Jump to content

theMij

Members
  • Posts

    25
  • Joined

  • Last visited

About theMij

  • Birthday 06/17/1987

theMij's Achievements

Grass

Grass (2/9)

0

Reputation

  1. If you can give us screenshots, we can probably troubleshoot it better.
  2. Oh, hey, I was right! My internet is borked right now, so I can't actually check buildcraft's wiki. If so I'd probably have copy-pasted. Still can post here because thanks comcast. /me shrugs Anyway, combustion engines are a pain to manage. You've gotta track down oil to make fuel for them and they don't actually output much power. When they do output power, you need to make absolutely sure they always have somewhere to output that power, or else they end up exploding when your RECs fill up. And if you put fuel nearby, you end up with a GIANT GODDAMN CRATER where your house used to be. If you're not convinced, then either be really, really careful or just do what I did and build a fission reactor in the crater. ^_^
  3. Check the buildcraft wiki for more info on buildcraft objects. It's very handy in figuring (some) parts of it out. Combustion engines can run on lava, oil or fuel, each with different power outputs and burn time. Lava: 1MJ/t, Oil: 2MJ/t, Fuel: 6MJ/t edit: apparently 4... that actually makes a lot more sense as for why my SMP world's fuel powered combustion bank is not performing as well as i'd hoped. Magmatic is the way of the future then! edit2: actually 6MJ/t. yay editwar XD
  4. For tree farms, I have a great deal of respect for steve's carts now, gotta say. MFR ones are quicker, but way less interesting to me. One thing to keep in mind is that it will require more space. That's manageable, but plan ahead. Far as handling lag goes, I've never had harvesters lag for me. Might be the tree thing as Jakalth says. For the ghasts targeting, it could be a height issue. One way to test this would be to set up a column of grinders to see if that fixes it.
  5. Oh, that's pretty awesome. I look forward to the changes! In the meantime, I had a Eureka! moment a little bit ago: you can have a steam efficient turbine setup without having the ideal number of turbines! This is important for trying to get your reactor setup if you try a little too early in survival. My testing previously discovered that the ideal number of turbines was about 18 for steam efficiency (copper or uranium/deuterium efficiency look elsewhere ). I was wrong - it's not the ideal number of turbines, it's the ideal number of liquiduct outputs. Obviously at least one of those outputs needs to head to a turbine, but the rest can happily head back into your single liquid manager buffer. A quick test of this theory shows: OUTPUTS# REC Difference ________________________ 4 106429 18 389269 +282840 What does this mean? Early on, when it's far easier to get glass and iron than copper (minium shards!) you can make an excess of liquid managers to hold your buffer and run your reactor in small batches and maintain similar efficiency as having the max number of turbines. It's not exact, but it's within a few thousand MJ. And for extremely low numbers of turbines the increase in MJ stored is nearly threefold, which is significant. How does this work? Recovery ---------- Buffer | ^ | | | Output -------> Turbines | Buffer | ^ | | Reactor---> Storage Bank All storage options here are liquid managers to manage the steam. The reason this works is because there the Output Buffer restricts the total input into the Turbines/Recovery Buffer section to 100 mB/t. Since steam engines will consume more steam than they need, we just need to provide enough outputs to lower their actual input down. In theory if you were trying to get as efficient as possible you play with distances between Recovery Buffer and turbines, since the closer outputs from the input get more liquid (and thus steam), but I haven't done that. To use this: i = ideal number of turbines = 18 (currently) c = your current number of turbines d = liquiduct inputs into Recovery buffer i - c = d For my SMP setup, I have 4 turbines, so mine was: 18-4=14 inputs. Remember to have an equal or greater number of outputs from your Recovery Buffer leading into your Storage Bank or you will end up with basically a timer before your setup reverts to poor efficiency again. A key thing to note is that using this system will require a *lot* more liquid managers to work properly. My setup is designed to be run in small batches. I fill up the storage bank, then pull out the fission rod and let it go until it's depleted. If you plan to run constantly, you need more turbines or it'll back up eventually, so this isn't as useful to you. And much of this could be useless in the next version, depending on how efficient the water+MJ -> fusion -> steam -> power is, and how steam piping changes. It may be applicable early game still, but we will see Edit: I didn't actually explain how to add inputs comparative to turbines. Fixed.
