Hello guys.
Nice Mod got u got there Eloraam.
I just got minecraft and i i really want to try this mod.
i tried installing the Risugami's modloader and SDK modloader Client version and the Mineforge client version.
Its always giving me a black screen. Im playing minecraft 1.1.0 and im all confused with the diffrent version numbers in each mod. So if anyone can give the download links for the mods with the correct version numbers would be very usefull.
Thanks
You can disable the RedPower modified worldgen by set it off in ModLoader config file. Just change "mod_RedPowerWorld=" line from "on" to "off" in config\ModLoader.cfg. No more volcanos(RP ores,marble too) will be generated.
That also effectively disables all Machine functions as well :).
You can disable the RedPower modified worldgen by set it off in ModLoader config file. Just change "mod_RedPowerWorld=" line from "on" to "off" in config\ModLoader.cfg. No more volcanos(RP ores,marble too) will be generated.
That also effectively disables all Machine functions as well .
True. Personally I don't mind all the volcanoes, but it might be nice to have more granular control over how many get generated in the config file for those people for whom it is a problem.
Well, you'll still be able to craft anything with copper, tin or brass as long as you have IC2 and/or Forestry... you just won't have silver or nikolite for Blutricity.
Rollback Post to RevisionRollBack
"Don't know why you should feel that there's something to learn... it's just a game that you play."
I've tested a few combinations right now.
...
P.S: Most of the tests with ice yielded almost the same results with the downside that the lava solidifies in the end.
Didn't have much time to play around with this so if anyone knows a better design pleas enlighten us.
I'm glad your tests have proven that what Eloraam posted when they were released are still accurate.
Snow/Ice & Lava checkerboard would produce ~1A per 'pile but that requires some support structure to maintain the snow & lava.
-snip-
I do however have some numbers that may help
Water = W .....Lava= L......Ice= I......Thermopile= T
Water / Lava - 2 Sides (WTL) = output .125A , minimum to run a furnace 16 (slow) (2A)
...................................W
Water / Lava - 4 Sides (WTL) = output .25A, Miniumum to run a furnace 8 (slow) (2A)
....................................L
..............................I
Ice / Lava - 4 Sides (ITL) = output .45A, Minimum to run a furnace 5 (slow) (2.25A)
..............................L
With water/lava combo, neither will ever need replacing.
With Ice/lava combo, both need replacing. Ice melts and lava turns to obsidian.
-snip-
Hope to help
Thanks
PB
**Note as with real TC's be sure temp difference is on opposing sides as shown.
@CyberVVolf
I believe your numbers are a bit off.... I have re-checked mine listed above. You can only check stabilized current when connected to a load (e.g.) furnace. The output (un-loaded) will vary relative to the voltage it has "buffered" up to.
As said in first post I'm very familiar with RL TC's and Eloraam has done a decent job.
BEST POWER is obtained having OPPOSING sides temp. difference. E.g. If the left side has water, the right needs Lava. E.G If the Top has lava, the bottom needs Water.
Of course Ice/ Lava requires removal / replacement of both Ice and water. (Lava to obsidian and Ice to water)
Thanks
PB
EDIT: also there is NO difference in total power having a series connected string of 8 or a checkerboard of 8 separate. Even though you can test a variation in individual series thermopiles.
I've been considering this for a while now, and it's not even very difficult to implement, but it does have some disadvantages.
For example, if the Retriever worked this way, you wouldn't be able to swap its inventory using a tube network in order to make an automatic multi-retrieval system.
Some blocks are much less problematic this way - like the Sorting Machine - and for others, like the Filter, I find myself not caring about that limitation, but the Retriever case really bugs me.
Hello Eloraam,
I've been giving this some more thought and may have an idea that will appeal to you. It solves the concern(s) you raised and throws in a bonus for good measure. Additionally, it solves the problem without changing the outward functioning of the selector style machines at all.
So, instead of changing how these machines work. I suggest a new block type, perhaps called a "Selector Block".
