Not in TPPI. The TPPI devs nerfed the windmills several times. I think they produce maybe 27 RF/t max in TPPI.Trust me, wind turbines produce a crap ton of power, and are probably op in my opinion. They are really picky which side you hook up the cable to. Universal cables pretty much hook to anything (except quarries) so they are really good for converting power.
As far as how much they make goes, I'm not really sure, but I think 5 can power a quarry pretty quickly. They are really cheap to make, so I usually just keep making them until I have enough power.
As far as I understand it: The first value is how much power it is storing in it's internal buffer. The second is how much power it is producing per tick. The third is the maximum power it can output per tick.I have set up a mekanism wind turbine generators at level 250 but can't seem to see there power output?
The GUI says :
200.0kj
Power: 381.25
Out: 800 J/t
Does anyone know what these figures mean?
Also, what is the J to RF transfer ratio?
That is the better way to do it; I use custom recipes instead of lowering output. All generators should be multiblocks IMO; it would increase the cost and add space as a resource. For example, I prefer Mekanism over IC2 because the wind turbine and solar panels both look better and more realistic in Mekanism and require more space. Depending on what you're doing, you can probably support a base with one or two HV solar panels. Supporting an entire base with 1-2 blocks is rather silly. Space should be a resource that you must consider and could be a balancing point for infinite power generators.And yet the pack makers don't seem to realize that nerfing something like this creates huge problems for server owners. Players are not bothered whether they run 20 wind turbines or 2000 wind turbines BUT THE DAMN SERVER IS!!
Don't nerf stuff like this, if you want people to not use them disable the bloody things.
Or better still edit the recipes and make it really expensive
Try resonant induction(?)'s particle accelerator. 64 block cube for some fuel for power...As far as I understand it: The first value is how much power it is storing in it's internal buffer. The second is how much power it is producing per tick. The third is the maximum power it can output per tick.
That is the better way to do it; I use custom recipes instead of lowering output. All generators should be multiblocks IMO; it would increase the cost and add space as a resource. For example, I prefer Mekanism over IC2 because the wind turbine and solar panels both look better and more realistic in Mekanism and require more space. Depending on what you're doing, you can probably support a base with one or two HV solar panels. Supporting an entire base with 1-2 blocks is rather silly. Space should be a resource that you must consider and could be a balancing point for infinite power generators.
Try resonant induction(?)'s particle accelerator. 64 block cube for some fuel for power...
I do agree, the recipe is fairly expensive as it is though, although compared to a solar panel, a lot easier.And yet the pack makers don't seem to realize that nerfing something like this creates huge problems for server owners. Players are not bothered whether they run 20 wind turbines or 2000 wind turbines BUT THE DAMN SERVER IS!!
Don't nerf stuff like this, if you want people to not use them disable the bloody things.
Or better still edit the recipes and make it really expensive
Actual rate of generation/output is being lowered. I too thought they could be placed adjacent with no effect, but in doing so I noticed a power drop off.Most Mek generators can output faster than they can generate or is the actual rate of generation being lowered? I'm fairly certain they can be placed right next to each other without affecting them, where did you see otherwise?