-
Posts
586 -
Joined
-
Last visited
-
Days Won
1
Everything posted by jakalth
-
That looks quite functional. nice job on it.
-
From what I have seen, the rifts will only keep spreading if the newly sparned rifts join together forming another tear. But the rifts spawned tend to be far enough away from each other that this doesn't happen often, or for long.
-
Well, that is normal for the bioreactor. the buffer fills quickly, but that drips out into the main fuel storage much slower. Believe me, it is much faster then it used to be. Nearly twice as fast. But when hooked up too Biofuel generators that still works just fine since the generators only sip fuel slowly. Even with several generators it will eventually fill them all and keep them full of fuel when they are running full speed.
-
only way to get the me subsystem to work, or any other method to work for that matter, is to get your bioreactor completely filled with biofuel. Once this is done, the reactor will get backed up with resources. this is when you can manually replace some of the resources in the bioreactor with different ones. Once you have manually replaced the resources and have the ones you want in there, the export bus(you'll want either the precision or fuzzy one) will keep those stacks topped off at all times. And as long as those stacks are topped off, you won't have to worry about the reactor filling with just 1 type any longer. also, the (precision or fuzzy) export bus will only insert 8 different items. too add the ninth, you'll need a second export bus(fuzzy, precision, or basic).
-
well, some more testing, I can confirm that the conversion from turbine output to either MJ or RF is indeed broken. Setting the turbine output multiplier to 0.03 gives you about the same output as you would expect to get from a turbine in 1.5.2 tekkit. about the same, but not quite... and no matter what I tried adjusting, currently, there is no way to make piping steam to a turbine work correctly. You either 1: run out of steam, or 2: have turbines running at 10% output... -------------- Back on Topic------------------ magma crucibles powering towers of magmatic dynamos works, yes, but it is by far not the most efficient way to generate power. They need a lot of netherrack to generate the lava and most of the power generated by the dynamos goes into keeping the magma crucibles running. Biofuel is still a viable system to use, but... 1: you want to supply your bioreactors with at least 4 types of material, 6 preferably 2: you need to let your bioreactors completely fill up with biofuel before you start using the biofuel for anything. 3: you need to have a way to control the input of items into the bioreactors or they will just fill up with only 1 type of thing... 4: you'll want a stockpile of each type of material, at least 6 stacks of each, per bioreactor you plan on running 5: your farms will need to be large(I suggest silver upgrades or better) to supply enough to keep up with the reactors 6: you need to keep the reactors filled with at least 2 stacks of each material type at all times, if one ever drops below this, it'll probably get filled with something else, reducing the bioreactors efficiency. 7: ink sacks are still viable, just have several squid, I suggest 4+, per rancher. The bioreactors can produce fuel faster then they used to due to an increase in buffer speed. but they no longer limit how many of a single item type can be added so will fill up with only 1 thing if you do not keep an eye on them and/or keep plenty of stockpiled items on hand to keep them filled up. They do not become efficient enough to be viable untill you can supply them with at least 4 different item types. but once you can do that, they are mostly maintenance free. The bioreactor can still power 4+ generators each, as long as they are supplied with enough materials to keep fuel production up. I also highly suggest using an ME sub-system to keep them supplied with biofuel generating materials. This seems to work the best since you can insert stacks at a time, but you'll still need to do the initial setup of fuel types manually, since the precision export bus will just export one type of item until there is no more room for that type... Oh! Railcraft! Lets not forget that fun little thing. 1: (2) max sized railcraft solid fuel low pressure boilers. 2: (1) large tree farm to supply a hearty amount of logs. 3: (2) redstone furnaces to convert logs into charcoal. 4: (16) steam dynamos to consume the steam from the boilers. 5: (2) aqueous accumulaters to supply each boiler with water. 1 per boiler. 5: a way to pipe the charcoal into the boilers, water into the boilers, and pipe the steam into the steam dynamos. produces 1280RF/tick, is self sustained once the boilers are up too temp, is scalable, and you still have saplings to use for other things, like biofuel or biomass. You can even replace the 2 low pressure boilers with a single high pressure boiler, but you'll need more charcoal too keep it hot and it takes longer to heat up. High pressure boilers are less fuel efficient then 2 low pressure boilers, but require slightly less resources to make and are far more compact. :edit: corrected a mistake in the total output. forgot a 0...
