Really? Just one steel bar/10h of constant work? How much power does one turbine generate, 100EU/t? Thats 72M EU/steel bar.
Iron is everywhere, it's the most common ore after coal. You can surely afford that one bar of steel, right?
Actually it's one blade/10 hours and thus 3 steel/10 hours... But the issue is not the running cost - it's OK. The issue is the initial setup cost. It's more than 4 stacks of steel to build one turbine. And you need 82 of them to feed Greg's Matter Fabricator at the max possible speed. (and 36 36HP boilers as well, but boiler is significantly cheaper - only 72 steel + some other resources) That's... quite a lot.
So, it is the reason why I'm suggesting to make it output more energy, even without efficiency changes - the Turbine as I see it should be a constant-output high-power generator, but even though it is such a generator, you still need a lot of them to power the most energy-hungry devices.
Oh, and 80 turbines will require 24 steel/hour - it's almost 0.5 steel/minute, and this running cost is much more noticeable.
Now I think that 512 Eu/t out of steam produced by 2 36HP - would be perfect. It a bit more than I posted before (and also a bit more efficient, but still much less than 2.5 times mj produced by the same boilers), but it's not a very significant change. Big Steam Turbine that outputs High Voltage makes sense, isn't it? Maybe I want too much, but I really want it to be better... At least better than those silly 5 GeoGen+Nether pump setups and one-block HV-output solars....
My only comment is that the so called "common" power conversion ratio is only used by one mod (Power Converters) and was poorly thought out.
As for the rest, well there is really no way I can make it both interesting and still beat all those other "cheaper" power sources. I've kind of given up on it at this point.
you use a ratio of 25 EU to 16 MJ, right? i want to make sure i get all the configurable conversion ratios to be consistent, and i decided to use your ratio.
also i have a bit of a suggestion. one thing i would like to see added is a kind of 'steam vent'. it would be flipped open or closed. when open, it would consume a large amount of steam, but do damage to anything standing on it. (possibly with a cool particle effect like smoke, but steam colored). it would make a very interesting trap, or an interesting way to automate animal harvesting.
you use a ratio of 25 EU to 16 MJ, right? i want to make sure i get all the configurable conversion ratios to be consistent, and i decided to use your ratio.
also i have a bit of a suggestion. one thing i would like to see added is a kind of 'steam vent'. it would be flipped open or closed. when open, it would consume a large amount of steam, but do damage to anything standing on it. (possibly with a cool particle effect like smoke, but steam colored). it would make a very interesting trap, or an interesting way to automate animal harvesting.
An interesting suggestion, I like it.
I have one as well, and it would tie in with yours, but some people might not like this, so this would definitely be a config option:
Steam boilers that, if overfilled and the steam isn't used as it is produced, explode.
To combat a steam boiler turned missile, you would either have to use 100% of the steam that is produced, or use one of your said valve blocks as a pressure release.
If the pressure gets too high, it would auto-open and release excess steam to safe levels. Any entities near the open steam valve would be killed. (Can also be opened manually via redstone)
Says you. That's just more tedious grinding, says me. I prefer to have to work for my fancy machines, yes, but not to put in things like random explosions that do not make gameplay more fun, but instead more frustrating.
I play with tech mods to expand my survival gameplay, not to turn the game into a MMO-esque grindfest. Hence why I do not play with, for example, gregtech.
However, I accept that others (such as you) have different preferences than me. That is why I tend to prefer configurable options for "difficulty". In the end, though, the mod author has a choice on how they want to balance their mod, just as I have a choice as to whether to play with it or not. If, say CovertJaguar suddenly decides to take the Gregtech route make everything obscenely expensive, that's entirely his choice. My choice would then be to stop playing with Railcraft, as that sort of gameplay isn't fun for me.
This is starting to frustrate me a bit. Is there a special way a steam turbine has to be connected to a boiler? I've tried many setups, from attaching the turbines directly to a steam boiler [36k design liquid boiler], connecting a liquiduct from the boiler to the turbine, even maxed out the number of connections the turbine can handle [4 liquiducts, then tried 8 gold waterproof pipe connections] and no matter what I do, output remains at 0%. The turbine has a freshly-crafted rotor and an electrical connection to a LESU.
EDIT: I finally got it to start working. It seems that steam turbines don't like working with Gregtech things all that much, especially the LESU. Hooking it up to a MFSU caused it to work properly.
Actually it's one blade/10 hours and thus 3 steel/10 hours... But the issue is not the running cost - it's OK. The issue is the initial setup cost. It's more than 4 stacks of steel to build one turbine. And you need 82 of them to feed Greg's Matter Fabricator at the max possible speed. (and 36 36HP boilers as well, but boiler is significantly cheaper - only 72 steel + some other resources) That's... quite a lot.
Your problem is Gregtech, it's a power *****. 100EU/t is impressive for most power generators, if you need silly amounts of power, then you need to use silly amounts of materials to make power generation.
