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Everything posted by KiwiUSA
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Holy Steaming Awesome Batman, I've been thinking about this all wrong. The steam funnel / liquiduct combination is mind-blowing. To test, I built one of those pre-packaged fusion reactors with a radius of 4. Replaced the turbines with funnels and liquiducts and piped the steam into a tank (a big tank). Connected up a REC at 10MJ/t to the reactor and inserted 1 (just one) deuterium cell. It generated 910,462 mB of steam (from the single cell), only consumed about 9,560 MJ from the REC. Second Stage - piped the steam from the tank to 9 large turbines (81 small ones) and it generated 1,586,043 MJ at 175 MJ/t. So 1,576,483 MJ excess at 175 MJ/t from a single cell. Totally have to rethink the control system now. P.S. This is with an unmodified AtomicScience.cfg
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Hey Dewfire, I would really love to see some pics of this setup if you can arrange it. Also, has AtomicScience.cfg been changed from it's default at all?
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Tekkit, throughout its evolution, has always been a "Technical" type of modpack and has utilized various mods as it's core. Redpower came and went, IndustrialCraft came and went and now there is a degree of uncertainty about the future of Thermal Expansion and Minefactory Reloaded. Item transportation, storage and sorting is well covered by Applied Energistics and Logistics Pipes, but there may be a future gap in these core areas: 1) Power generation and distribution. 2) Ore processing. If the unthinkable happens, what are the communities thoughts on possible mods to fill these gaps? Ones that I have been musing on include: The Universal Electricity mods. Mekanism etc. RotaryCraft Engineers Toolbox Electrodynamics BTW. I love TE and MFR and hope they continue to be the core going forward.
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KL = KingLemming, the author of TE. I haven't tried setting them to anything other than the defaults, but you could try adding these lines in the "tweak" section of thermalexpansion.cfg. I:EnergyFramework.Redstone.Loss=5 I:Tesseract.Energy.Loss=25 I:Tesseract.Energy.MaxTransfer=100
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It was taken out of the thermalexpansion.cfg in the 1.1.8 build so it now defaults to KL's settings
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As of 1.1.8 Conduits have 0% loss and tesseracts have 20% loss. TE Changelog here: https://dl.dropboxusercontent.com/u/57416963/Minecraft/Mods/ThermalExpansion/changelog.txt
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All, I have seen this issue brought up on the powercrystals forum thread, but I have not yet seen a solution. The issue happens randomly with giant mushrooms and to a lessor extent, trees. It seems the planter fires before the harvester has finished on occasions. It completely stalls the farm until manually fixed. Here's a pic. http://imgur.com/nmjCNnE. I'm running 1.1.8. Edit: Workaround found. Add an additional Harvester on top of the original. Inelegant, but it works......
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I'm using 1.1.8 and the bottom recipe from NEI here: http://imgur.com/MCpVCBC works.
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It's in the BasicComponents.cfg which is included with Atomic Science. I:ingotBronze=8733 I:ingotSteel=8734 I:plateBronze=8735 I:plateSteel=8736
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Sphax texture pack for latest ver 1.5.2 of tekkit does it exist?
KiwiUSA replied to quiteanewbie's topic in Tekkit Discussion
Try this link: http://bdcraft.net/community/pbdc-patches-rel-packs/tekkit-t274.html Plowmanplow's pack (who is a great resource on these forums) is the best so far. It's pretty complete for 1.1.5 but somehow is a bit messed up for 1.1.8. -
For the very brief time when Mekanism was in Tekkit, I think it was configured so that the Mek solars produced MJ's. So maybe in a future release sometime......
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Agreed, I guess it's a case of "wanting my cake, and eating it too". I want the stability of a tekkit build, but I want the mods to be updated to the versions I want. As the Rolling Stones say "You can't always get what you want"
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I would love that - but unfortunately it seems like it is buggy as $%#%^&, wr_cbe was awesome in tekkit lite In my own selfish way, I would love to see AE at 12.b, I really really really want the interdimensional networks and maybe throw in Redstone in Motion for the frame motors. Ahhhh, I can only dream :)
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Regarding the cfg files, yes, it appears they do not reflect the mods new default settings yet. (The Thermal Expansion configs are also nerfed from KingLemmings new defaults). This is the Logistics Pipes autocrafting alternative. http://imgur.com/drHjvT3
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Hi Toki, I think LP introduced their own autocrafting table to cope with this which works like the old BC one. Also, did you happen to notice any Turbine cfg changes that you mentioned on another post?
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Not ALL The Mods Are Active. Why Is That?
KiwiUSA replied to Drybones54738's topic in Big Dig Discussion
As above.... Jenkins builds are developer "test" builds that have little or no quality testing. They may work well or they may completely corrupt your world. If you decide to take the risk in using one, back up your world often and have a roll-back strategy in mind. -
Thanks Dewfire, I tried clearing everything down and installed 1.1.6 into a new directory structure but the TE cfg files still don't seem to reflect the new defaults that KingLemming posted. Also, TokiWartooth had mentioned in another post that AS has increased the turbine output. This isn't reflected in the cfg files either. So I'm a bit mystified.....
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Does upgrading from 1.1.5 to 1.1.6 update the mods default cfg files? I just noticed that the options in ThermalExpansion.cfg don't reflect the TE changelog for Tesseract and Conduit loss.
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I think you and I are in the same boat here, I have so many ideas about what I want to do when the mods get somewhat in sync. BTW, thanks for starting the fusion thread, I'm very curious to see where that will go. Still missing a massive energy sink though, the AE singularity generator may be what I'm looking forward to the most. While I can link AE networks via LP at the moment (in 1.1.5) it seems "clunky"
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Same here, even got a bit of time to play with the wind and solar power before it disappeared. I suspect that CanVox is pretty immersed in the beta builds of other modpaks at the moment, so I'm kinda hoping that when he can find some time again for Tekkit that all of the mods are at a point where Mek may be able to be added again. Wishful thinking, maybe.
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I tend to think of Dim Doors as somewhat technical as they use the teleportation properties of Ender in a similar way to tesseracts.
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Echoing Plow's comments (PS Thanks for the Sphax work). This is how I use a pocket dimension as a hub to other locations using Dim Doors. http://imgur.com/kgMmVjZ
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Hi all, In my effort to create a workable fusion reactor that can be placed in a pocket dimension, this is my latest creation. http://imgur.com/mCz4lhz The resultant monstrosity is 23x23 blocks and has a usable output of 816 MJ/t. (measured powering 12 MFR Laser Prechargers at 68 MJ/t each) It has 5 reactor cores all being fed a combined energy feed of 50 MJ/t (i.e. each reactor is only consuming 10 MJ/t) Deuterium is auto fed through an LP system (Supplier pipes) which maintains a stack in each reactor. This is with the default AS config in 1.1.5 (D:"Turbine Output Multiplier"=4.5) but with TE conduit loss set to 0 (I:EnergyFramework.Redstone.Loss=0) Edit: In addition, the design is only 8 blocks high, therefore it is very stackable in a pocket dimension for multiples of the 816 MJ/t output.
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I apologize for misunderstanding you, yes, you are completely correct. The middle turbine above a reactor is not powered, thus there is no loss in using that block as a feeder for deutronium. Thanks again for all your help on this.
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Weird. I disconnected the wiring from the middle turbine and it dropped total output by 19.16MJ/t. Threw an energy cell on the middle turbine and found it was generating 19.16MJ/t (measured using multimeter). Great design Toki, now I just want to see how I can generate a total excess of 500Mj/t so I can fully power a mining laser through tesseracts (with the proposed 20% tess loss).