Here goes:
You craft a selector block (recipe?). In order to use this block, you must first place it, temporarily. Once placed, you can right-click on it to open it's interface. This interface has one inventory slot, where you can place between 1 and 64 items. My conception of it also has four buttons, +1, -1, +8, -8 that will change the number of items in the slot, meaning you really only need one item, then you can set the number using these buttons. One big difference is that when you put an item inside, it doesn't leave your hand. So, it really places a reference to the type of item, not the item itself, saving this potentially valuable resource for other uses. Then you have to break the block to gather the item so you can get it in your inventory, in order to put it in one of the selection machines.
When this block is is placed inside a selection machine (sorter, retriever, etc.), it will retrieve the items exactly as if the real thing had been put in. This leaves the machine functioning as before, but without dedicating resources to the purpose of selecting resources. So... If you're a player who doesn't know about Selector Blocks yet, the machines will behave exactly as they do now and all existing contraptions that use them will continue to work normally, including ones that dynamically change the inventory of selection machines.
Ok, now for the bonus, and the reason a separate count control is necessary. If you do NOT place an item in the "Selector Block", it will act as a wildcard. This is similar to putting nothing in a retriever, or filter, except the count will still be active, enforcing a specific number of "whatever" This is actually very cool, since right now there is no way for me to use a retriever or filter to guarantee that I get a full stack of whatever. For the problem I want to solve I don't know what I'm retrieving, but I do know that I only want it to retrieve if a full stack when it is available. While my project currently wants to get a full stack, I can think of lots of situations where I'd want fewer. This would be a powerful addition, and perhaps without having to leave the current tech tier?
Since these blocks can be moved around tubes, like any block/item, you still have the ability to dynamically change the inventory of a retriever, etc, with just Selector Blocks, just normal items, or a mixture. So we get the best of both worlds. It's the Selector Block that enhances selection class machine behavior, not a change to the machine itself, other than your coding support for the new block. :-D
It creates a kind of block that keeps it's contents and other meta-data with the item, even when you break it. Other meta-blocks dump their config (contents), etc. and when they are placed again, they act like a freshly crafted block. This would be a unique block in that respect.
Pardon me for stating so many things that are obvious to you, but I want to be complete so others who are reading this grok it as well.
Problems:
Of course, I'm not implying that these are the only problems, since I'm sure there are others that I haven't considered, but here goes:
How do you represent one of these when it's in an inventory slot, so you can tell what's in it. Ideally, you'd know what is in it, and how many. And there may well be limitations within Minecraft that make it hard to do something sensible, like display the normal symbol decorated with other symbols to let you know it's in a Selector Box and how many there are, negating the unappealing, probably prohibitive, need the create a new symbol for every possible combination of items in a "Selection Block" (with count?). The count is tricky, since there's only one Selector Block, possibly with more than one item reference inside. For several reasons, I don't think these things should stack. I do not know if it is possible (practical) to do this, at least in Minecraft's current state. It may be that you can only display a single symbol from a gridded texture file. If there's a way to built a symbol dynamically from two or more normal symbols for display in an inventory slot without hacking the Minecraft base code, that'd be awesome, but somehow I doubt it.
What happens when you put a Selection Block inside a Selection Block, or deeper even? How much sense does it make to do this? I suppose it could be useful, since someone will almost certainly find some clever uses for it. But it may be too much.
I'm very curious to know what you think of this idea.
If you mean what I think you mean, why would the Selector Block need to remember it's inventory when it is removed? It could be possible to have a 'Selector Hub' to apply frequencies to different items, à la Wireless Redstone. Another idea is to have each Selector Block able to apply a frequency to its inventory, so you could place one down, change the frequency, and the inventory would be the same.
I'm really not sure what you mean. More explanation needed. Also, did you read the original post that this one is well down the road from? If not, here it is. This may help you understand where I'm coming from, since this post was intended mostly for Eloraam, who will know where I'm coming from. :-)
Hello guys.
Nice Mod got u got there Eloraam.
