Talk:Wind Mill

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This item no longer has an output slot for full batteries. --Altaree 19:50, 16 September 2011 (CEST)

  • can this be confirmed by someone else to be sure? --Zulu 217 11:01, 1 November 2011 (CET)
    • Confirmed, no output slot. --TheTanker423 11:07, 1 March 2012 (PST)

I'm using multiple windmills on a single tin wire, building above level 127 - it appears this can occasionally result in voltage values above 4 EV/t, burning out tin wires under high loads. I would guess that going above level 128 requires glass fiber cables. Can anyone confirm this result? --TravisTgr 23:07, 9 April 2012 (CEST)

Technical Details (Client v1.95 | MC1.2.5)[edit]

Wasn't sure whether to add this to the page or not, so decided to put it here.

Wind Strength

  • Minimum strength is 0, Maximum is 30.
  • Modified every 128 ticks (About 6.4 seconds)
  • Chance to increase or decrease by 1.
  • 10% chance to increase if current strength is 0 to 20.
  • 10% chance to decrease if current strength is 10 to 30.
  • Current strength of 0 to 9 have (10 - (10 - current strength)) chance to decrease in strength. (E.g. 0 current strength has 0% chance to decrease, 1 = 1% to decrease, ..., 9 = 9%)
  • Current strength of 21 to 30 have (10 - (current strength - 20)) chance to increase in strength. (E.g. 21 current strength has 9% chance to increase, 22 = 8% to increase, ..., 30 = 0%)

Power

  • Calculated every 128 ticks (About 6.4 seconds)
  • Minimum power is 0, Maximum is 11.46 (y: 255 and thundering), Maximum safe is 4.98 (y: 147 and thundering).
  • Calculation is: power = s * (y - 64 - c) / 750; 's' is Wind Strength, 'y' is Block Height, and 'c' is number of blocks (not including the windmill itself) in a 9x9x7 area around the windmill.
  • Power has a 50% (* 1.5) increase if it is thundering, 20% (* 1.2) increase if it is raining.
  • If the power is higher than 5, there is a 0% to 0.1292% chance (chance based on power) to change the windmill to a generator and drop 0 to 4 batpacks.

Coryf88 17:51, 10 May 2012 (CEST)