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King Lemming

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Everything posted by King Lemming

  1. A way to think of it is not just as the energy stored, but as how optimally your setup actually is. All TE devices function in this manner - I'm taking BC energy and abstracting it as various things - Voltage, Frequency response, etc. It's a very simple, low-cpu calculation in this manner, and it allows for things like intelligent power scaling on machines and engines. This is because you are a human. We are naturally flawed in this manner - don't take it personally. Our perceptions of time and rates of change are not accurate or precise.
  2. That's just your perception of it - the Infuser balances incoming and outgoing power to prevent grid spikes and ensure even power flow. What happens is that you see the initial surge due to the internal charge quickly going into the item, and then it levels off at the rate of power entering the infuser (or the item's cap). If you're getting 250 MJ/t, then you will get 250 MJ/t into that item. You'll notice that the energy level only drops to a certain amount - it is in a way being used as a voltage.
  3. It's meant to be attached to a power grid. If you are at the point where charging the powersuit is in any way difficult, you are obviously able to build the Cells and Conduit needed to support the machine.
  4. Stop. Use a real engine. Even a basic Stirling engine is 20 times faster than a Redstone engine.
  5. It's off by default because I feel it's kind of a dumb thing.
  6. Correct up until that last part. Igneous Extruder. If you bee-line for Conduits, you can have them quite easily, well before diamonds.
  7. Unfortunately there's another set of issues with this. The conduit model as it stands, while it's a bit goofy, is computationally optimal. (You can change the sidedness in the next version). Adding sidedness to the Cell actually makes it far less convenient, as any sort of automated placement has to be aware of the side configuration of that cell. Also it's hard to illustrate the Cell side config on a GUI, since there is no definitive "front."
  8. This is beautiful, but post 1.5, incorrect. Cells and conduits don't lose energy transferring to each other. And yes, conduits are required for now. There are too many issues letting cells transfer directly to each other. IC2 gets away with it because only 1 side of their batteries can transmit. The admittedly easy solution here is to make cells have reconfigurable sides. Honestly, it's something I'd consider, since it would allow me to change how conduits operate too.
  9. ^ We have a winner. The Igneous Extruder is meant specifically for this task. Thermal Expansion uses a lot of lava, it's quite intentional. It's otherwise a rather underused fluid for anything other than power gen and burning people alive.
  10. Honestly BC's framework is not the issue - it's the implementation that is problematic. Conduits basically solve that part, the power implementation that TE uses is a heavily optimized BC power provider, which is necessary to interact with BC and not be overly kludgey. Generation can admittedly be changed up a bit. I'm a power system engineer IRL, so I definitely see the potential for a new system, but at the same time, there's enough stuff under the BC framework that I'd be hesitant to drop the native compatibility. Also, MJ just feels "Minecrafty" to me.
  11. You can always crack open the /cofh/ThermalExpansion.cfg and tweak the values. In general, TE ores are layered, it's a bit more interesting that way.
  12. I'm looking into a rudimentary conduit, just not sure how to set reasonable limits on it and make it bad enough that upgrading to actual conduit is a priority.
  13. Tesseracts. They are valid inventories, so auto-ejection works, the AE Export Bus works with them, ThaumCraft golems work with them, etc.
  14. Yeah, we recognize that the current state of TE is not ideal for replacing IC2. And frankly, it wasn't meant to. I don't like the idea of some of IC2's concepts and generation, and really just didn't set out to create a replacement. Still, I'm smart enough to know that it's a workhorse mod, and we could use a bit more early game stuff and tech progression. We're working in that arena now. In the near term, Zeldo is working on Itemducts, I'm doing some backend improvements to Conduits in general, adding a couple of new blocks, and then likely a Solar array. I've been wanting to hold off on adding large generation (which the solar is) until we had large power consumers, but I can understand that the generation is sort of a bigger issue at the moment.
