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jakalth

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Everything posted by jakalth

  1. Quarry output should always go into a chest before being imported into the network. The sheer volume of stuff coming from the quarry is more then any import bus can normally handle. Unless you have a buffer of some kind, aka, a chest. You don't even have to sort it first, or limit yourself to just 1 quarry if you use a chest for a buffer. 4 quarries, 2 melon farms, a tree farm, a combo wheat/potato/carrot farm, 2 mushroom farms(fertilized), and a laser drill all dumping into a single buffer chest and the me network keeps up just fine with just a single precision import bus set to import stacks. Without the chest I'd have a mess.
  2. Oooo! Pretty! But, can it make coffee? *pushes the big green button and a cup of cappuccino comes out* Ok, you win... Seriously, that is a nice looking reactor. Lots of fun gizmos and doodads inside the main housing.
  3. Sky color red, grass color black, foliage color(leaves) white, cloud color yellow, fog color, green, end world, plains, forest, jungle, desert, tiny biome, rising east, setting west, full length normal sun, rising west, setting east, half length, normal sun, rising north, half length, normal moon, rising south, full length, normal moon, rising east, double length, normal moon, rising west, half legnth, half length, normal moon, blue, normal stars, fast weather. odd colored sky and clouds, black and white plants, 2 suns moving in opposite directions and moons going every which way at different speeds. along with blue stars. And many different biomes mixed together rather badly all on a small island in the middle of a void. That's about as odd, and mostly useless, you can get.
  4. Update to what you can put in for ram. variable value of -Xmx512m only gives you 499Mb of ram ingame. -Xmx1000m will give you about 1Gb of available ram. Any higher then about 1009 will cause the java launcher to crash.
  5. If you are getting a java virtual machine launcher error try doing this. Go into your computers control panel under System. In System properties, select the advanced tab and click on [Environmental Variables] In here create a new System Variable. For Variable Name, give it: _JAVA_OPTIONS For Variable Value, give it: -Xmx512m Then save it. This should allow java to operate again for playing off the Technic Launcher. I did not create this fix, only found it after a bit of searching the web.
  6. For the DSU, storage bus is all you need connecting it to your network. for anything other then that, I'd go with what Weirleader said.
  7. Any ideas? Even with the updated release I am still unable to play anything using the Technic Launcher... I'm forced to do it all manually and hope I can find the correct mods to match the packs... I just keep getting a Java Virtual Machine Launcher error. critical error program needs to shut down. No other crash logs other then the normal run log that is so large I can't even post the whole thing here.(65Kb log file) Here: Is the error I have been getting... I've haven't had any errors with the launcher in close to a year until now, with the new 1.6 compatable version. If a fix isn't viable, then at least make an old version of the launcher available so I can at least play the game... This is getting quite frustrating.
  8. Only one user and I am the admin. Home built computer as well so none of the sub-standard hardware installed... It only started when technic launcher updated so I'm wondering if it has to do with the system being only 32 bit, not 64... Well, at least I can still play vanilla minecraft using Mojang's launcher. 1.6.4... yay... : So at least I know it is not minecraft it's self.