I just got minecraft and i i really want to try this mod.
i tried installing the Risugami's modloader and SDK modloader Client version and the Mineforge client version.
Its always giving me a black screen. Im playing minecraft 1.1.0 and im all confused with the diffrent version numbers in each mod. So if anyone can give the download links for the mods with the correct version numbers would be very usefull.
Thanks
make sure your using the 1.1 version of all the mods instead of the 1.2 (which they've all updated to) - secondly, make sure that your deleting the meta-inf file in your jar, this is very important - It might be a simple suggestion, unless your willing to go on scavanger hunt) that you wait until this mod is updated to 1.2.3, you will probably have an easier time then.
Considering I'm moving within the month, and once I move I'll be in a long-term internet blackout... I really hope the mods I usually play (IC2, and this are the only ones not updated so far) will be updated soon...
On the plus side, I have every mod I've downloaded since beta 1.7, including backups of each .minecraft version since then as well, so I won't be screwed
Seriously people, why is there so much talk of how difficult it is getting wool from flax?
It was great to have the ability when wool did not regrow on sheep but now this little set-up will automatically harvest stacks of wool with no real effort:
Just stick some shears in the Deployer once you see your sheep holding on to their wool and it'll keep flowing.
lol, poor bugger. Cool idea though. Never would have thought of that one. Thanks for the flax automaton tips too, guys! I'll try both methods
I believe your numbers are a bit off.... I have re-checked mine listed above. You can only check stabilized current when connected to a load (e.g.) furnace. The output (un-loaded) will vary relative to the voltage it has "buffered" up to.
I've rechecked the numbers and I see a problem comparing test(We need some lab standard....).
If you check the thermopile with the voltmeter you get x-AMPS but when you check the load(battery or furnace) you get (x/2)-Amps.
Re-testing
2 water and 2 lava I've got ~.25A on the thermopile and ~0.125A on the furnace
3 water and 1 lava ~.38A ~.19A
2 Ice and 2 lava I've got ~1A on the thermopile and ~0.5A on the furnace
and still checking 4 water and 1 lava underneath I get ~0.5A on the thermopile and ~0.25A on the furnace
Even though they should work best when on opposing sides I still get best results (when using only water and lava) in the above combination.
Same goes with solar panels, ~2.00A on the panel and wire, ~1.0A on the furnace.
All the measurements were made after the Volts stabilized at 60V(In the test with the ice, I replaced water with ice after the voltage got to 60 it still jumped a bit but the readings were more or less stable)
(The furnaces had work = stack of cobble)
so...........
If you are sure that your measurements are correct than I don't know what I'm doing differently but best results that I get on my client are as above...
(unless I messed something in RP)
As far as I understand thermopile works opposite to the way a peltier-effect cooling cell works so having the heat and cold sources on opposite sides makes sense.
I've rechecked the numbers and I see a problem comparing test(We need some lab standard....).
If you check the thermopile with the voltmeter you get x-AMPS but when you check the load(battery or furnace) you get (x/2)-Amps.
Re-testing
2 water and 2 lava I've got ~.25A on the thermopile and ~0.125A on the furnace
3 water and 1 lava ~.38A ~.19A
2 Ice and 2 lava I've got ~1A on the thermopile and ~0.5A on the furnace
and still checking 4 water and 1 lava underneath I get ~0.5A on the thermopile and ~0.25A on the furnace
Even though they should work best when on opposing sides I still get best results (when using only water and lava) in the above combination.
Same goes with solar panels, ~2.00A on the panel and wire, ~1.0A on the furnace.
All the measurements were made after the Volts stabilized at 60V(In the test with the ice, I replaced water with ice after the voltage got to 60 it still jumped a bit but the readings were more or less stable)
(The furnaces had work = stack of cobble)
so...........
If you are sure that your measurements are correct than I don't know what I'm doing differently but best results that I get on my client are as above...
(unless I messed something in RP)
As far as I understand thermopile works opposite to the way a peltier-effect cooling cell works so having the heat and cold sources on opposite sides makes sense.
