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Digdug83

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Everything posted by Digdug83

  1. Yeah quarries can be a little tricky. Even though places will tell you that Buildcraft needs to be opped first the Tekkit v1.1.8 pack has it done by default (at least as far as I'm aware as I didn't need to do anything). I'll just run through the whole process to see if you see anything you might have missed so bear with me lol. Before you place a quarry you need to specify the area you want to mine with landmarks, with redstone signal to power them (usually torches but whatever floats your boat). You need at least 3 landmarks, although you can use 4 if you prefer. Once you have your landmarks down in the pattern you want right click one, then another, then the first one again. At this point you should see a completely red line around your mining area. After that's done it's time to slap down a quarry next to one of your landmarks (it needs to be adjacent to it and on the same elevation). The landmarks will be uprooted and a black and yellow grid should show up in place of that red line you saw earlier. Then you need to give it power, any engine stronger than redstone will do it. Quarries can consume variable amounts of power, which is nice as you don't need a huge power plant to run one early on. The steam engines you mentioned work just fine, if a bit slow for my taste heh. I haven't tried affixing engines directly to a quarry before (I use tesseracts) so you may need to attach wooden conductive pipe to each engine that then connects to the quarry for them to properly transmit power. Once it has power it will begin to clear the area for its orange grid work thing and then once the floating probe is done with that the drill appears and stuff starts spewing out of the quarry, unless you set up some means to send it somewhere and/or store it. I hope this helps.
  2. You can dismantle any block in the MAC safely except the pattern provider for the above reason. If you the inventory space then it's not a huge deal, just have some bags or chests on hand to store them while you move stuff around.
  3. I need to figure out a way to reduce my cell production. I tried using AE buses and emitters to regulate it but it doesn't really help.
  4. We're reconfiguring it now so it'll be piping steam up to 64 larges directly above the reactor feeding 4 tesseracts from all 6 faces. I adjusted output to 10 from 4.5 because I feel the same way you do Toki lol. With an output multiplier of 10 I get 44 MJ/t per large so that will be 2816 MJ/t once we actually get it all done. Right now though we only have about 40. Blasted bronze recipe is so damn inefficient though we actually ran out of copper, which hasn't happened to me in ages :(
  5. Is there a hardcoded output on the turbines? It seems like each large turbine generates around 20 MJ/t which means that with 25 larges I'm generating 500 MJ/t.
  6. So I set up a single reactor design that expands out 6M in every direction from NSEW. Am I treating water placement the same as I would with a 1x1 ring design with water just above the magnets or do I put water and funnels elsewhere? I plan on this being continuously run as I've set up the chemical extractor to make cells whenever AE detects less than 5 in storage and then feeds them to the reactor. Any idea how many turbines I'll need for this design would also be appreciated.
  7. Here's another related question. Do tesseracts (specifcally energy) have a per face limitation like REC's? I had 182 biofuel generators linked via conduit to 30 REC's, all set to maximum input and output. 3 sides are in, 3 sides are out. The two networks don't touch each other so the REC's are constantly trying to refill each other. Originally I had no problem powering my whole base with one conduit going into a single tesseract. However recently I started playing with laser drills (fantastic contraptions, quarries are so ugly IMHO) and discovered that, despite my having set energy tesseracts transfer limit to 10000 in the config file, the drills weren't getting enough juice (I have 5 drills with 4 prechargers each). Since my generators are producing 2912 MJ/t and the REC network can potentially output 9000 MJ/t I should have been able to feed all 5 from one tesseract. This however is not the case. I ended up setting a tesseract for each drill and then putting 4 total tesseracts in the generator room, each with 5 connections. So after all that what I want to know is this; maximum transfer rate for both conduits and what if any transfer rate for energy tesseracts. I've read that conduits do either 1K or 2K MJ/t but does anyone have any hard math on these things?
  8. If you're using Tekkit Lite, you're in the wrong forum just so you know. You should check with a server op and see if they are running a whitelist to keep out unauthorized players. If they're not (or you're an op yourself) then I don't know what the problem is, unless you've been banned.
  9. How exactly do you go about capturing the steam? I know you're using liquiducts but all the pictures I've seen so far don't show the capture point (unless I'm just blind). I'd like to set something like this up using my AE network, probably similar to what phazeon did. It's either that or I keep spamming biofuel generators lol.
  10. Please disregard as I was a tired idiot when I made this thread.
  11. Don't forget that they creep the hell out of you. At least they do me.
  12. I never said they did. I said they skyrocket energy consumption (as opposed to not having them). 40 MJ/t is a lot compared to an average ME network, and that's just one bridge Those two guys alone probably make up 50% of my power drain right now. Out of curiosity how many CPU's and pattern providers do you have? My Tekkit Lite setup had 24 CPU's and 6 pattern providers (4hx3wx17l), half of which were full (mostly IC2/AE crap).