  9. No error to post, just the download log. Might have pertinent info in it though, no idea... edit: found parts of the error burried deep in the log files. added the parts that pertained to it... 2013/10/17 18:14:38 [iNFO] Running C:\Program Files\Java\jre7\bin\javaw.exe -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1024m -XX:MaxPermSize=128m -Djava.library.path=C:\Documents and Settings\Jakalth\Application Data\.technic\modpacks\tekkitmain\bin\natives -Dminecraft.applet.TargetDirectory=C:\Documents and Settings\Jakalth\Application Data\.technic\modpacks\tekkitmain -cp C:\Documents and Settings\Jakalth\Application Data\.technic\cache\net\minecraft\launchwrapper\1.5\launchwrapper-1.5.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\cache\net\sf\jopt-simple\jopt-simple\4.5\jopt-simple-4.5.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\cache\org\ow2\asm\asm-all\4.1\asm-all-4.1.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\cache\net\java\jinput\jinput\2.0.5\jinput-2.0.5.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\cache\net\java\jutils\jutils\1.0.0\jutils-1.0.0.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\cache\org\lwjgl\lwjgl\lwjgl\2.9.0\lwjgl-2.9.0.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\cache\org\lwjgl\lwjgl\lwjgl_util\2.9.0\lwjgl_util-2.9.0.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\modpacks\tekkitmain\bin\modpack.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\modpacks\tekkitmain\bin\minecraft.jar net.minecraft.launchwrapper.Launch Jakalth token:27cfe7982f8c45b5932290c6a1fe753d:f8096c59531b476e82d205315b4aa282 --gameDir C:\Documents and Settings\Jakalth\Application Data\.technic\modpacks\tekkitmain --assetsDir C:\Documents and Settings\Jakalth\Application Data\.technic\assets 2013/10/17 18:14:38 [iNFO] Error occurred during initialization of VM 2013/10/17 18:14:38 [iNFO] Could not reserve enough space for object heap 2013/10/17 18:20:31 [iNFO] ------------------------------------------ 2013/10/17 18:20:31 [iNFO] Technic Launcher is starting.... 2013/10/17 18:20:31 [iNFO] Launcher Build: 285 2013/10/17 18:20:31 [iNFO] ------------ Startup Parameters ------------ 2013/10/17 18:20:31 [iNFO] --------- End of Startup Parameters --------- 2013/10/17 18:20:33 [iNFO] Starting download of http://skins.technicpack.net/helm/Jakalth/100, with 3 tries remaining 2013/10/17 18:20:33 [iNFO] Launcher took: 2391ms to start 2013/10/17 18:20:33 [sEVERE] java.io.FileNotFoundException: C:\Documents and Settings\Jakalth\Application Data\.technic\assets\sound\dig\sand1.ogg (Access is denied) 2013/10/17 18:20:33 [sEVERE] at java.io.FileInputStream.open(Native Method) 2013/10/17 18:20:33 [sEVERE] at java.io.FileInputStream.<init>(Unknown Source) 2013/10/17 18:20:33 [sEVERE] at net.technicpack.launchercore.util.MD5Utils.getMD5(MD5Utils.java:32) 2013/10/17 18:20:33 [sEVERE] at net.technicpack.launchercore.util.MD5Utils.checkMD5(MD5Utils.java:45) 2013/10/17 18:20:33 [sEVERE] at net.technicpack.launchercore.install.ResourceInstaller.updateResources(ResourceInstaller.java:49) 2013/10/17 18:20:33 [sEVERE] at org.spoutcraft.launcher.Launcher.updateAssets(Launcher.java:105) 2013/10/17 18:20:33 [sEVERE] at org.spoutcraft.launcher.Launcher.access$100(Launcher.java:43) 2013/10/17 18:20:33 [sEVERE] at org.spoutcraft.launcher.Launcher$1.run(Launcher.java:81) 2013/10/17 18:37:32 [iNFO] ------------------------------------------ 2013/10/17 18:37:32 [iNFO] Technic Launcher is starting.... 2013/10/17 18:37:32 [iNFO] Launcher Build: 285 2013/10/17 18:37:32 [iNFO] ------------ Startup Parameters ------------ 2013/10/17 18:37:32 [iNFO] --------- End of Startup Parameters --------- 2013/10/17 18:37:33 [iNFO] Loaded face 2013/10/17 18:37:35 [iNFO] Starting download of http://skins.technicpack.net/helm/Jakalth/100, with 3 tries remaining 2013/10/17 18:37:35 [iNFO] Launcher took: 2391ms to start 2013/10/17 18:37:35 [sEVERE] java.io.FileNotFoundException: C:\Documents and Settings\Jakalth\Application Data\.technic\assets\sound\dig\stone4.ogg (Access is denied) 2013/10/17 18:37:35 [sEVERE] at java.io.FileInputStream.open(Native Method) 2013/10/17 18:37:35 [sEVERE] at java.io.FileInputStream.