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Poptarticus86

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Everything posted by Poptarticus86

  1. It is painfully obvious that Technic Pack is a large number of people's first experience with interfacing with programmers who don't get paid to work on the product they produce. If you were using any build other than the recommended stable build, you assumed all risk involved with running a program that has not been fully tested and bugfixed. Granted the recommended build lacks the features of the latest ones, many people find themselves bitching about the product as if they paid for it. They aren't screwing anyone as much as you are screwing your server population by providing them with a testing environment rather than a stable one. If you're tired with the rate at which stable environments are released, the TechnicPack launcher has a beautiful feature where you can upload your own custom modpack with the versions you oh so crave.
  2. In the second screenshot, you need to dig out that netherrack to create a bracket ] shape of water. Those blocks will create steam! Inversely, you could raise your water level by 1 block and cover the tops of the middle electromagnets, those create steam too. The design that you are using looks like one of the first videos from TacticalLion, I'd advise giving them another look to perfect your very-close replica. I see you are using insulated silver wire. Fusion reactors produce gobs and gobs of power. Aside from superconductor wire, you're going to have a % of resistance in each of the different types of wires. The more power you attempt to put through one, the more power will be lost in the material. I would recommend making the upgrade to superconductor wire ASAP. You have fire and no plasma in your tubes. That is a sign that the actual reactor itself is starved of power. Likely due to power loss in your cabling.
  3. Aside from the modpack versions listed in your launcher, there are no other versions of 'Voltz' developed and supported by the official dev team. Smartassyness aside, you are more than welcome to snag the updated individual versions of all the UE plugins and attempt to assemble/troubleshoot them yourself into a custom modpack. Custom modpacks are generally less popular, naturally, but it is possible to have huge success with them. Take the Aegis Gaming crew, for example. They run a custom modpack and have a relatively large following.
  4. World Edit is not a plugin included in the Voltz modpack. Therefore, it is not supported by the Voltz devs. It isnt a bug, World Edit is doing exactly what it was programmed to do - Interact with Vanilla Minecraft.
  5. I do believe you accidentally this whole thread!
  6. The recommended build -is- currently the most stable build the devs can offer while at the same time having confidence in its ability to be maintained on a server without numerous crashes/corruption. It is a trade-off though as far as the latest features you speak of. Thing is you're thinking in the wrong frame of mind. The devs will appeal more to the server owners than the players because there are no players without a stable environment in which to play. Without a healthy number of active servers, the devs would be forced to do more in-house testing and likely miss a handful of bugs. A small dev team won't catch as many bugs as thousands of players will. Running any dev build for Voltz is a nightmare for anyone attempting to host a new Voltz server with additional plugins. Additionally, you see so many version updates because the devs perform bugfixes as well as add new and exciting content. Eventually they will end up with a build that accomplishes both without introducing new bugs, and that release will become the next stable release. It is counter productive to the creative process to stop the presses and focus on one build (Look at Tekkit Classic). Considering these guys likely program and assemble these modpacks as a hobby, I'd say they do a damn fine job as it is. If you want speedier stable releases, you should contribute detailed bug reports in the appropriate forum. It helps more than you think.
  7. I feel for you. These modpacks can be a pain in that regard. So here's a point of view to ponder. I'm taking a logical look here so don't take this for fact but this is my best guess. The launcher self-manages what mods and mod versions should be initialized when you select "Voltz" in your modpack selection. It looks to the settings you designate in the options where you pick which version you want to load (1.0.11, 1.0.13, etc.). If you manually update your mods, you 'may' need to load it in as a custom modpack so it doesn't attempt to bump your current versions with the versions stored in the database for the version of voltz you have selected.
  8. 1.1.0 as I understand it was yanked entirely. To expand on Niavmai's comment, anything other than a recommended build is a dev build and isn't necessarily stable. As I've seen, they can be very stable; however when you begin adding multitudes of the staple plugins we see these days, stability tends to go out of the window in dev builds.
  9. Specifics would help. Which anchor : personal or world? If its a personal anchor, it only keeps one chunk loaded. The reactor could very well be on the border of one chunk (either on one side or split down the middle) and the anchor on the opposite side, or unable to load the entire reactor. Factions and Towny have active (and ugly) map features that give you the tools to determine chunk borders and can be very useful to planning base construction. Also, how long are you away? Are we talking a quick 30 second /spawn then /home? Lastly, what setup are you using? In that version of Voltz you can set up a reactor in such a way that it never overheats and doesn't need an inhibiting rod and (as I've seen) sometimes the inhibit rod actually hinders the function of the reactor depending on what you have the temperature limit set to.
  10. Step 1 : Craft Nuclear Boiler, place & wire to power. Bucket water in or perform the optional step below. Insert Uranium ore (Uranite, w/e) (Optional) : Set up a 3x3 infinite water supply & connect water pipes & pump to Nuclear Boiler. Dont forget to power the pump Step 2 : Craft Centrifuge (or 2) and place immediately adjacent to the Nuclear Boiler. The Centrifuge will automatically pull the Hexafluoride into its own reserves. Apply power and it will create Breeding Uranium at a relatively slow rate. Step 3 : Take the Breeding Uranium and place it back into the Centrifuge in the slot next to the Hexafluoride reserve. With Breeder Uranium in this slot, the Centrifuge will sometimes refine a wafer into Enriched Uranium. If it does not, the Breeder Uranium will not be consumed, and the Centrifuge will instead produce a Breeder Uranium. You can run 2 Centrifuges off of one Nuclear Boiler or 3 if you decide to manually bucket water in. EDIT: A noteworthy addition. The centrifuge only currently accepts power from the face shown. If you accidentally place that face towards the boiler or any other object you cannot afford to move I would advise using a wrench. The centrifuge almost instantaneously steals hexafluoride from the boiler when placed and if you are bucketing water, breaking the centrifuge to reposition it will be highly inconvenient as it does -not- store the hexafluoride. Sorry if this is too dark to see :
  11. It takes a few minutes for the reactor to warm up, 3-5 minutes max most of the time. Itll act like it only wants to produce half of the watts until it fully warms up.