I agree with needing a standard for testing. For me all test cases were 8 series horizontal connected Thermopiles with a single wire off one end. 2 Sections of Alloy wire were used before furnace connection. I let Voltage build up to maximum before "starting" furnace. (100.41v-100.90v depending on config and 0A). Then a stack of items was placed into furnace (sand) and the furnace was run until the wire Directly behind the furnace was Stable with Volts (a few minutes). Because of being too little power, but enough to slowly drive. All tests balanced to 60v. Then, in a series connection.....the most accurate measurement for the Thermopile is the first one (farthest away from wire). If you test each in a series (1water/1lava) youget .12A, however each additional will only add .10 to the increase; Testing a line of 8 still gives 1A.
So, for me start was max V and no A, run until stable.. Measures ONLY taken from first thermopile and wire behind furnace.
-Now it seems your first number from the re-check does match mine (Red Above) with 2 lava and 2 water being .25A.
-As for 3 water and one lava I did not test this; as it does not create a difference on one "side pair". So only 1 pair should function and be slightly higher than .125
-With Ice /Lava I had to setup a Deployer for each Ice and a Breaker / Transposer for the lava obsidian issue. but I did only note the .45 per thermopile.
I Suppose also , I have tested the 1 water / 1 lava; along with 2 water / 2 lava in larger sets. It does prove to be linear when tested as described. (e.g. 1set x 8 = 1A , x16 = 2A etc.) (e.g.- 2set x8 =2A, x16 = 4A, x 24 =6A)
I guess this is why I also figured the numbers correct since they scale.
I did test only having one temp source also (which is another reason to not test 3 water / 1 lava) e.g. 1 water only or 1 lava only. In which case outputs were close to nil.
Lastly to help clear things up. A thermopile was the original name given to a junction of 2 dissimilar metals that produce electricity when there was a temperature difference between them. This was waaay back 100 years ago, when a Capacitor was a Condenser. There was nothing done with this knowledge until the mid 80's when TEM's were invented. These "ThermoElectric Modules" are actually hundreds of these junctions (formerly known as) thermopiles. There are hundreds per square inch in modern modules.
In all cases these are referred to as a "heat pump". When using TEM's, power is applied (DC) and one side of the module heats and the other cools (usually 50-70C Delta). There are TEGs (thermoelectric generators) that are designed to handle high temps and use different junction materials. These need pretty large heat Deltas(150-200C) to produce, but do produce power (50w +/-). So I guess, since you need many junctions, RP is a TEG.
Either mode of operation it's still a (now) thermoelectric junction. It can be run both ways. But it's always based on opposing sides.
I suppose Eloraam may have to give the final verdict on about whether her code requires the opposing difference or not.
So, for me start was max V and no A, run until stable.. Measures ONLY taken from first thermopile and wire behind furnace.
-Now it seems your first number from the re-check does match mine (Red Above) with 2 lava and 2 water being .25A.
-As for 3 water and one lava I did not test this; as it does not create a difference on one "side pair". So only 1 pair should function and be slightly higher than .125
...
Lastly to help clear things up. A thermopile was the original name given to a junction of 2 dissimilar metals that produce electricity...
I suppose Eloraam may have to give the final verdict on about whether her code requires the opposing difference or not.
Thanks
PB
Rebuilt your setup, the test with your combinations give the same results as you got BUT it does seem that in RP it only looks at the Temp Diff since trying 3vs1 as I did gives higher yield and 4vs1 even higher. I also tested what tubera suggested (results below) which gives even more Amps.
If I'm not mistaken (I'm between lectures right now don't have time to check) the basic TC component/cell (one couple) output is in mW so I wonder how many are in one module and what size it is to give 50W.