Your problem is Gregtech, it's a power *****. 100EU/t is impressive for most power generators, if you need silly amounts of power, then you need to use silly amounts of materials to make power generation.
Vanilla MassFab also needs silly amount of power. Running it off one turbine is too slow, for example. Also, common setup with 5 geogens give you the same amount of power for much lower price.
And also, mods don't exist in vacuum - they interact with one another. 100 Eu/t is honestly a "starting point" for any sort of modpack. MK I no-chamber reactor can produce 100 Eu/t. I'm not sure if everyone interested in just plain IC2 without any addons, so it's not very good idea to balance Turbine just around IC2 macines. And even some vanilla IC2 generators can outproduce a set of boilers with turbines. And if you talk vanilla IC2, super-overclocked macerators/compressors/extractor will eat tons of power
And also, 259 steel is already silly amounts of materials
I have a small Problem with the Steam Boiler. I can pump out infinite Liquids (Steam and Water) from it, using the more intelligent Version of the drain-Function of ITankContainer like the following:
The Boiler being tTank2 and a Quantum Tank with Import Valve Cover being tTank1. aSide is the facing of the Cover itself. And tLiquid is the Liquid from a prior tank draining simulation, to determine the amount of transferred Liquids.
Correct me if I'm wrong but, I think aside from accidently wasting liquids, this can't cause Infinite filling of the adjacent QTank. Especially not with Water, as it's adjacent to the Boiler Part and not the Firebox.
And in theory I shouldnt even get access to the Water Tank at all, when checking the Boiler. Same with Steam from Firebox.
The drain function is hard coded to drain only from the steam tank. Side is ignored. I don't really understand the question.
@Override
public LiquidStack drain(ForgeDirection from, int maxDrain, boolean doDrain) {
return drain(TANK_STEAM, maxDrain, doDrain);
}
@Override
public LiquidStack drain(int tankIndex, int maxDrain, boolean doDrain) {
TileBoilerFirebox mBlock = (TileBoilerFirebox) getMasterBlock();
if (mBlock == null) {
return null;
}
return mBlock.tankManager.drain(tankIndex, maxDrain, doDrain);
}
CovertJaguar, one suggestion I have to attempt to make the masses stop bugging you, is to possibly make the power output of turbines configurable within a certain range. Putting it into the hands of the server moderators to decide, and also making them the target of rants instead of you.
Thankyou very much for all your hard work! I love this mod, as do all my friends.
Awesome! Everything seems great so far on my server.
One small issue, though. I've disabled ore gen and the steel tools / ingots, since I have this installed alongside metallurgy. Everything recognizes metallurgy's steel just fine except I can't turn it into nuggets. Oddly enough it takes an iron ingot to get 9 steel nuggets.
Awesome! Everything seems great so far on my server.
One small issue, though. I've disabled ore gen and the steel tools / ingots, since I have this installed alongside metallurgy. Everything recognizes metallurgy's steel just fine except I can't turn it into nuggets. Oddly enough it takes an iron ingot to get 9 steel nuggets.
Is the rendering bug with forestry liquids a railcraft bug?
(It crashes when one tries to put one in the tank- tested with short mead) on Public beta w/forestry version.... umm..... dunno. Either one of the last betas, or the full release.
This would seem to be the same issue you had previous told me was an ID confliction which was clearly wrong as was pointed out to be a liquid directory issue.
It seems to be down to forestry liquids rendering in pipes before it even gets to a tank as the original post i had made on forestry and MFR threads said that when the Forestry still produced biofuel if you had MFR installed as well it maybe possible that the liquid directory would get confused on what it was supposed to be producing and when the liquid which was correctly coloured orange was extracted via a pipe it would crash the client as it clashes with MFR biofuel which may not be meant to be piped into tanks. This clash has appeared using Foresty, Railcraft and some other mods that have liquids but all seem to include forestry so my guess would be it is still foresty that is the culprit as PowerCrystals has already pointed out it is not MFR and that it is forestry code and iam guessing it is also not Railcraft. Sengir seemed to miss the post i added to the forestry thread either through knowing that there is an issue with forestry liquids or just ignored it.
It's because of one or both of 2 things, none of which you mentioned.
1.5's texture update.
Forestry's api update.
It's not an ID conflict, cause there is only 1 short mead. RC is either using an outdated forestry api, or forestry is either using an outdated RC api, or 1.5.1's texture update broke it.(it's probably this one.) Many liquids have had glitches like this. For example, Tconstruct metals 1st appeared as lava, then liquid iron, then and only then, their proper liquid forms. Try pumping forestry liquids (short mead-for one) through liquiducts. It'll look like lava, because it's not properly textured, or the texture isn't loading. RC is trying to find a texture that 1 doesn't exist, 2 is in a new place, or 3 it's searching methods are different.
EDIT: Oh, and that's only through bc pipes, or in this instance, any non-bc pipe/container.