<init>(Unknown Source) 2013/10/17 18:37:35 [sEVERE] at net.technicpack.launchercore.util.MD5Utils.getMD5(MD5Utils.java:32) 2013/10/17 18:37:35 [sEVERE] at net.technicpack.launchercore.util.MD5Utils.checkMD5(MD5Utils.java:45) 2013/10/17 18:37:35 [sEVERE] at net.technicpack.launchercore.install.ResourceInstaller.updateResources(ResourceInstaller.java:49) 2013/10/17 18:37:35 [sEVERE] at org.spoutcraft.launcher.Launcher.updateAssets(Launcher.java:105) 2013/10/17 18:37:35 [sEVERE] at org.spoutcraft.launcher.Launcher.access$100(Launcher.java:43) 2013/10/17 18:37:35 [sEVERE] at org.spoutcraft.launcher.Launcher$1.run(Launcher.java:81) 2013/10/17 18:38:00 [iNFO] ------------------------------------------ 2013/10/17 18:38:00 [iNFO] Technic Launcher is starting.... 2013/10/17 18:38:00 [iNFO] Launcher Build: 285 2013/10/17 18:38:00 [iNFO] ------------ Startup Parameters ------------ 2013/10/17 18:38:00 [iNFO] --------- End of Startup Parameters --------- 2013/10/17 18:38:02 [iNFO] Launcher took: 2235ms to start 2013/10/17 18:38:02 [sEVERE] java.io.FileNotFoundException: C:\Documents and Settings\Jakalth\Application Data\.technic\assets\sound\mob\bat\takeoff.ogg (Access is denied) 2013/10/17 18:38:02 [sEVERE] at java.io.FileInputStream.open(Native Method) 2013/10/17 18:38:02 [sEVERE] at java.io.FileInputStream.<init>(Unknown Source) 2013/10/17 18:38:02 [sEVERE] at net.technicpack.launchercore.util.MD5Utils.getMD5(MD5Utils.java:32) 2013/10/17 18:38:02 [sEVERE] at net.technicpack.launchercore.util.MD5Utils.checkMD5(MD5Utils.java:45) 2013/10/17 18:38:02 [sEVERE] at net.technicpack.launchercore.install.ResourceInstaller.updateResources(ResourceInstaller.java:49) 2013/10/17 18:38:02 [sEVERE] at org.spoutcraft.launcher.Launcher.updateAssets(Launcher.java:105) 2013/10/17 18:38:02 [sEVERE] at org.spoutcraft.launcher.Launcher.access$100(Launcher.java:43) 2013/10/17 18:38:02 [sEVERE] at org.spoutcraft.launcher.Launcher$1.run(Launcher.java:81) 2013/10/17 18:38:11 [WARNING] File version.json not found in C:\Documents and Settings\Jakalth\Application Data\.technic\modpacks\tekkitmain\bin\modpack.jar 2013/10/17 18:38:11 [iNFO] Running C:\Program Files\Java\jre7\bin\javaw.exe -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1024m -XX:MaxPermSize=128m -Djava.library.path=C:\Documents and Settings\Jakalth\Application Data\.technic\modpacks\tekkitmain\bin\natives -Dminecraft.applet.TargetDirectory=C:\Documents and Settings\Jakalth\Application Data\.technic\modpacks\tekkitmain -cp C:\Documents and Settings\Jakalth\Application Data\.technic\cache\net\minecraft\launchwrapper\1.5\launchwrapper-1.5.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\cache\net\sf\jopt-simple\jopt-simple\4.5\jopt-simple-4.5.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\cache\org\ow2\asm\asm-all\4.1\asm-all-4.1.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\cache\net\java\jinput\jinput\2.0.5\jinput-2.0.5.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\cache\net\java\jutils\jutils\1.0.0\jutils-1.0.0.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\cache\org\lwjgl\lwjgl\lwjgl\2.9.0\lwjgl-2.9.0.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\cache\org\lwjgl\lwjgl\lwjgl_util\2.9.0\lwjgl_util-2.9.0.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\modpacks\tekkitmain\bin\modpack.jar;C:\Documents and Settings\Jakalth\Application Data\.technic\modpacks\tekkitmain\bin\minecraft.jar net.minecraft.launchwrapper.Launch Jakalth token:c0081947c7ba4beeb5796625ac95e65e:f8096c59531b476e82d205315b4aa282 --gameDir C:\Documents and Settings\Jakalth\Application Data\.technic\modpacks\tekkitmain --assetsDir C:\Documents and Settings\Jakalth\Application Data\.technic\assets 2013/10/17 18:38:11 [iNFO] Starting download of https://s3.amazonaws.com/Minecraft.Resources/sound/mob/cat/meow4.ogg, with 3 tries remaining 2013/10/17 18:38:12 [iNFO] Error occurred during initialization of VM 2013/10/17 18:38:12 [iNFO] Could not reserve enough space for object heap The rest was 64K of loading sound files and downloading mod files....
