
Digdug83
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Everything posted by Digdug83
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Anyone else have an issue with waypoints created in Mystcraft ages not saving when you close your client? It's getting moderately annoying not being able to find my way back. My overworld and nether waypoints work just fine so I'm confused as to why these aren't saving.
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Actually I asked a fair number of questions about bio-reactors and bio-generators in this thread so I'd recommend reading through it and seeing if that answers any questions you have first. The general consensus is that you can run 10 generators off of 1 reactor if it's running at maximum efficiency (ie it has 9 different items being fed into it). This means that potentially each reactor can supply enough fuel to generate 160 MJ/t (10 generators x 16 MJ/t each). Redstone Energy Cells are the preferred (and only really lol) way to store power so you should definitely use them for a buffer if you can. They can input OR output up to 100 MJ/t per face, for a total of 600 MJ/t. Redstone conduit can transfer 3000 MJ/t in case you wanted to know that as well heh.
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It needs to be wooden conductive pipe to output the power. Either that or you use two redstone conduit with the first piece connected to the generator set to output and the second piece connected to the machine block.
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They provided a whole range of possibilities, including hoppers. Buildcraft is hardly late game only so it's perfectly viable for what he's asking. Without AE though hoppers are probably the easiest way to do it for sure.
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Updating Galacticraft to newest version
Digdug83 replied to Daniel Whiddon's topic in Tekkit Discussion
Unless I'm way off the mark, you can't update Galacticraft as all of Tekkit's mods are set on MC 1.5.2. Updating MC will break Tekkit v1.1.8. I'm waiting with bated breath for a v1.6 compatible version myself so I feel your pain. -
My advice is to run a youtube search for atomic science tekkit v1.1.8 and see what comes up. I'd link the ones I watched but I no longer remember who did them. You should see at least a handful though.
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That could cause item spilling though depending on how much power the pulverizer has and how fast the redstone engine's working.
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I'm using Grinders for now because I don't need pink slime anymore (I have over a stack of pink slime balls). I don't think one is better than the other really as they have different functions. I use steaks as my food source, as do most of the guys who play with me, with porkchops as a back up so I don't need meat ingots or whatever they're called. I will need lots of mob essence though for when I eventually make auto-spawners for mobs that don't have natural spawners that I can simply move. The two sheep pens just have ranchers in them. One of the sheep I think was black but the rest are white. I have all the minium stone recipes for wool color set in my ME network so when I need a specific color wool it just goes through the rotation until I get the one I want.
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Export buses work on compressors. I place them on the blue side, with the import bus on the front face set to take only filled tanks (otherwise they get into a loop).
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I ended up doubling the walls as cows and pigs were leaking into the sheep pens. I also put up a layer of glass on top just to seal them in further. Lastly I coated the adult chicken floor with item collectors to grab their eggs.
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Yeah I just use solid blocks rather than stuff like fencing or slabs, preferably 2 meters thick so they can't easily phase out. Typically as long as there aren't a ton in there (I keep 10 in the adult pens) they won't try it anyway. That's another benefit of using tesseracts for everything, no pipes/conduits that only take up part of a block so nowhere for them to phase to. As for parent detection I honestly don't know but I would imagine it would have to be at least a chunk.
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An automated tree farm can be accomplished very cleanly with MineFactory Reloaded and Thermal Expansion, provided you have a power source. I strongly suggest looking at the relevant pages on the wiki for Tekkit v1.1.8. To sum up though, for a tree farm you need at least one of the following: MFR Planter - The machine that places the sapling(s) or other plants you want. It needs to be place a meter BELOW where you want the stuff to grow. It will also only plant stuff on material it can grow (ie trees only grow on dirt/grass blocks). MFR Harvester -The machine that actually harvests the things the planter puts up. You can tell it whether or not to shear leaves, harvest mushrooms (ignore unless you're growing mushrooms) or harvest jungle wood (in case you're planting cocoa beans). When it harvests items it also generates sludge which can be used in a sludge boiler but that's another explanation lol. The following aren't necessary but do make things easier: TE Item Tesseract -I use this to handle machine output, in this case the harvester. It only handles solids, in your case wood, saplings, and apples if you plant oaks. TE Energy Tesseract -I use this to power the two MFR machines but any power supply will do. I just find it super convenient. TE Liquid Tesseract - I use this to output the sludge I mentioned above from the harvester to a tank elsewhere. They are entirely optional as a full sludge tank on the harvester won't stop it from harvesting. The last thing I'll mention is the MFR Fertilizer and MFR upgrades. The fertilizer does pretty much what you'd expect, feeding plants in front of it industrial fertilizer (you can get it from composters or by crafting) to instantly grow them to adulthood. The upgrades can increase the size certain MFR machines operate in. By default for example a planter puts stuff down in a 3x3 area above it, centered on the planter. A lapis upgrade (first one) gives it a radius boost of 1, meaning it would then plant in a 5x5. You can boost the harvester, planter, and fertilizer up to a 25x25 area if you so desire. Sewers go up to 23x23 only since they only affect the one space above them by default. Hope this helps.
