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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from WarwickAllison»

    Yes - it says this in the Hold-Shift info, and all the other details that seem to be what you're trying to determine with that test (cheap holds 60kJ, capacity holds 240kJ - 4x as much with only about 2x the resources).

    Thank you, that fixed it.
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from pjalm2»
    Is there a way to convert other energy like MJ/RF to ELN? I see how to convert ELN to others but not others to ELN.

    There is no way to do this.
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    I was comparing the cost-oriented batteries to the capacity-oriented batteries. The capacity-oriented batteries are less than a third as efficient as the cost-oriented batteries.

    Here are my test results:

    3 charcoal, 2 cost-oriented batteries ..... charge gained = 51.0 KJ (17.0 KJ per charcoal)
    4 charcoal, 2 cost-oriented batteries ..... charge gained = 69.2 KJ (17.3 KJ per charcoal)
    8 charcoal, 6 cost-oriented batteries ..... charge gained = 144.6 KJ (18.075 KJ per charcoal)
    12 charcoal, 6 cost-oriented batteries ..... charge gained = 216 KJ (18.0 KJ per charcoal)

    10 charcoal, 2 capacity-oriented batteries ..... charge gained = 56.0 KJ (5.6 KJ per charcoal)
    32 charcoal, 6 capacity-oriented batteries ..... charge gained = 192 KJ (6.0 KJ per charcoal)

    All tests done with 50V turbine and a stone heat furnace with 1% regulator, 2 combustion chambers, and target temperature set at 300°. Test was concluded when the heat furnace cooled down to 20°. Batteries began the tests at their default charges (25.4 KJ for cost-oriented and 102 KJ for capacity-oriented).

    Edit: I did some more tests, and it seems that I'm only getting 12.6V from the capacity-oriented battery. The cost-oriented battery gives me 50.5V.
    Posted in: Minecraft Mods
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    posted a message on Advanced Genetics Mod
    It might be cool if there were downsides to having too many genetic alterations. I think that was the problem the city in BioShock had. All those people did too much gene splicing, and they lost their minds or something.
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from WarwickAllison»
    What can cause transformers to explode?

    I have a solar farm, with sets of 4 panels in series (so about 55V max) that is put through a 1:4 transformer to produce 200V power, which at the other end of a long wire is converted 4:1 to 50V for all house circuitry and batteries. I now want to add a wind farm, so I have a few wind turbines connected in parallel to a 1:4 transformer, the 200V side of which is connected to the other circuit.

    All is fine until randomly (wind change? sunrise/set?) the transformer from the wind farm explodes.

    I'm guessing it explodes when the wind picks up and it starts creating more power than it can handle. I haven't messed with wind power much, but maybe it's possible to shut down wind turbines with a signal cable that is hooked up to a voltage regulator. (Edit: Nope, that doesn't work.) There is an example of something like that in the tutorial map, but with a heat furnace instead of a wind turbine. I'd test it out right now if I wasn't on my phone.

    Edit: I've been doing wind turbine testing with low-voltage cable. It seems 5 or 6 wind turbines are fine as long as it doesn't rain. With just 4 wind turbines, I wasn't able to get them to overload. Based on what I'm seeing, I think overloading happens when the cable overheats. It seems ~150° is the danger zone for low-voltage cable.

    Edit 2: After doing some more testing, I was able to make 6 wind turbines even more stable than 4 wind turbines by distributing the stress points in the cable better.
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Are there any plans to allow power cable to be suspended from blocks or fence posts so that we can make something like this:

    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from FlowerChild»

    Not entirely true. I do leave the last release (as in: the most up to date) I created for a particular version of Minecraft available for download.

    However, it's in no way supported and I leave it to players to figure out for themselves which version it is as a base-line indication that they know what they're doing and that they understand the process is entirely unsupported.

    All the release posts for all the versions of BTW that have ever been put out are in this thread. If you spend a few minutes searching, you'll figure it out, and if you check the release notes in the readme determining which version was last for a given version of MC isn't hard either.

    I went looking and found all the posts from this thread with working links for previous versions of Better Than Wolves:

    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from erock2016»
    there is a slight problem with the lightbulbs... i burnt out a few on a fluorescent light fixture on high voltage, looked at the remaining bulbs, they said they were in good condition.... a second later they burn out...

