The RC config controls that too.One thing that would be nice to add in the Reactorcraft config file would be an option to disable spawning with the Reactorcraft handbook, considering that there is already an option like that for Rotarycraft.
The fact 90% of RC players have never even used one DC engine because they consider it worthless, and how every starting guide recommends skipping it entirely, and how the wind and steam engines also require no maintenance with 4x and 16x the power output, and the fact that none of those machines are supposed to be late-game, proves the claim of the DC engine being overpowered to be completely and utterly wrong.After doing a lot of thinking, I have come to the conclusion that the DC electric engine is OP.
WHAT ARE YOU TALKING ABOUT!??! ITS SO SH**TY!!! I hear you saying... Hear me out.
It's not about how much power it produces but how easily it does so. It is the only engine in rotarycraft that doesn't require any consumables or planning what so ever. Just place down a redstone torch and the engine and you're done. It's also got 0 risks and is dirt cheap to manufacture.
Why is that a problem? It's a low end engine with low end power outputs. The problem arises when you realize how many options the DC engine opens up. Some of the machines can be run directly off of 1-4 of these little engines.
Here's a list of every single device that can run off of 1-4 DC engines:
One Engine -
Floodlight & Projector (Okay to be fair, they're just fancy lights)
Pump (Can run 1 operation per tick with 4:1 gearbox)
Liquid Distillery (Turn your oil into lubricant)
Fan (Autoharvest 7 blocks ahead with 4:1 gearbox)
Fertilizer (Helps early-game canola farming)
Filling Station (Great for early-game jetpack use)
Sorting Machine (This under-rated gem is actually really useful)
Pneumatic Pump (Amazing item transportation system)
Boring Machine (Semi-reliable mining with gearboxes)
Multiple Engines -
Bucket Filler (Automatically turn nether lava into furnace fuel)
Lava Smeltery (Amazing early-game smelting solution)
Fluid Crystallizer (Not very useful except making ice)
Grinder (Still need gearboxes, though)
Mob Harvester (Auto mob grinder)
Scaleable Chest (Meh. Just 9 slots)
Pipe Pump (Get the most out of your pipes with 4 gearboxes)
All of these amazing options become available with the DC electric engine, some gearboxes possibly, and shaft junctions. Unlike the other engines that require a lot of work and/or planning in order to keep running, the DC electric engine does not. Even the next tiered wind turbine needs to be placed at high elevations with no obstructing blocks for maximum power output.
Inb4DCenginenowrequireslubricant
Done. 8kW.but to increase the power requirements for the distillery, which might actually be taken halfway seriously.
Most of which gain nothing from being run at so low a power. And again, the entry level engine being free power was the point.You guys are missing the point.
Unlike other engines which require preparation or planning, you can place the DC engine anywhere and get free power with just a redstone source. This wouldn't be as big as an issue if it wasn't for the fact that it can run so many devices.
Electricraft will take the voltage of one wire and add the amperage of another
No, it only ignores mobs that are hostile yet are not instances of EntityMob. V3 introduces a workaround for this, but it is yet to be seen if that makes it target nonhostile mobs as well.Quick request, I just tested this (1.7.10 V2); would it be possible to add support for detecting mobs from other mods (lycanites mobs, in this case) for the defensive weapons? I tried placing/powering an Anti-Air Gun, it fires at ghasts fine but seems to ignore modded mobs. I was really hoping to use one to defend our base, but alas. This is also the case with the laser, it seems to ignore any non-vanilla mobs, sadly.
No.Ohh ... ElectriCraft and rotarycraft.
Question: Can I hook up 4 hydros to an electric wire, repeat that 10 or 20 times, combine all the wires togeher, and then convert that wire back to shaft power?
It does.Would it be possible to make corium from Reactorcraft emit radiation?
As of v3, the NVH is bedrock.Also, perhaps you could make a version of the night vision helmet containing a bedrock helmet rather than a diamond helmet, similar to how you made the bedrock spring boots?
Define "node".I have a quick suggestion for ElectriCraft. Having the RF cable network GUI open everytime you place a RF transfer cable unless shift-clicking is kind of annoying, could there be some other way to have the GUI open? Like maybe only clicking on a node would open it? or some easy peasy wrench? Or the angular transducer?
Oh I was probably using the wrong word. Some memory of extra utilities or something But I just meant anywhere the RF transfer cables hooks up to anything but itself. So you could adjust the GUI at the input/output, but along the length of the cable it will behave and place like the other cables.Define "node".