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I thought I'd post up what I ended up doing for my animal farms. You might be able to tell I have a bit of a symmetry obsession lol. http://imgur.com/PXTlCLh http://imgur.com/qfvtlaF I'm rather happy with how it came out, especially since it conforms to the empty space from one of my plant farms so well (I had two 25x25 areas left over). As you can see I have pigs, cows and chickens with their own pens which are then chronotyped onto conveyor belts (thanks for that idea Weir) where they futilely try to get to their parents. Once they mature they make their way to the grinder pens and are slaughtered for science. After I made those three I noticed a bunch of space in the two middle areas so I put two sheep pens in there to gather wool, with ranchers on either end of the pen so they're always covered. All areas where the animals can walk are covered by a sewer that are linked to tesseracts (removing the flow problem with pipes) that goes back to my liquid management dimension (thanks again for that Charlie). Liquid/item tesseracts cover the grinders/ranchers outputs and energy tesseracts power everything since I didn't want to run conduit everywhere.
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Damn, knew I was forgetting a fourth one. Yeah, it's loaded. Both my pocket dimensions have anchors set to a 3x3 square which covers the entire space.
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I know, I know, shut up and go away. This one I think I've got nailed down although I can't fix it so I thought I'd post it up and see if anyone has had any similar problems. Basically, any time I put a wireless broadcaster (or whatever it's called) in a pocket dimension, it works but only for a limited time. As soon as I leave and come back it's toast. What's even more strange is that not only does my wireless signal in that dimension disappear, it takes my whole network down with it, across all dimensions. This has the unfortunate side effect of killing power to my base since the network manages the fusion plant. I have no real need of wireless access in my two pockets since one is pretty much done and I just lug stuff in from overworld to it, but it'd be nice all the same. For the basic questions: 1. Yes it's connected to the ME network, in this case via quantum bridge and then standard cable. 2. Yes the whole network has power, at least initially lol. 3. Yes my little access terminal item thing is attuned properly and has power.
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If you're talking visual detection then that would conductive pipes since they give you a visual representation of how much power they have in each pipe length. You can detect power use in conduits and most machines with the multimeter (that's what I was using above). Conduits have no energy loss, either at short or long range, have a gigantic transfer rate (diamond conductive can 'only' transmit 2048 MJ/t) and to top it all off they can be made directional.
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Alright I did some more testing on conduits (hooray boredom) and found that they seem to have a 3000 MJ/t transfer limit/buffer. Basically I hooked up a ton of REC's via conduit to a tesseract (I should mention I disabled tesseract energy loss for this test and set the tesseract max output to 10000) and set all REC's to 0/0 so the conduit would flood and build up network saturation to 100%. I then started setting individual REC's to 1 input at a time and measuring saturation rates. After a few odd readings I found that saturation was dropping 0.1% for every 3 MJ/t demand I put on the conduit network. After scaling up a bit I found no difference in the math so it appears the upper limit is indeed 3000 MJ/t. Which means that my math on laser drills was way off as each precharger was taking 5% network saturation to keep powered (they have their own face of a single tesseract), or 150 MJ/t according to this math. I had originally thought they took only 100 MJ/t as that was what the input end of the conduit was saying. This would corroborate why I can't seem to operate as many of my drills as I had previously thought I could. I don't suppose anyone feels like verifying my math? It'd be nice to get some numbers up on the wiki.
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Oil will flow out of the pump naturally without any work on your part and continue on through pipes so long as there's somewhere to go. If you connect the pipes to any sort of storage container, like a BC tank for example, it'll accumulate there and empty out of the pipe. However, it won't move from the tank unless you attach a wodden waterproof pipe to the tank and put an engine on the wooden pipe to power it. Then it will flow to wherever you want.