  15. The concern with Plutonium (239 at least) is that it's weapons-grade. Period. It's just a question of quantity. On the upside, it's actually a lot harder to make a device with plutonium due to the criticality conditions. Uranium, on the other hand, is embarrassingly simple to make a device with. Like weekend in a garage easy. The hard part there is the enrichment, where native uranium is 0.8% enriched, reactor-grade is about 4-5% tops (excluding CANDUs, which run on the 0.8% stuff) and weapons grade is...higher.
  16. Neither one of those can happen with modern reactors. Period.
  17. Fission is neither of those things - it is by far the safest power around. When you factor in the maintenance of wind turbines and the fabrication process of solar panels, it is also far and away the greenest technology around aside from hydro. Backlog? Of nuclear waste you mean? Yeah so we have this really cool technology called pyroprocessing and we can make use of it. In fact, we can take that "waste", put it in a breeder core, enrich U-238 into plutonium and we have literally millions of years of nuclear fuel left. The only "issue" as it stands is proliferation. Countries that see the value though? Not a big deal. France knows what's up on this one. And worst case, we get more bombs/missiles/whatever. Meanwhile, there is only one fusion game in town - ITER. And it will work, but realistically, fusion is a ways off and there's a logistical nightmare. The neutron flux produced in a tokamak is ludicrous and materials science hasn't advanced to the point where we can fully address the ablation issues. (If you haven't noticed, I may know a few things about energy.)
  18. I'll grant you the items, the upgrades, and the OP generation. All valid points. The wiring? You are 1000% dead wrong. Absolutely incredibly incorrect. You can argue the sidedness aspect and that's fine. Please, point out the IC2 energy storage that can accept and emit from any side. There isn't one. That's why conduit is sided. You're also wrong about MPS. As far as nuclear power goes, what IC2 has is not nuclear power. It perpetuates the myth that nuclear power is dangerous and that reactor-grade uranium can harm you. Actually nuclear power is the solution. The opinion of the public (and government by extension) is completely incorrect. Some countries get it - France and Switzerland certainly do. The US will figure it out shortly, and even Japan has decided that they can't afford to shut down their reactors. Up until yesterday, we had 104 nuclear power plants in the US, providing 19% of our total electricity. We now have 103 - a 556 MW plant (Kewaunee) was just closed for purely economic reasons, unfortunately. Meanwhile, all of the 1700+ MW plants are getting generator rewinds and retrofits - they are too valuable to lose. Hopefully, we'll get more of them here shortly.
  19. Here's the thing - you don't need comparable energy production. Literally, the quantities are not comparable. When TE adds larger sinks (upgrades for example), it will add larger generation as well, which actually makes for good gameplay. Adding a ridiculously large generator is a massive disservice if you don't have an interesting/useful sink for the energy. That's one of the absurdities of RailCraft. There's nothing actually in RailCraft that needs a 144 MJ/t boiler. As far as resources... Lava is renewable. Blaze Rods in a Magma Crucible. And even barring that, it's so plentiful that it's absurd.
  20. Yes they are. The IC2 nuclear reactor has forever damaged people. Having said that, there is new TE gen on the way.
  21. No, it discourages using them to move power across a room and obsoleting conduits. It's also far from ludicrous given the amazing amount of convenience it affords you.
  22. It's a machine. You put the piece in. It charges. They autoeject too, like basically everything else in TE.
  23. Actually TE is compatible with everything under the sun, so I'm guessing you don't know what "compatible" means. It plays quite well alongside IC2 even. And yes, it doubles ores and can recharge things. The similarities begin and end there. You absolutely can charge power suits. Energetic Infuser. You can't seriously think they would have an oversight like that.
  24. TE is completely standalone. You don't need anything else at all, it just plays very well with other mods like MFR and MPS. Also, MJ stands for "Minecraft Joule," and you can blame SpaceToad for that.
  25. BC engines need a redstone signal, TE ones do not necessarily. Redstone Engines won't work on anything in TE.
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