  10. I am unable to play any of the modpacks, even vanilla, using the updated Technic Launcher due to it throwing out a Java Virtual Machine error. Unable to start java virtual machine. Critical error, this application will shut down. I get no error logs, no other warnings, nothing else useful to determine what the cause is. The error is thrown out after the launcher finishes the installation of the modpack, but just before it launches forge. The launcher it's self stays running as though nothing happened. I have tried, forcing reinstall of mod pack, and doing a clean reinstall of the entire launcher. Still same error. I was playing the newest Tekkit last night with no problems. This only started after the update to launcher version 285. System: Windows XP x84(32 bit system only) 4Gb Ram AMD dual core processor latest version of Java for a 32 bit system.
  11. Yes, turbine lag is from rendering them more then their operation. Have not seen any way to turn off the animation though... At least not yet.
  12. EE3 is working closer to what it is going to be, been checking on Pahamar's(I probably spelled his name wrong...) progress and he's currently doing further work on the EMC system. EMC is the key to transmuting materials and storing that "energy" for use later. It determines the begining and final cost of every item included in it's list. Yeah, UU-matter was fun.
  13. Only way to keep them working would be dimensional achor/chunk loader + something that simulates having a player near it. But there is nothing in Tekkit that simulates the player being near it....
  14. No, Portaspawners just let you move a vanilla spawner. Since vanilla spawners don't work that way, when you move them, they still do not. Unless you meant the autospawner? Then in that case, the answer is yes. A dimensional anchor will keep it working.
  15. "Redstone in motion." That's the mod you should try out for that. Adds far less clutter being just a frame mod.
  16. Yeah... I had something similar, but probably much simpler. Found our that single pulse mode was buggered and had to scrap the whole thing... I haven't had much luck getting a computercraft computer to do the 1 second pulse when recieving a redstone signal... Not sure how to program that really...
  17. For the completely inept at writing stuff for websites make me a template to use... please? @ Steve... From Marketing. Updated the information as you corrected. Thanks.