  6. Because of this thread I decided to give MPS a shot, and I am in love! Something else to keep in mind is that you can carry a full REC and use its charge as a backup. I keep one in my backpack just in case I forget to charge my tool, since it'll only deplete when it's in your regular inventory.
  7. Thanks for the detailed response! I found the same video and it does a great job of explaining the concept, but unfortunately the deployer block was from RP2. I am unaware of a replacement. Without something like that, we might need to rely on mob weakening setups and manually attack them.
  8. So I've done quite a bit of googling and haven't managed to find any solution to minium shard farming that works in Tekkit Main. I understand this is definitely by design, but hey, most of the fun in this game is figuring out how to do things that are complex and kinda OP right? So the core of the issue is that mobs killed by anything but a player will not generate minium shards, and supposedly this includes everything from lava to block suffocation to dispensers. I've read that turtles used to work but currently don't. I want to say any critters spawned by an autospawner also do not work, although I don't have a source for that. I remember playing with a spawner setup months ago and noticing that slimes were the only things I seemed to get shards from, although that could easily be due to me killing more slimes than anything else since they split. Also the most common lead I've found for these is using a railgun and a deployer, which I don't believe exists in the current version (from the redpower mod?). Anyway, does anyone have any ideas to build an automatic farm for this? How about setups to simply reduce effort involved?
  9. Actually, your research there was invaluable to mine! I used your info that too many connections reduced power output in my design and intentionally limited each LT to a single liquiduct input. I said in my post that I hadn't heard the question asked, what I actually meant was that I hadn't seen it answered for default config, I just didn't say that hehe >.> Actually, now that I think about it, your single input testing backs up my conclusion - LTs with multiple inputs will accept steam beyond their minimum input, which reduces their efficiency. If liquiducts follow the same style of tank filling as conduit powers RECs, where the first one in the line gets a little more than the second than the third, etc, then that means a perfectly steam efficient turbine setup would actually have to balance the order and number of connections you give each LT. That would take a lot of testing to figure out the ratio each successive input is at, though, and I doubt it would be worth it. We really need a mod which adds a decent tracker for how much power/fluid is moving through a pipe over time. Something like the rednet historian would be great. Can computercraft sensors get flow/throughput information, out of curiosity? Perhaps we set up a computer to monitor power/liquid networks.
  10. Okay, so I did a bunch of testing. Putting here here to consolidate it, really, but I'll split it into a different thread if you guys think it's best. The question I asked (and don't remember seeing on the forums yet) is "how much power can you get from a bucket of steam?" I don't have the answer yet because large turbines will happily accept more steam than is optimal for them. From the information I was getting my question changed to "what is the optimal number of large turbines per liquid manager?" Scenario: fission reactor producing steam bottlenecked by 1 liquid manager. Manually placed/removed liquiducts to ensure exactly 128 buckets per test. 1 output connection from LM and exactly one centrally located steam input from below each LT. Exactly one centrally located power conduit from the top of each LT, merged them all together and input with 6 faces on a redstone energy conduit. Variable: # of large turbines receiving steam. LT# = Number of large turbines REC = total power in MJ of Redstone Energy Conduit after power generation stops Difference = REC value on that line - REC value down one line Note: all MJ values +/-1000 MJ. This was figured out by doing the same test 6 different times and getting results within 1000 each time (sorry, don't have data to back that up) LT# REC Difference ________________________ 21 243009 -121803 20 364812 -33099 19 397911 -10775 18 408686 +12462 17 396184 -12502 16 382270 -13914 15 365984 -16286 14 345998 -19986 My conclusion is that LTs will take more than they absolutely need, reducing steam efficiency. For a single liquid manager, 18 LTs is the magic number. If you have to vary from this, less is better than more, because the dropoff is more significant about 18. This leads me to believe that either there is a small spinup time where there's less steam efficiency or LTs can consume steam without generating power when given small values. Edit: Whoops, forgot part of it. Specifically, this is useful because an LM with one output pulls 100mB/t. So we can give a rough calculation that the optimal mB of steam/tick to each LT is ~ 5.5 = (100 mB/t from LM) / (18 Large Turbines). This isn't exact. I would wager that the actual number is 5 or 6 mB/t, because even numbers are what I would use when designing a power generator. Anyway, using 5.5 you can get a rough estimate of how many turbines you need. If someone puts any of this into use, agrees or disagrees with me, or has more data they wanna share I would love to hear it!
