and probably shouldn't
Display MoreSpoiler
Levers
All minecarts
Vines
Boats
Paintings
And that's the extent of what I found during my testing
Display MoreI did some testing and found several blocks in vanilla and IC2 that solars should probably be affected by
Fence
Trap doors
Iron bars
Enchanting tables
Chests
Iron and wooden scaffolds
Rubber trampolines
Floor (and all other) luminators
Unhardened construction foam
Signs
All doors
Cauldrons
Brewing stands
Redstone repeaters
Beds
Cakes
Things that don't affect solars and probably shouldn't
Levers
All minecarts
Vines
Boats
Paintings
And that's the extent of what I found during my testing
Hmm, you forgot
Have you tried slabs & glowstone? They are transparent in vanilla redstone engineering. Also try stairs.
French fries.
Cryogenic Freezer
Goats
Municipality
Sector 51
Display MoreMoment, what's this:
Quoted
Tekkit Tips
With the Tekkit mod pack 3.0.3, steam engines can burn lava buckets and transfer the power through an engine generator. The engine generators are expensive, and buckets of lava are complicated to deal with, but it would produce 50,000 EU per lava bucket as opposed to 20,000 EU.
WHAT THE HELL!?! Which DUMBFUCK did that edit!?! Cant he write "With Powerconverters" instead of "With Tekkit"!?! I will change that immidietly. Edit: I did it.
To be off-topic, I searched that for you. Turned out that the, er... "DUMBFUCK" is
someone named Emollison, moderators delete that if you don't want this in
Now back to on-topic,
Do you have any good tip of transferring EU between ages? I'm just a bit planning beforehand for a server, but I'm planning to make a wind farm in a separate age and I'm just wondering how could I transfer energy from the wind age to my main base age.
I guess you will crash again.
Why?
IC2 1.103 is for MC 1.2.5
While you are running MC 1.3.2
This reactor design looks useful.
By the way, if you use 4 bucket-deployers you can set the timing to 0.500 seconds (for a total of 8 buckets per second supplied) and swap out a water bucket for uranium cell, this will give you 2020 EU/t instead.
Design here: http://www.talonfiremage.pwp.b…mnlvtl7klb93i2l9fbhpncdog
Quoted from "Nukeworm"
Just wondering, do MystCraft weather symbols affect the weather bonus for Wind Mills?
Oh and by the way, the RP2 Pump system for Geothermal Generators give you more juice for your lava, they produce 30 000 EU per lava unit, minus the 200 EU cost for pump, you receive 29 800 EU. All you need to do is to pop a piece of redstone into each IC2 Pump to kickstart the pump and ta-da!
Uhhm Lava has only 20000EU. And you could also put a Lavacell into a Geothermal to kickstart the Pump.
Not true according to the wiki, here: http://wiki.industrial-craft.n…itle=Geothermal_Generator
QuoteTip
Using the Geothermal Generator with a connection to a Pump will provide an output of 30,000 EU instead of 20,000. For it to work properly, the Pump has to be above a lava source tile, and the Geothermal Generator needs to touching the Pump.
Additionally, an Empty Cell needs to be placed into the top of the pump (for unknown reason), and the initial powering of the pump can be done by placing 1 Redstone in the bottom slot of the Pump. Note:: Though it gives an increased EU (30,000), there is still a 200 EU per operation cost for the pump. The Geothermal Generator will charge the adjacent pump, for a total output of 29,800 EU per lava source tile.
So it's actually like trading blutricity you produce for your Pump for EU.
Mystcraftweathersymbols do NOT affect Windmills or other weatherbased Stuff.
Aww... that's sad. I'll recalculate the math and format a new tower for a no weather age.
EDIT: The height that generates 5 EU/t is 223, so the topmost windmill should be at 222 right?
Just wondering, do MystCraft weather symbols affect the weather bonus for Wind Mills?
Oh and by the way, the RP2 Pump system for Geothermal Generators give you more juice for your lava, they produce 30 000 EU per lava unit, minus the 200 EU cost for pump, you receive 29 800 EU. All you need to do is to pop a piece of redstone into each IC2 Pump to kickstart the pump and ta-da!
Just use jacketed redwire for now, I believe they should work.
I cant decide wether to use nuclear power or solar because the solar recipe is a little OP for only 2 eu per tick but the nuclear reactor is expensive without EE... I was wondering what other people think....
1 EU per tick, or rather 0.5 EU/t on average for the whole day.
EE? You use that cheater mod?
I agree with Mister_Omega, just go Solar then . are useful for the step in between though.
The only way to mkae Quantumsuit be better would be for it to give you creative/fly.Or Xray.Or instakill.
Troll post?
Anyway, I agree with this idea.
What I suggest is that: Firstly, there are I believe, 7 features of the complete QuantumSuit:
What could be done is that the QuantumSuit starts out as a more advanced NanoSuit, but without all these features.
Then, we would be able to unlock slots for each of these features. The slots would cost some diamonds, ender pearls and iridium.
After that, you have to "craft" each feature, in the form of modules. The features would also cost some iridium, and maybe items related to the feature, e.g. Cure poison could probably involve spider eyes, while feed using electricity could need golden apples. There could be additional features, to provide more choices, e.g.
Next, you need to "activate" the slot by having the requisite number of QuantumSuit pieces equipped. E.g. 1 QSuit piece could only activate 1 slot, then 2 pieces activate 2 slots, 3 pieces activate 3 slots and 4 pieces activate 5 slots.
Finally, all you need to do is to open up the QuantumSuit interface and equip the features. (By the way, you could also integrate some other suggestions into this part, like knowing how much electricity is left in each armor piece)
That is how I think QuantumSuit can be remade.
Does the Energy-O-Mat have the same function as back in IC1?
If so, it's not really useful, as you'll probably have to buy energy in bulk as you only get 4000 EU per purchase.
Maybe an interface for you to set the Energy-O-Mat output will be useful, or just have multiple versions of the Energy-O-Mat, 10 000 EU, 100 000 EU, 1 million EU and 10 million EU.
Sand (Cobblemacerator)
RP-Siliconwafers
Huh? How are you going to re-use the handsaw after crafting the wafers? Used saws don't have the same meta-value as a fresh new saw, I think.
The only thing that I can guess is the mod of OPness
EE2 covalence dust/talisman of repair
or the Thaumic Restorer, but that would probably take tons of space for the system to pull out handsaws, place them into the restorer, pull it back out and back into the Autocrafting Table Mk.2
There's also the matter of the vis conduits.