  18. Over long runs, where it is visable, covered me cable is a little easier on framerates. But I doubt by much.
  19. Part 5: Fission reactor build. This is a picture based tutorial on making a powerful 5x5 fission reactor. 1: Start out by making a 7x7 platform for your fission reactor to sit on and place the reactor on the middle. The types of block used do not matter. This is how it looks after step1. 2: Now build a 2 block high wall around the outside of your platform, leaving a 5x5 area inside it open. Once again, the type of block used does not matter, but having some glass, or hardened glass, in the walls does make it easier to monitor your reactor. This is how it looks after step2. 3: Fill the bottom of the box you made with water. Only making the water 1 block deep. Do not cover the reactor core its self. This is how it looks after step3. 4: Place a thermometer block against one face of the fission reactor(if it's not against one of the faces it will not read the temp of the reactor). And against one of the other faces of the reactor, break the block under that spot and place a control rod where it was. This control rod will be moved using a piston later on. This is how it looks after step4. 5: Now lets go under the reactor. Break the block directly under your fission reactor and the block under the thermometer so you can access them from below. And place a sticky piston so that it's touching the control rod and can push it up when it receives a redstone signal and pull it back down when the signal goes away. You can turn the piston using a wrench if needed. This is how it looks after step5. 6: Connect a line of redstone dust or rednet cable between your thermometer block and the sticky piston. This will be the temp control circuit for your reactor. This is how it looks after step6. 7: Back in the top of your reactor, lets make sure that the thermometer is set correctly. Right click to lower the warn temperature to between 1400 and 1600 degrees. This way your reactor gets hot but should not get hot enough to go critical. When that temp is reached, the thermometer will output a redstone signal, extending the piston, moving the control rod into place, to slow down the reactor. This is how it looks after step7. 8: For this step we'll add in the steam funnels. Just place 25 steam funnels directly above the water in your reactor. You can place them over the whole thing if you like, or leave out the center one to have access to the top of your reactor. This is how it looks after step8. 9: Now lets add the piping. Place Liquaducts, or waterproof piping on top of each of the steam funnels. Make sure to set the liquaducts to pump mode, Orange. This is how it looks after step9. 10: In step 10 we'll add a redstone signal to the top of all the liquaducts. This signal can be either a redstone block or rednet cable. This is how it looks after step10. 11: For this step, we'll be adding all the piping to feed the 35 Large turbines this reactor can power. The steam can be sent to the turbines using liquid tesseracts or by directly piping it there. The way you set this up depends on your personal tastes. A simple build is a 13x19 grid of pipes with a single pipe coming up for every 3 pipes placed. This way you have the single pipe feeding into each large turbine. This is how it looks after step11. 12: This time we'll add the turbines to your steam grid. For each large turbine you'll need to place a 3x3 area of 9 small turbines and right click on the center of them to make a single large turbine. You'll want to do this for each of the 35 feed tubes you have setup. This will give you a 5x7 grid of large turbines. This is how it looks after step12. 13: For the last step, we'll add energy conduits to the top of each large turbine and connect them all together. This will finish off your reactor leaving you will only needing to connect it to your power grid and supply the reactor core with enriched uranium cells. This is how it looks after step13. You're ready to enjoy the sustained power output of your fission reactor. This reactor setup can supply you with vast amounts of power over a fairly long period of time before it uses up your enriched uranium cell.
  20. Part 4: Fissile Fuel Reactor(fission reactor) Tips The fission reactor is a marvel of nuclear technology. It uses the decay of Enriched Uranium 235 to generate huge amounts of heat for steam. The hotter it gets, the more steam it produces. But be warned, if the reactor gets too hot it will go into meltdown, destroying your stuff and poisoning the land around it. Hazmat suit to the rescue. All fission reactors are basicly the same. A fission reactor core, placed in a 1 block deep pool of water, and fed enriched uranium cells. 