(Though everything today is miniaturized so I guess there could be hundreds of them in a few cm^2)
Thanks for the insight.
the lowest of heat-cold will decide the current. So the best result will probably be 1 lava 1 fire and 3 snow layers generated by snowmen (so they get recreated when they've dissipated) This will not work in the nether as snowlayers cannot exist there. ie you'll want to keep the heat below 100 so your snow and ice blocks won't melt. ie 3 fires 1 torch and 1 ice/snow block
I wasn't watching this thread much up until recently so I missed the figures you are referring to so thanks for that.
I've just tested the setup with snowman and I get around ~0.625A with a furnace as load (at 60V), so its higher then the 4Water vs 1 Lava that I've built (~0.5A @ 60V), but since you have to make sure the snow golems stay in, the whole construction is rather bulky so I think on the practical side the checkerboard design with 4 water and 1 lava is a better stable solution and a bit easier to wire.
Looks like the final current is decided not only by heat-cold but also by how high the heat initially is, since 4 golems and 1 lava give ~0.5A which is the same as 4 water and 1 lava.
P.S:When I'll have time I'll retest this on a clean install of only RP2. Since my current install has a bunch of mods inside the jar (Server related, usually I put everything in the mods folder).
P.S.S: Sorry for the trouble with this lengthy discussion!
Nice Mod got u got there Eloraam.
I just got minecraft and i i really want to try this mod.
i tried installing the Risugami's modloader and SDK modloader Client version and the Mineforge client version.
Its always giving me a black screen. Im playing minecraft 1.1.0 and im all confused with the diffrent version numbers in each mod. So if anyone can give the download links for the mods with the correct version numbers would be very usefull.
Thanks
That also effectively disables all Machine functions as well :).
True. Personally I don't mind all the volcanoes, but it might be nice to have more granular control over how many get generated in the config file for those people for whom it is a problem.
Oh, so RP is were that tungsten came from. Never quite figured that out, all I knew was that it had lots of EMC for Equivalent Exchange.
I'm glad your tests have proven that what Eloraam posted when they were released are still accurate.
Snow/Ice & Lava checkerboard would produce ~1A per 'pile but that requires some support structure to maintain the snow & lava.
@CyberVVolf
I believe your numbers are a bit off.... I have re-checked mine listed above. You can only check stabilized current when connected to a load (e.g.) furnace. The output (un-loaded) will vary relative to the voltage it has "buffered" up to.
As said in first post I'm very familiar with RL TC's and Eloraam has done a decent job.
BEST POWER is obtained having OPPOSING sides temp. difference. E.g. If the left side has water, the right needs Lava. E.G If the Top has lava, the bottom needs Water.
Of course Ice/ Lava requires removal / replacement of both Ice and water. (Lava to obsidian and Ice to water)
Thanks
PB
EDIT: also there is NO difference in total power having a series connected string of 8 or a checkerboard of 8 separate. Even though you can test a variation in individual series thermopiles.
Hello Eloraam,
I've been giving this some more thought and may have an idea that will appeal to you. It solves the concern(s) you raised and throws in a bonus for good measure. Additionally, it solves the problem without changing the outward functioning of the selector style machines at all.
So, instead of changing how these machines work. I suggest a new block type, perhaps called a "Selector Block".
Here goes:
You craft a selector block (recipe?). In order to use this block, you must first place it, temporarily. Once placed, you can right-click on it to open it's interface. This interface has one inventory slot, where you can place between 1 and 64 items. My conception of it also has four buttons, +1, -1, +8, -8 that will change the number of items in the slot, meaning you really only need one item, then you can set the number using these buttons. One big difference is that when you put an item inside, it doesn't leave your hand. So, it really places a reference to the type of item, not the item itself, saving this potentially valuable resource for other uses. Then you have to break the block to gather the item so you can get it in your inventory, in order to put it in one of the selection machines.
When this block is is placed inside a selection machine (sorter, retriever, etc.), it will retrieve the items exactly as if the real thing had been put in. This leaves the machine functioning as before, but without dedicating resources to the purpose of selecting resources. So... If you're a player who doesn't know about Selector Blocks yet, the machines will behave exactly as they do now and all existing contraptions that use them will continue to work normally, including ones that dynamically change the inventory of selection machines.