-
well, the math was still correct in 1.6.4 with older builds. but it seems to have been completely broken in this version of atomic science. was getting the same numbers as rogueclon946 in a quick test. 3995 RF/tick from a small turbine. and over 10000 from a single large turbine. this is not how the turbines are supposed to act. even after some triel and error I was only able to turn down the output to 888RF/tick from a small turbine. and in the process, made piping steam impossible... something in the mods output equasion is broken.. probably a simple misplaced decimal point somewhere in the hard coding. :edit: equation for converting joules to RF or MJ... well... have not seen a hard reliable equasion to convert between those... But I do know that 1MJ = 10 RF, +/- 0.01%. this is also not a strait conversion. the most accurate conversion has about 10 decimal points in the equasion... : Silly BC and it's over complicated, but quite solid power system...
-
Using water may not work. The endermen can teleport out of the pocket dimension's barriers... Convayerbelts may not really be needed either. Make a small room around the entrance area by your door. make this room inaccessable to endermen, but, leave a single block high opening so you can look out at the endermen and agro them. In the base of the wall, facing the endermen, place your grinder. Then just stand about a half block away from the wall and stare at the endermen, agroing them. the grinder will do the rest as they try to reach you inside your endermen proof room. This makes a decent afk endermen rift farm. also, in single player you can have rift farms work even while you are not there, as long as it is chunk loaded. but on a server it will only work if you are in the pocket dimension with it. I learned this the hard way.
-
well, the output of the atomic science turbines is coded in the config file. D:"Turbine Output Multiplier"=xxx gives you the output of a small turbine, running at full speed. Well, to be accurate, output multiplier divided by 2 is the output of the turbine. so times the number given by 4.5 and you get the output of a large turbine that is supplied the max amount of steam it can use. default setting is D:"Turbine Output Multiplier"=4.5 4.5/2 = 2.25Mj/tick for a small turbine or 20.25MJ/tick which is 202.5 RF/tick for a large turbine but since RF is only transfered as a whole number. you get 202RF for 1 tick, then 203RF the next tick. This is why the multimeter has trouble with RF transfer rates from turbines. sorry, I've spent too much time doing hard number crunching with atomic science and how it interacts with other mods....
-
Ender lilies do indeed drop more then 1 seed if planted on endstone. But the chance is VERY low. maybe 1 out of 50 will drop an extra seed. just remember to treat them like cactus. don't plant then close together or they will destroy the drops from the ones next to them.
-
Steve's carts alone can make a fully powered rail station. But they will be slower then venilla minecarts on powered rails, at full speed. They do have a few little bugs as well. Mostly dealing with rendering and how the player sits in the cart. Cart hull + seat + adv control + adv solar engine or coal engine(only a few engines will work without using the same spot as the seat and adv controls). lets you control the speed and direction of the cart while also riding inside it. It can change which rail it is riding on, but this only seems to work with railcraft tracks...
- 4 replies
-
- Minecartmania
- Traincarts
-
(and 1 more)
Tagged with:
-
What's the fastest digging tool in 1.2.6b?
jakalth replied to Chris Thompson's topic in Tekkit Discussion
If you find the RIM + terrain smasher to be a bit op, you could always just use a setup that has the RIM moving a wall of ME transition plain(s). Hook those too an ME controler linked too an ME quantum link. and power the me sub-system using a tesseract. It would be as fast as the terrain smasher, but still need power for the controler, quantum link and transition plain(s). This way you can actually have it use energy while it is doing work for you. Would require about the same amount of power as a quarry to run a 9x9 ME boring machine. -
Tesseracts can only output into an inventory, thus will not allow items to be input unless the recieving end has an inventory connected to it. Item ducts count as an inventory for item transfering. But easiest way is to have a chest next to your recieving end tesseract for items. Then just pump out of the chest using itemducts or BC pipes. If you have your recieving end tesseract hooked up to a chest, you can simply place the sending end tesseract next to or on top of your quarry to recieve items. Then just connect power from the tesseract too the quarry via two conduits. It's a little more complex then it used to be, but not by much. Output end suggestion; make a laser and an assembly table and make yourself an autarchic gate to pull the items out of your recieving end chest. The autarchic gate can easily keep up with the output from the quarry. Otherwise, if using itemducts, just using a redstone signal or a pneumatic servo will allow it to keep up fairly easily, but you'll want to upgrade your recieving end chest to at least an iron chest to allow for the different types of items being input.