  11. I tend to prefer using survival mode with cheat mode in NEI for testing things out, as I find the creative tabs pretty confusing. To do it my way, simply set the difficulty to peaceful then.... 1)Set difficulty to peaceful. 2) Hit 'e' 3) if you don't see the save buttons on the left, hit the 'Options' button in the lower left. 3a) Press button in the upper right until it says 'Cheat Mode'. The other two options it has are 'Recipe Mode' and 'Utility Mode' 3b) Press 'Done' button at the bottom. 4)You should be back to inventory now. Click 'Item SubSets' button on top of screen. It should expand as long as you keep it highlighted. 5)Highlight 'Mods' button. It should expand again. 6)Use scrollbar on the left to find and double-click 'Modular Force Field System'. This forces NEI to only show blocks from that mod when searching. 7)Move mouse away from those tabs to make them disappear. 8)Click the text bar in the bottom of the screen and clear out anything that's in it. 9) when you need different blocks from NEI, just double-click the 'Item SubSets' button at the top of the inventory screen again. That'll expand your NEI searches to all blocks and items again. At this point you should have all the blocks and items from the MFFS mod. Now you can follow along with a video. I don't actually know how to set one up or I'd just tell you, but there are resources out there for you.
  12. Yeah, I messed with it a little bit and noticed that as well. From the CJ's video on the new conductive pipes system I think he said something along the lines that the balance was that machines require higher maintenance now. It could be an intentional thing. *shrugs* Hopefully it's configurable as that seems like it was going a bit too quickly for my tastes.
  13. You know, it took me a long time to figure that out because the source I used to learn the mod wasn't worded very clearly. My first power networks with conduits were all about maximum efficiency for no practical purpose hehe. I'm not really sure what you're getting at here. I too like Tekkit. I'm not encouraging people to not use it, I'm just looking forward to when this update gets added to it. It's gonna be a fairly dramatic change for how people set up networks now, as BC appears to have noticed that people move away from conductive pipes asap in older versions. Now it'll be a more viable option for established players. In fact, since you can use lower tier pipes to limit power without losing any, I can easily see this mechanic being fairly heavily used in the end game as a core part of designs.
  14. Heya! I just noticed this yesterday: http://www.mod-buildcraft.com/2013/06/22/buildcraft-3-7-1-for-minecraft-1-5-2/ From the wiki: The gist of it, as I understand it, is that they're overhauling the way conductive pipes work. If there's a loop, it's not a critical issue anymore (although I think it still traps power in there, from what it looked like in the video on it by CovertJaguar here: ). Also, the horrible loss of power from using conductive pipes is no longer a thing. Instead, we have tiers for each of the power types. According to the wiki they are: 8 Cobblestone 16 Stone 64 Quartz 256 Gold 1024 Diamond This refers to the max MJ/t that can flow through them. The really cool thing about this is that it lets us do all number of clever things with our system. For example, your main power cores can output to a diamond pipe that holds all the power you can produce. You can then segment it off with gold pipes to make sure half your power goes to one area and half to another. When you get closer to a machine, you can switch from gold down to Quartz or Stone to throttle the power and conserve resources. Personally, I've been frustrated in how redstone conduits have been basically our only functional option for power transfer. I'm interested to see how this interacts now. I suppose some balance aspects are out now, as the 5% per connection thing is now unmatched by BC. Anyway, I'm really excited about this update, and can't wait until it's in Tekkit Main. Just wanted to share the thingy I noticed in case some of you haven't noticed.
  15. Nifty, thanks! I'll have to fiddle with 'em. Maybe I'll end up with something worth posting here. ^_^
×
×
  • Create New...