Ok, now for the bonus, and the reason a separate count control is necessary. If you do NOT place an item in the "Selector Block", it will act as a wildcard. This is similar to putting nothing in a retriever, or filter, except the count will still be active, enforcing a specific number of "whatever" This is actually very cool, since right now there is no way for me to use a retriever or filter to guarantee that I get a full stack of whatever. For the problem I want to solve I don't know what I'm retrieving, but I do know that I only want it to retrieve if a full stack when it is available. While my project currently wants to get a full stack, I can think of lots of situations where I'd want fewer. This would be a powerful addition, and perhaps without having to leave the current tech tier?
Since these blocks can be moved around tubes, like any block/item, you still have the ability to dynamically change the inventory of a retriever, etc, with just Selector Blocks, just normal items, or a mixture. So we get the best of both worlds. It's the Selector Block that enhances selection class machine behavior, not a change to the machine itself, other than your coding support for the new block. :-D
It creates a kind of block that keeps it's contents and other meta-data with the item, even when you break it. Other meta-blocks dump their config (contents), etc. and when they are placed again, they act like a freshly crafted block. This would be a unique block in that respect.
Pardon me for stating so many things that are obvious to you, but I want to be complete so others who are reading this grok it as well.
Problems:
Of course, I'm not implying that these are the only problems, since I'm sure there are others that I haven't considered, but here goes:
Thanks for giving it your consideration.
I'm really not sure what you mean. More explanation needed. Also, did you read the original post that this one is well down the road from? If not, here it is. This may help you understand where I'm coming from, since this post was intended mostly for Eloraam, who will know where I'm coming from. :-)
make sure your using the 1.1 version of all the mods instead of the 1.2 (which they've all updated to) - secondly, make sure that your deleting the meta-inf file in your jar, this is very important - It might be a simple suggestion, unless your willing to go on scavanger hunt) that you wait until this mod is updated to 1.2.3, you will probably have an easier time then.
I'd miss it so much that I won't upgrade 'till it's ready. ;-D
I waiting for IC2, TC2, and RP and I will happy forever D:
Or at least until 1.3 comes out right?
On the plus side, I have every mod I've downloaded since beta 1.7, including backups of each .minecraft version since then as well, so I won't be screwed
lol, poor bugger. Cool idea though. Never would have thought of that one. Thanks for the flax automaton tips too, guys! I'll try both methods
I've rechecked the numbers and I see a problem comparing test(We need some lab standard....).
If you check the thermopile with the voltmeter you get x-AMPS but when you check the load(battery or furnace) you get (x/2)-Amps.
Re-testing
2 water and 2 lava I've got ~.25A on the thermopile and ~0.125A on the furnace
3 water and 1 lava ~.38A ~.19A
2 Ice and 2 lava I've got ~1A on the thermopile and ~0.5A on the furnace
and still checking 4 water and 1 lava underneath I get ~0.5A on the thermopile and ~0.25A on the furnace
Even though they should work best when on opposing sides I still get best results (when using only water and lava) in the above combination.
Same goes with solar panels, ~2.00A on the panel and wire, ~1.0A on the furnace.
All the measurements were made after the Volts stabilized at 60V(In the test with the ice, I replaced water with ice after the voltage got to 60 it still jumped a bit but the readings were more or less stable)
(The furnaces had work = stack of cobble)
so...........
If you are sure that your measurements are correct than I don't know what I'm doing differently but best results that I get on my client are as above...
(unless I messed something in RP)
As far as I understand thermopile works opposite to the way a peltier-effect cooling cell works so having the heat and cold sources on opposite sides makes sense.