  12. Trick I learned from the Calclavia forums from user KingKaizoku : steam can pass through two layers of turbines. That said, you can do no more than double your power output from a single layer setup. I was able to effectively double my power output from my ~1 MW design. My previous design was redone with a second layer of turbines as seen below. KingKaizoku linked screenshots of a reactor he built originally built in 0.4.1 Atomic Science producing over 4 MW of power. I loaded his world file into 1.1.0 Voltz using 0.3.8 Atomic Science and the exact reactor produced ~1.8 MW. Seems as though the next update is buffing Fusion by a sizable amount! New World File to below - http://puu.sh/29yZd Also, I'm unsure of their usefulness, but the steam funnels seem to aid in transferring steam from one layer to another. Any dev comment on their function would be appreciated.
  13. I mean hell, whatever's clever I guess. I almost reached 1 MW on a single core after the fusion nerf. Not bad for ~2 days working with fusion!
  14. I suppose, but I think it also has something to do with the % of smaller ones that turned before. I've tried to hang a 3x3 over an area where only 1 small would rotate only to find the 3x3 wouldn't budge.
  15. The world file for the above. 1.1.0 Voltz. Feel free to pick at and improve. http://puu.sh/29fmU
  16. Absolutely nothing. Water out that far doesn't get heated. That's what makes no sense. You can add the 3 extra turbines (which never turned to begin with) and end up with a 3x3 turbine that cranks out more power.
  17. I don't see it getting much better than this. Fully warmed up this maintains a steady 925 Kilowatts on a single Fusion core. The center 3x3 Turbine is raised up one block over the rest in order to fit, which doesn't seem to alter its function.
  18. Alright. It makes no sense. There is no extra water to heat, but converting a handful of these turbines to 3x3 produces more power. This is the exact same single core reactor producing 893 Kilowatts in 1.1.0.
  19. The common plasma ring situation seems to generate 300-350ish Kilowatts. The design was much more impressive before the fusion nerf. I have, however, come up with a much more powerful SINGLE core setup... Revisions to come! (1.1.0 Voltz, btw)
  20. Someone requested I make the same setup in 1.1.0 considering the above was completed on 1.0.13. The new version of Atomic Science 0.3.8 nerfed Fusion a bit, but it is still powerful. And the mat requirements were requested as well.
  21. UPDATE: This is now the 1.99 Megawatt (1990 Kilowatt) Single Core Fusion Reactor! Worldfile with howto is here : http://puu.sh/29Vf7 ... ------------------------------------------------OLD--------------------------------------------------------- Same concept as the typical 3x3 single core reactor, only with 4 cores. Included are 8 deuterium extractors that are powered by the same battery box that returns power to the 4 Fusion cores. That amounts to 2 extractors per core, allowing this to infinitely generate its own power. Enough power, in fact, to infinitely power a hadron collider. Tap off a battery box or two to power your base/machines. Screenshots following : This is an overview of the 4 core system. It seems barely stable as little fires flare up inside the fusion tube where the plasma is being produced fast enough by 4 cores to put them out. I can vouch for it though, I've had it running for many refueling cycles without it melting down. This is the power routing. All Advanced Battery Boxes used. Only one (with a 50% voltage downconverter) battery box is required to power the extractors -and- the 4 fusion cores. A logistics wire is used to power an alarm when the reactor is no longer producing current to the batboxes. This is the extractor array. For power integrity I wired an additional batbox (with downconverter) to power the extractors rather than forcing the power to always split, potentially starving the 4 cores. Finally the underbelly. Pretty simple, but added for completion. No funny business down here. Cores are arranged like this : The plasma tunnel as per standard : Infinite coolant water placement as per standard (disregard glass) : All the way around : Fill the middle with water and then arrange the steam turbines like this. Wherever there are no turbines, the water does not heat. These empty corners may be covered if desired. Wire the underside of the 4 cores to a wire leading outside, and wire all of your turbines together (Insulated silver wire shown): Wire up your batboxes. Maximum number of batboxes sustainable with this setup has not been tested. Don't forget your voltage downconverter in the batbox wired up to the fusion cores! The advanced battery boxes crank out 240V and the cores accept 120V, omitting either the downconverter upgrade in the batbox or a step-down 120V transformer will explode 1 or more of your fusion cores! This is where you add the deuterium cells... HOWEVER! This was the first time I used insulated silver wire for this setup. There was too much resistance in the wire and not enough power was reaching the cores to self-sustain. Superconductor wires MUST be used for this setup. Completed product as seen in the first screenshots. I will not bother a step by step for setting up the extractors or the collider, those are well-known and searchable by now. Hope you guys like!
  22. Sounds like you griefed spawn. Also sounds like you used a tad too much foul language towards people who were probably less than appreciative of your griefing spawn. Generally the location that you first enter into after logging in for the first time is called 'spawn', hence 'spawning in'. You want a reason? You're flat-assed retarded.
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