Eh, yeah, once you find their base i guess...
Which can take a while
Eh, yeah, once you find their base i guess...
Which can take a while
Maybe that time should be spent building decent defenses and missiles?
Eh, yeah, once you find their base i guess...
Which can take a while
Eh, yeah, once you find their base i guess...
Which can take a while
hopper did a fine job of doing that when i last tested, so i assume other methods of item transport should work too.So I have been playing around with the Fission Reactor from Atomic Science and I was wondering is there any way to automate the refilling process with fresh fissionable fuel rods in the reactor?
resonant induction is also fairly importantHello!
Sorry if i deviate a bit, but this post sparked my curiosity
As i understand it, UE itself is like an api, Mekanism is a mod that uses it...
What collection of mods do you suggest would be good to start trying this branch of energy generation/usage? Just UE + Mekanism? Any other essentials?
Just make sure to not directly power any IC2 machine with 'em. They go retarded and explode, many times. Run the current thru a transformer and have the output end hooked to regular IC2 cables. This is just my experience, though, and may be different for others...I just prefer to be safe when having to, ugh, run IC2 machines since they have that dumbass explosion mechanic.
Why would anyone do that? Even if you're attempting to prove the mechanics of explosions are reasonable, your unreasonable example negates your argument.I want you to do something for me, please? Take two pieces of copper wire, and put an end of each wire into the cell phone plugin port. Then, hook the other wire ends into the two slot openings of an outlet. I await your results...
Why would anyone do that? Even if you're attempting to prove the mechanics of explosions are reasonable, your unreasonable example negates your argument.
Attempting to apply science to a fictitious world in which there are other dimensions which you can access by building a rectangle out of obsidian and applying a spark to the interior, enchanting is a provable mechanic, and a dragon is documented reality is an exercise in futility at best and outright ludicrous.It's not unreasonable. The fact that you are getting so startled by said idea validates the necessity of learning about how electrical voltages applies to objects in the real world. IndustrialCraft simply mimics this phenomena, as it serves as a useful discouragement of throwing too much power into a machine that can't handle it. That's why I find it nerve racking that people call such feature stupid: because there is a realistic danger of overloading a device and blowing stuff up when you generate too much power at one spot at a time.
Now granted, I know that Minecraft is 'just a game' to you folks, but I'd rather a mod have some intuitive snip-its of realistic science here and there that you can apply outside of the game. Terrafirmacraft is a good example of how different rock species determine what metal resources that you are able to find in your geography. To belittle a mod just because it follows realistic limitations in a scientific setting is, in my opinion, truly stupid...
your argument would be reasonable if people actually died or lost their limbs when tried to feed 110 or 220 volts to a cell phone. at worst they get broken cell phone and relatively minor injuries.It's not unreasonable. The fact that you are getting so startled by said idea validates the necessity of learning about how electrical voltages applies to objects in the real world. IndustrialCraft simply mimics this phenomena, as it serves as a useful discouragement of throwing too much power into a machine that can't handle it. That's why I find it nerve racking that people call such feature stupid: because there is a realistic danger of overloading a device and blowing stuff up when you generate too much power at one spot at a time.
Explosions because you got a wiring wrong is limitations? I do not know how it can be categorised as that.Of course there are those still on this site who can't be bothered to be inconvenienced by anything when it comes to game mechanics. Let's just punish mod authors for introducing limitations, because limitations "don't add to gameplay"...
The explosion mechanics doesn't limit you from doing anything, it punishes you severely for having your power grid setup wrong.
Maybe IC2 isn't for the majority of players.
Lethargic? I'm sorry, but you have the wrong mindset to argue against this. Just because someone does not want to spend their precious free time making a system, having their hard work destroyed, spending time to Google and get the CORRECT answer (because there are tons of wrong answers out there as well), and then go back and do it again, does not make the user lazy or uniformed. For something as "complex" as the Nuclear reactors from IC2, maybe we should search around for answers, but for the basic systems? They should have information in game if they are going to use such an archaic system.There is no amount of coding that a person can do to overcome the shortfall of a user's intelligence and/or resourcefulness. Expecting a mod to do just so the end user can be lazy and uninformed is quite foolish. You're hating on IC2 for it not allowing you to be lethargic in your gameplay. For that, I have no sympathy for you at all...