I agree with needing a standard for testing. For me all test cases were 8 series horizontal connected Thermopiles with a single wire off one end. 2 Sections of Alloy wire were used before furnace connection. I let Voltage build up to maximum before "starting" furnace. (100.41v-100.90v depending on config and 0A). Then a stack of items was placed into furnace (sand) and the furnace was run until the wire Directly behind the furnace was Stable with Volts (a few minutes). Because of being too little power, but enough to slowly drive. All tests balanced to 60v. Then, in a series connection.....the most accurate measurement for the Thermopile is the first one (farthest away from wire). If you test each in a series (1water/1lava) youget .12A, however each additional will only add .10 to the increase; Testing a line of 8 still gives 1A.
So, for me start was max V and no A, run until stable.. Measures ONLY taken from first thermopile and wire behind furnace.
-Now it seems your first number from the re-check does match mine (Red Above) with 2 lava and 2 water being .25A.
-As for 3 water and one lava I did not test this; as it does not create a difference on one "side pair". So only 1 pair should function and be slightly higher than .125
-With Ice /Lava I had to setup a Deployer for each Ice and a Breaker / Transposer for the lava obsidian issue. but I did only note the .45 per thermopile.
I Suppose also , I have tested the 1 water / 1 lava; along with 2 water / 2 lava in larger sets. It does prove to be linear when tested as described. (e.g. 1set x 8 = 1A , x16 = 2A etc.) (e.g.- 2set x8 =2A, x16 = 4A, x 24 =6A)
I guess this is why I also figured the numbers correct since they scale.
I did test only having one temp source also (which is another reason to not test 3 water / 1 lava) e.g. 1 water only or 1 lava only. In which case outputs were close to nil.
Lastly to help clear things up. A thermopile was the original name given to a junction of 2 dissimilar metals that produce electricity when there was a temperature difference between them. This was waaay back 100 years ago, when a Capacitor was a Condenser. There was nothing done with this knowledge until the mid 80's when TEM's were invented. These "ThermoElectric Modules" are actually hundreds of these junctions (formerly known as) thermopiles. There are hundreds per square inch in modern modules.
In all cases these are referred to as a "heat pump". When using TEM's, power is applied (DC) and one side of the module heats and the other cools (usually 50-70C Delta). There are TEGs (thermoelectric generators) that are designed to handle high temps and use different junction materials. These need pretty large heat Deltas(150-200C) to produce, but do produce power (50w +/-). So I guess, since you need many junctions, RP is a TEG.
Either mode of operation it's still a (now) thermoelectric junction. It can be run both ways. But it's always based on opposing sides.
I suppose Eloraam may have to give the final verdict on about whether her code requires the opposing difference or not.
Thanks
PB
In due time
Read the forum rules.
You really shouldn't be asking for updates
You get reported.
(no more clues)
Note: the above format was inspired by "InvisiClues(tm)"
Rebuilt your setup, the test with your combinations give the same results as you got BUT it does seem that in RP it only looks at the Temp Diff since trying 3vs1 as I did gives higher yield and 4vs1 even higher. I also tested what tubera suggested (results below) which gives even more Amps.
If I'm not mistaken (I'm between lectures right now don't have time to check) the basic TC component/cell (one couple) output is in mW so I wonder how many are in one module and what size it is to give 50W.
(Though everything today is miniaturized so I guess there could be hundreds of them in a few cm^2)
Thanks for the insight.
I wasn't watching this thread much up until recently so I missed the figures you are referring to so thanks for that.
I've just tested the setup with snowman and I get around ~0.625A with a furnace as load (at 60V), so its higher then the 4Water vs 1 Lava that I've built (~0.5A @ 60V), but since you have to make sure the snow golems stay in, the whole construction is rather bulky so I think on the practical side the checkerboard design with 4 water and 1 lava is a better stable solution and a bit easier to wire.
Looks like the final current is decided not only by heat-cold but also by how high the heat initially is, since 4 golems and 1 lava give ~0.5A which is the same as 4 water and 1 lava.
P.S:When I'll have time I'll retest this on a clean install of only RP2. Since my current install has a bunch of mods inside the jar (Server related, usually I put everything in the mods folder).
P.S.S: Sorry for the trouble with this lengthy discussion!