Ah if you were spamming dynamos that would have brought my computer to its knees..
Sent From Something That You Won't Care About Using Tapatalk 2
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Oh well xd time for a big reactor or ReC thereOn my last world before I moved to 1.7, my average consumption was at around 300-400kRF/t.
I had three fission reactors. Was preparing for fusion, but then I got a chance to beta test a 1.7 Gregtech pack.Oh well xd time for a big reactor or ReC there
3 fission? I had one at 1.1 Mrf/t but it was design to produce tritium...I had three fission reactors. Was preparing for fusion, but then I got a chance to beta test a 1.7 Gregtech pack.
Is*(I'm testing it now.) It's in my signature(Carts and Cables).3 fission? I had one at 1.1 Mrf/t but it was design to produce tritium...
Never played gregtech,might try that in 1.7... Can we know which pack it was?
Woops no sig on phone :$Is*(I'm testing it now.) It's in my signature(Carts and Cables).
Woops no sig on phone :$
I use mob farms (blazes) and many other things (oh man when you have things working for a long time you forgot you have them ). I make pyrotheum with crafting.I attempted this once using bees. My bees couldn't make the pyrotheum fast enough.
I would love that :3
Woo more people.I would love that :3
I need something to play... Mind sending me a copy too?
Hilariously fun power? Engineer's Piezo Tiles, plus Open Block's fans. Setup a zombie spawner to drop zombies in and the tiles slowly kill them while generating energy.
Given your taste (and expertise) for IC2 nukes, I'm interested to see what you make of ReC version. I found it quite satisfying.In late 1.6.4, I am currently running a base exclusively on Rotarycraft engines. I gave myself a rule that I am not allowed to produce any form of power that is not shaft power. All other power requirements are derived from shaft power fed through conversion blocks, like the rotational dynamo or air compressor... though nobody says I can't use Buildcraft oil for fuel I am preparing to dip my toe into Reactorcraft next.
Your RC turbines are buggy. Mine have been running for a couple weeks now, frequently at 100% for long periods of time, and have barely lost 15% of their total rotor life.The best way I know is to use Bevo's technique which is to generate insane amounts of steam then feed it into GT Turbines. You could use Railcraft turbines, but then you spend all day running from turbine to turbine replacing rotors.
Aye. I was using the high pressure Gregtech boiler to make steam before. It worked, until two things happened. Random fires every where near it(damn you Greg!) and not being able to keep up with more then two Bronze Age machines. Built the same boiler as Bevo, no more problems.The best way I know is to use Bevo's technique which is to generate insane amounts of steam then feed it into GT Turbines. You could use Railcraft turbines, but then you spend all day running from turbine to turbine replacing rotors.
Sometimes the fun of modded MC is seeing just how much power you can make. Whether or not you can spend it doesn't matter.To be honest? I probably won't make that much with it.
As you may be able to derive from the thermopile experiment, I'm someone who is quite good at doing a lot of of stuff with only small power investment. Right now, I have the gas turbine that I produce RF with throttled to 1/16th output... and turned off for several RL days at a time, only to run for an hour every once in a while to refill the resonant cell. I have absolutely no need for the power output of even the tiniest Reactorcraft device. I couldn't spend it if my life depended on it, and will likely end up simply not hooking anything up to the turbines. I just want to see how the reactor minigame works
It's more or less a direct consequence of not using IC2 this playthrough - it just leaves me without any real power consumers. The AE system I share with my friend is powered by his base (he has a really basic BigReactors 3x3 thing that he runs at like 20% output because he also has no idea what to spend the power on); the RoC extractor is running on a fuel powered engine and is keeping up comfortably with the resource consumption of us two players, so there's no need to change that up; the Forestry farm and fermenter are offline after producing more wood and ethanol than I couldever use; the Buildcraft refinery is only running in short bursts whenever something consumes a bucket of fuel or jet fuel once in a while. We don't have an autominer because my friend enjoys the zen art of hitting stone with his Tinkers hammer. The one thing I actually ended up truly needing in unexpected amounts recently was blaze powder, because I decided that I'd use a performance engine for the Reactorcraft centrifuge in order to burn through some of those enormous ethanol stores. It ended up barely touching the ethanol yet gobbling up all my blaze rods. And a blaze spawner running occasionally on demand is also practically power-free in the overall scale of things.
I considered building the reactor over in the nether, where my bedrock breaker is - CoFH World's flat bedrock feature left me without grindable bedrock in the overworld. But Rotarycraft also considers the nether to be insanely hot (like 300 degrees ambient), which means it probably isn't a good place for a giant heat engine
(And besides, the gas turbine I have there is already more than a bedrock breaker needs anyway.)