    I'm guessing you are applying too much voltage to the bulbs. High-voltage is around 800V, but I don't think there are any bulbs above the 200V bulb. You probably want to keep the voltage of the cable going to the bulb within like 20% of what is recommended by the bulb.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from 18lala»

    Because of these questions, I have compiled a list of the reasons why flower child isn't updating to 1.7 and up

    1. horses are too op, and the remove the reason for minecart systems.
    2. hardened clay has a fairly high blast resist, and is fairly cheap to make.
    3. Mesa biomes have bunches of this stained clay
    4 mega taiga biomes have mossy stone boulders, which removes the reason for finding dungeons.
    5. Fishing got too op with the stuff you can get from it, such as saddles. It also for easier with the new particles indicating that you are about to catch fish.
    6. Saturation is agreeable though, no complaints on that feature.
    7. Name tags preventing mobs from despawning? Why do that when you can just make a mob pick up a block?
    8. The new biomes are annoying and make vanilla biomes rare.
    9. Dungeon loot from nether forts? I'd rather find a dungeon.
    10. water breathing potions removes the penalty of staying under water for too long.



    I will expand the list above once 1.8 is released. Feel free to point out some other flaw in the recent updates or correct me on a mistake.

    What changes were made to saturation?

    Eventually Mojang plans to turn many vanilla features into plugins to make it easy for mods to disable them. I think it would be nice if BTW was eventually updated to 1.8 or later just because of the performance increases in 1.8. The Minecraft dev team has threaded dimensions, chunk rendering, and mob pathfinding in MC 1.8. People using in the pre-releases were reporting getting 500 fps.
    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from kaithekid»
    Could you make the computers power compatible with Electrical Age?

    You can use the Electrical Age "ELN to other Converter" block to power OpenComputer devices.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from Stupib»
    what about 1.7.10 version?

    Better Than Wolves runs on Minecraft 1.5.2. There are no plans to update it to 1.7.10.
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from WarwickAllison»

    How do we use this conversion? I'm trying to power OpenComputers (which can take RF) with ElectricalAge power.

    It's looking great - good looking machines and realistic power!

    You have to build one of the Electrical Age "ELN to other Converter" blocks. The Electrical Age power plugs into the "ELN" side of the block, and the IC2/RF4/OpenComputers stuff plugs into the side of the converter block with the circle on it.

    There are three energy converters: one takes 50V, one takes 200V, and the other takes 800V.
    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from WarwickAllison»
    There are a few parts I never use. Maybe they need balancing, or maybe I'm missing a use for them.

      • Redstone cards in robots - It's simpler to just have them operate levers and saves a slot/complexity.
        • They're useful in normal computers though

    It may be cheaper to have the robot use levers, but I think it's cool to be able to have the robot interface with the redstone directly. Or are you saying that you think robots shouldn't be able to use levers and buttons?

    Quote from WarwickAllison»

      • Navigation Upgrade for robots - it's just as easy to keep track of the relative position in code (as the dig script does, for example).
        • If it had some extra functionality it might be useful - but what?

    You can keep track with relative position, but I think this is able to get a little off if the robot is mining through gravel or sand. It will think it has moved forward, but the falling gravel gets in its way. I haven't tested this in OpenComputers, though, but it's happened to me in ComputerCraft.

    It's also nice to have a computer just know where it is when you place it. You could make a robot pet program with a map of you house programmed into it. You could have it follow you around the house by putting pressure plates around the house to send a signal to a computer that wirelessly transmits which room you're in to the robot.

    Quote from WarwickAllison»

      • Generator Upgrade for robots - they're too inefficient, a mining robot uses about half the coal it finds.
        • Could have efficiency tiers

    I think it says they are 80% as efficient as a sterling engine. They want the generator upgrade to have a downside to make setting up a robot recharger worthwhile. If you need more fuel, you could program an automated tree farm with furnaces for charcoal.
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from Zigeris»

    Also I can turn my units off by having the volt measure at 100/201, but I was hoping for a way to flip a switch and all the unit's will decline fuel.


    Make sure your furnaces are set to "external control". Then connect a "signal cable" on the side and hook it up to a "signal switch". You might need to use the Electrical Age "wrench" on the switch to get it to face the signal cable.
    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from TorakWolf»
    jecowa ...
    What mod adds those green, golden and blue things in the 4th and 8th inventory slots of the first image and 4th of the second image?


    That's Electrical Age. It's what I use to power my computers. Electrical Age has realistic electrical simulations using real formulas.

    The blue wire is the low-voltage cable (max about 20A @ 50V), the green wire is the medium-voltage cable (max about 10A @ ~200V), and the yellow thing is a grounding wire. Not pictured there is also a red high-voltage cable (max of about 6.25A @ 800V).

    In the first image, the white boxes are power converters to convert the energy from Electrical Age energy into OpenComputers power. In the second image, you can see a row of blue turbines from that mod running in the background. The item in the 5th slot on the bottom image measures the power in that mod. I've got it right next to the power measuring tool from OpenComputers.

    I actually heard about Electrical Age from the change log of OpenComputers from when OpenComputers added support for it.

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104648
    Posted in: Minecraft Mods
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