-
Your turbine is 1 block too high. there should be no air between the turbine and the heated water. otherwise that setup should work fine as long as the heat doesn't get too high.
-
My dishwasher quit working. So how am I supposed to play minecraft when I can't find the key to this door that I lost my way outside after shoveling snow in the freezer that had a pizza earlier... no idea where that is now that I can finally reach my toes but can't see where that light bulb burned out.
- Show previous comments 4 more
-
-
-
Well where else would you stick it then?
Speaking of cold, dark places... did you find that pizza yet? I'm hungry
-
Oh this could so be abused... Wonder how long until he ban game starts in here?
-
one of the other liquids might work. Liquid ender can be used for example, if your using the latest version of tekkit for 1.6.4 Don't know if it will convert lava too obsidian though, since it is not water but a different type of liquid.
-
Atomic Science reactor build you ask? normal flood type fusion reactor, diamond shaped, 5 block diameter. single reactor core. placed water over the top of each magnet. also ringed the outside of the reactor build with water. placed steam funnels over the water to collect steam. None of the funnels are stacked since stacking the funnels seems to no longer work. Fed 5 chemical extractors water from a single aqueous accumulator, via fluiducts. output the deuterium directly from the extractors using fluiducts set the extract mode and given a redstone signal. Fed the deuterium strait into the reactor core. attached a fluiduct to each of the steam funnels to collect steam. all fluiducts were in normal mode when collecting steam. piped this steam to an array of large turbines. collected the power from the turbines via redstone conduits and piped some of the power back to the reactor core and chemical extracts. clean install with no config changes, and the reactor did not work. steam funnels will not work with the config as is. This is very important: Altered the config file for atomic science slightly. After the alteration, the reactor ran just fine. no issues and plenty of power to keep its self running and provide power to whatever I decided to build. This is the only change it takes to get steam funnels working in tekkit. Without this change, steam funnels do not work in Tekkit. #################### # general #################### general { B:"Allow Alternate Recipes"=true B:"Allow Layered Turbines"=true <--- This change right here. B:"Allow Radioactive Ores"=false B:"Allow Toxic Waste"=true B:"Allow Uranium Ore Dictionary Compatiblity"=true B:"Disable IC2 Uranium Compression (Recommended)"=true B:"Disable Radiation"=false D:"Fulmination Output Multiplier"=1.0 B:"Radioactive Ores"=false I:"Steam Ratio"=40 I:"Steam to Joule Ratio"=5000 D:"Turbine Output Multiplier"=4.5 I:"Uranium Hexafluoride Ratio"=200 } When the reactor was first powered up, I only had 4 chemical extracts feeding it deuterium, this was not enough to keep it running non-stop. In this state, the reactor could only spin up about 35 large turbines. Adding the 5th extractor gave the reactor the deuterium it needed to continuously run. after around 5 minutes the steam output had increased to such a degree that I eventually had over 130 large turbines hooked up and running at full speed. Moral of the story? Keep your fusion reactors well fed, running continuously, and running HOT.
-
Engineer's toolbox has a MJ ---> RF converter block. but not sure how long he'll maintain it due to the complexity of coding required to convert from MJ now. Other then that, I don't know of anything else that can convert MJ to RF...
-
-
"Removal of Atomic Science mod" Aaw... but that was one of my favorite mods... Painfully broken... but still one of my favorites. Oh no... just means I'd have to add it back in myself... and deal with all the problems that come with it. Do we have any kind of non-reactor based steam generation in Tekkit now? To take advantage of the TE3 steam engines ability to use steam that is pumped into it, and in a very efficient way. Also it can be a source of lag when it coincides with caves and revines. More so then BC oil for some reason.
-
LOL, Neowulf... How about repopulate an entire village with zombie pigmen you *persuaded* to join you from the nether. Then figure out a way to blow the whole village up in one shot, without killing the server/computer.
-
I know a BC pump can move liquified ender. have not tried other liquids yet. Has limited compatability atm it seems. Not sure which mods liquids it will work with and which it will not, yet. other then the BC pump... can't really think of any other pump in Tekkit that can be automated.
-
a work around until a pump setup is figured out, use a portable tank. Only need one bucket to fill it. But... it's not really a solution. Just a more efficient way to bucket out the liquids until a real solution is found.