  13. Quantum bridges easily skyrocket your power consumption in AE too :(
  14. Title: Liquiduct Server Crash Version: 1_1_8 OS: Win7 x64 Java Version: Latest Description of Problem: Occasionally when disassembling liquiducts (these were full of MFR biofuel) I crash my server Error Messages: Error Log: Time: 9/13/13 12:02 PM Description: Ticking tile entity java.lang.NullPointerException at thermalexpansion.block.conduit.TileConduitLiquid.transferLiquid(TileConduitLiquid.java:540) at thermalexpansion.block.conduit.GridLiquid.transferLiquid(GridLiquid.java:200) at thermalexpansion.block.conduit.TileConduitLiquid.func_70316_g(TileConduitLiquid.java:364) at net.minecraft.world.World.func_72939_s(World.java:2362) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:803) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:832) at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:728) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:612) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
  15. Yeah I forgot conduits have no loss now. I'm converting everything back to tesseracts/conduits after playing with it a bit. Now if I could just move my biofuel liquiduct network without crashing every 10 seconds I'd be great.
  16. Alright apparently energy tesseracts transfer and loss rates can still be configured. I wish they'd left that in the config file rather than remove it but oh well.
  17. Right now I'm sort of on the fence regarding this subject and want to know general thoughts on the different setups. I know you could configure tesseract transfer rates and loss in Lite but I don't see those options in the TE config file for Tekkit. 20% is a ripoff IMHO so I wanted to do something like 5-10% since 5% is what conduits are anyway. I would prefer conduits and tesseracts as they can accept larger inputs than BC pipes (32 MJ/t is just gross) but if I can't reconfigure the tesseracts I'm not sure it's worth it. Thoughts?
  18. After wrangling around with my setup for days I use the following layout if you're interested. I have a reactor surrounded by liquiducts (so they form a 3x3 with the reactor in the middle) and above that are 9 generators. Above them are a layer of redstone conduit which then feed into two redstone energy cells set to 72 input and 24 output. I then attach 3 wooden conductive pipes to each cell and link all 6 via gold conductive to one phased conductive. The generators produce approximately 144 MJ/t, hence the 72 input. The 24 output allows each wooden conductive to pull out 24 MJ/t, equaling 72. Thus my REC's are never drained and provide a backup in the event my farm fails and they run out of stuff to burn in the reactor. Then I just keep adding more of this exact setup as needed. Although this only really works due to the fact that I have AE export buses attached to the reactors feeding them, but you could do the same with BC pipes as well.
  19. Well the 5x5 (larger would be redundant for now lol) is basically each corner gets 4, center gets 1 and the 8 middle ones are split up into groups of 2 for those that may be interested. I have it set up to produce 4 each of netherwart, carrot, potato, cocoa, and wheat with the middle one being used for brown mushroom (using more than one mushroom was causing harvesting issues similar to having multiple trees. I didn't upgrade my sewers because by the time I realized they took upgrades I already had made about a hundred lol (still getting used to Tekkit vs. Lite). I set them up in banks of 25 with 4 composters attached to each bank. I then built 6 banks and stuffed 25 cows or sheep in each.
  20. I want to increase the size of my farm and so I plan on making upgrades for my MFR machines. The question I have is how does the planter divvy up the space once the number of spaces no longer is divisible by 9 (ie first or second tier upgrade)? Also, how many animals would be enough (assuming sheep/cows) to handle say a 5x5 or 7x7 farm fertilizer wise? Should I have a bunch of sewers per pen or just one with an upgrade? Do I need a ton of composters or just a few?
  21. By default it's L. I don't think it can actually be changed unless it's in the actual config file. The keybind GUI is the same way.
  22. If unbound they're always on. If bound they'll be off by default. Thanks Dew, now I know it's not just me. I was going crazy lol.
  23. Has anyone else had an issue with MPS keybinds not working until you open the GUI for them? I have two currently, f (nightvision) and t (flight control). Flight control works just fine but night vision only works after I open and close the GUI.
  24. Alright after a stupid amount of testing the GUI does indeed state how much each side can input or output. So an REC can input or output up to 100MJ/t from each face. Ugh, experimentation. I also answered my own question in regards to wooden conductives while I was at it lol.
  25. I set up the portal in my base wherever I want it first and write down the coordinates for each side of the portal. I go to the Nether and divide my current position's x and z by 8 (the nether is 8x smaller than the overworld, height (y) is the same). If the two numbers don't roughly equal each other then I came to the nether through someone else's portal and I go to my calculated nether coordinates and build my own portal. Then again I'm extremely anal retentive about this sort of thing. For example if I had built a portal in the overworld and one of the sides was sitting on x=80, z=80, y=1 then I would make a nether portal at x=10, z=10, y=1 (using whichever side I took the measurement on, ie left/right) to make 100% certain that one would always take me back home.
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