So, it is the reason why I'm suggesting to make it output more energy, even without efficiency changes - the Turbine as I see it should be a constant-output high-power generator, but even though it is such a generator, you still need a lot of them to power the most energy-hungry devices.
Oh, and 80 turbines will require 24 steel/hour - it's almost 0.5 steel/minute, and this running cost is much more noticeable.
Now I think that 512 Eu/t out of steam produced by 2 36HP - would be perfect. It a bit more than I posted before (and also a bit more efficient, but still much less than 2.5 times mj produced by the same boilers), but it's not a very significant change. Big Steam Turbine that outputs High Voltage makes sense, isn't it? Maybe I want too much, but I really want it to be better... At least better than those silly 5 GeoGen+Nether pump setups and one-block HV-output solars....
you use a ratio of 25 EU to 16 MJ, right? i want to make sure i get all the configurable conversion ratios to be consistent, and i decided to use your ratio.
also i have a bit of a suggestion. one thing i would like to see added is a kind of 'steam vent'. it would be flipped open or closed. when open, it would consume a large amount of steam, but do damage to anything standing on it. (possibly with a cool particle effect like smoke, but steam colored). it would make a very interesting trap, or an interesting way to automate animal harvesting.
Current # of wood planks: -2147483648.
um, who overflowed my wood farm?
An interesting suggestion, I like it.
I have one as well, and it would tie in with yours, but some people might not like this, so this would definitely be a config option:
Steam boilers that, if overfilled and the steam isn't used as it is produced, explode.
To combat a steam boiler turned missile, you would either have to use 100% of the steam that is produced, or use one of your said valve blocks as a pressure release.
If the pressure gets too high, it would auto-open and release excess steam to safe levels. Any entities near the open steam valve would be killed. (Can also be opened manually via redstone)
I play with tech mods to expand my survival gameplay, not to turn the game into a MMO-esque grindfest. Hence why I do not play with, for example, gregtech.
However, I accept that others (such as you) have different preferences than me. That is why I tend to prefer configurable options for "difficulty". In the end, though, the mod author has a choice on how they want to balance their mod, just as I have a choice as to whether to play with it or not. If, say CovertJaguar suddenly decides to take the Gregtech route make everything obscenely expensive, that's entirely his choice. My choice would then be to stop playing with Railcraft, as that sort of gameplay isn't fun for me.
tl;dr: that's just, like, your opinion man.
EDIT: I finally got it to start working. It seems that steam turbines don't like working with Gregtech things all that much, especially the LESU. Hooking it up to a MFSU caused it to work properly.
Your problem is Gregtech, it's a power *****. 100EU/t is impressive for most power generators, if you need silly amounts of power, then you need to use silly amounts of materials to make power generation.
Vanilla MassFab also needs silly amount of power. Running it off one turbine is too slow, for example. Also, common setup with 5 geogens give you the same amount of power for much lower price.
And also, mods don't exist in vacuum - they interact with one another. 100 Eu/t is honestly a "starting point" for any sort of modpack. MK I no-chamber reactor can produce 100 Eu/t. I'm not sure if everyone interested in just plain IC2 without any addons, so it's not very good idea to balance Turbine just around IC2 macines. And even some vanilla IC2 generators can outproduce a set of boilers with turbines. And if you talk vanilla IC2, super-overclocked macerators/compressors/extractor will eat tons of power
And also, 259 steel is already silly amounts of materials
The drain function is hard coded to drain only from the steam tank. Side is ignored. I don't really understand the question.
NEI or the wiki are your friends.
Profile pic by Cheshirette c:
Thankyou very much for all your hard work! I love this mod, as do all my friends.
Get it now at http://www.railcraft.info/
Awesome! Everything seems great so far on my server.
One small issue, though. I've disabled ore gen and the steel tools / ingots, since I have this installed alongside metallurgy. Everything recognizes metallurgy's steel just fine except I can't turn it into nuggets. Oddly enough it takes an iron ingot to get 9 steel nuggets.
Will be fixed in next version, thanks.
(It crashes when one tries to put one in the tank- tested with short mead) on Public beta w/forestry version.... umm..... dunno. Either one of the last betas, or the full release.
It's because of one or both of 2 things, none of which you mentioned.
1.5's texture update.
Forestry's api update.
It's not an ID conflict, cause there is only 1 short mead. RC is either using an outdated forestry api, or forestry is either using an outdated RC api, or 1.5.1's texture update broke it.(it's probably this one.) Many liquids have had glitches like this. For example, Tconstruct metals 1st appeared as lava, then liquid iron, then and only then, their proper liquid forms. Try pumping forestry liquids (short mead-for one) through liquiducts. It'll look like lava, because it's not properly textured, or the texture isn't loading. RC is trying to find a texture that 1 doesn't exist, 2 is in a new place, or 3 it's searching methods are different.
EDIT: Oh, and that's only through bc pipes, or in this instance, any non-bc pipe/container.