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Even if a tesseract is only capable of outputting 100 from each face that would be enough to power two to a face as they only take 40 each. It's actually supposed to be 5 with 3 of them in my farms but the final level of farms isn't done yet. The farms are in one of my quarry holes and so are split up into 4 25x25 areas and stacked on top of each other. Thankfully I didn't need planters for 4 of the crops so that saved me from having to wire up all 4 levels. It was supposed to be convenience/aesthetic thing to save me from having to run a bunch of cabling between levels. They're connected to the network from 'behind', on the opposite side of where the signs are (they're for my reference so I didn't get confused).
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Bear with me as I don't often do screenshots/uploads heh. http://imgur.com/iZtvMBc. That should illustrate how the network's hub is set up. It's all set into the ceiling of the house so I had to dig around a bit.
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Yup. Frankly I need to cut down on the number of chunks I keep loaded as i tend to just set mine to square. I'm just too lazy to bother making a bunch more anchors and figuring out which areas are within which boundaries.
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Yeah I thought that's what you might have meant and no, they're all independent of one another. I did actually. At one point I DID manage to have it working but I'm not sure for how long as the planters they were hooked to were being fed. Every time I hooked the rest of them in (specifically a second farm bridge) though one of them would fall apart. My power dimension and liquid dimension only the one bridge apiece so I'm wondering if perhaps there's a limit somewhere I don't know about. Looking over the config files the only thing I can see that might affect what I'm having trouble with is the following line in the ME options area: D:perTickNetworkBridge=200.0
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They are relays of a sort, but I'm not using them to connect to each other over and over if that's what you're suggesting. They're more wireless broadcasters and receivers, attuned to a specific frequency. When you create the quantum entangled singularities they create a pair. You put one in a bridge and then place the opposite one in a bridge you want to connect the same network to. They can't function with more than one ME controller present on the network the same as all AE blocks. The reason I'm using them, apart from the massive convenience of not running hundreds of meters of wiring, is to link the network over multiple dimensions (specifically two pocket dimensions and a mystcraft age) back to the main base in the overworld which is where the main network is housed. They're rather like limited tesseracts in that sense. The big difference is that they can only transmit information to their paired singularity, so you have to make sure that the two of them are in the right place. That was my first thought as to why it wasn't working actually. Unfortunately after ripping out all 4 pairs of singularities (thankfully they can recognize who they were paired with when in your inventory somehow) and replacing them twice the problem kept occurring. I apologize if it seems like I'm explaining something you already know. I just thought I'd be thorough and explain my own understanding of how they work.
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All bridges are connected via standard ME cable (I don't have a use for dark cable yet) to the rest of the network via the middle blocks. All bridges are currently powered by tesseract/conduit (configured properly). That's easy enough to verify since they wouldn't turn on otherwise heh. All areas of the ME network are chunkloaded via dimensional anchors (52 chunks in total across 4 dimensions). I only have one network and no one else on the server is playing with AE at all for now so yeah they're all on the same network. I ended up running cable from one of my lower farms to the upper one which is ugly but at least it got the upper farm running. I gave up trying to get the fourth bridge operating as I have the feeling it has something to do with proximity to other bridges in the same dimension. So far as I can tell no similar bug has been reported in the AE bug tracker so I suppose I'll hop over there and see if algorithm has any thoughts.
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Pressing L will open up the menu, which then gives you a ludicrous number of options. The little blue icons will render the armor invisible no matter what and I believe is the default (don't quote me on that though). The middle one is what makes the armor piece appear in the screen and in the world. The one on the right I THINK is a bloom/glow enabled version of the middle and is disabled for now if I'm recalling the change log correctly (something about it crashing clients or something). Once you've selected that middle one, you can then choose to color it according to your tastes. By default the only color scheme is white. You can change that default by fiddling with the RGB sliders. You can also add additional template colors to each armor piece (ie head, chest, leggings, boots) to use on the individual bits of each piece (like the power crystals on the chest for example). You do that by clicking on the plus sign. I've only added three color schemes at once but I imagine you can add more. You can also remove color schemes by clicking the minus sign above each scheme. Note that if you want multiple colors you have to add them to each piece of the armor (ie adding a blue scheme for your boots does NOT add it to your chest as well). I hope that helps. It took me a little while to figure it all out too heh.