1: A fission reactor heats water surrounding it. The hotter it gets, the more steam is produced by the water around it, and the more water it can heat. But if a reactor gets too hot, hotter then 1800, it starts to get damaged. If it ever reached 2000, the reactor will almost instantly explode. So keeping a balance of heat and steam vs safe operation is a must, and thankfully, not that hard to do. 2: The Thermometer block and Control Rod are your friends. The two used together will prevent a hot running reactor from getting too hot. The thermometer reads the temp of the reactor core and sends out a redstone signal when it gets above the set temperature. The control rod can be moved using a piston and will slow down the reactor if it is directly against one of the 4 sides of the reactor. This keeps the reactor from getting much hotter then it currently is. Between the two, the temp of the reactor can be controlled fairly well. 3: The fission reactor can heat the 8 blocks surrounding it, and as it gets hotter, 1 block further out. So it can heat a 5x5 area of water effectively. If the reactor gets hot enough, it will start heating water another block further out(7x7 area), but it has to run on the verge of exploding to make this work, so the risk is extremely high. 4: Any water higher then the reactor will not be heated, so placing it in the bottom of a 2 block deep lake means you will get no steam from it. On the other hand, if there is water below the reactor, it will have no effect on how it heats the water beside it and generates steam. O = water R = reactor OOROO = steam generated. OOOOO OOROO = no steam. OOROO OOOOO = steam generated. 5: A fission reactor can run a single Large turbine placed directly over it and up to 16 small turbines placed around the large one. This is not a very efficient way to run it though... 6: Steam funnels for the win. Using 25 steam funnels and piping will allow the same fission reactor to power 35 large turbines. A 1200% increase in power output. That's a lot of power being added just by piping your steam. 7: You can only produce power using an Enriched Uranium Cell. The Breeder Uranium Cell is used to re-enrich your spent fissile fuel cells. 8: The most efficient way to create fissile fuel cells is to place your Uraninite ore into a Chemical Extractor to produce Yellow Cake. Next pipe the Yellow Cake into a Nuclear Boiler to produce Uranium hexafloride. Finally pipe the Uranium Hexafloride into a Centrifuge to randomly produce either Breeder Uranium 238, or Enriched Uranium 235. You'll probable end up creating more breeder uranium then enriched uranium. You can place Uraninite ore directly into a nuclear boiler, but using a chemical extractor first triples your uranium per ore. 9: When using a chemical extractor to make yellow cake, try to keep the output slot empty. It doesn't always give you 3 more yellow cake, when it's extracting it from uraninite, if there is already yellow cake in the output slot.(bug of some type with the extractor) 10: Adding a delay to your piston control rod, keeping it up longer, can increase the life of your fuel rod a bit without reducing your reactors output. Using a Programmable Rednet Controller, set to pulse lengthener mode, with the full 255 hold length, is one way to do this. This will keep the rod up for 12 seconds, letting your reactor cool off a little, but still maintaining your total steam output. More complex methods would keep the control rod up longer.
  21. I'll have to add an automation tutorial as well... I know how to use an autarchic gate and computercraft system, as well as how to make it work with a redstone engine and distribution pipes, but other systems have for the most part alluded me. if someone can PM me any other ways to automate deuterium automation, I'de appreciate it. Computer craft and an autarchic gate seems pretty reliable for me. Place down a chest that is being fed deuterium from your storage system. A parachute chest works great for this since it only has 4 storage slots. That is if you've used a galacticraft rocket yet. Otherwise a regular chest or a linked ender chest work fine. Hook a wooden transport pipe up to the chest and place an autarchic gate in it. Set the gate to Redstone signal -- Energy Pulsar mode. Now place down a single transport pipe connected to the wooden pipe and connect a distribution pipe too this. Off of one output from the distrubution pipe, run a line of pipe to your reactor. Off of another side, add a line of pipes going back to your storage system. Now set the distrbution pipe to send one item to both the reactor and back to your storage. Place down a computercraft computer 1 block away from the artarchic gate and connect the computer to the gate using a piece of redstone dust. In the computer, type in "edit startup". Now type in the following program(this is a simple redstone pulse program) You will have to use just the keyboard for everything, the mouse does not work inside a computercraft computer: s = 0 repeat redstone.SetOutput("back",true) sleep (1) redstone.SetOutput("back",false) sleep (360) until s == 1 Then click the left (Ctrl) key and select the save option. Click the left (Ctrl) key again and select exit to leave the program. Your program should now be running. To edit your program, open the computer and hold down (Ctrl) and (T) for longer then a second. Change the (360) to whatever delay you want, it is in seconds, so for example 360 = 6 minutes. This will give a 1 second long pulse, every 6 minutes to the autarchic gate. The autarchic gate will output 2 deuterium cells during the 1 second pulse so the distribution pipe will direct 1 of those cells to the reactor and 1 back to storage. If you want to put in more then 1 cell at a time, then you can change little things to make this work. For 1 cell, use the setup I said. For 2 cells, replace the distribution pipe with a regular pipe. For 3 cells, change the first sleep in the program from (1) too (2) and set the distribution to send 3 to the reactor and 1 back to storage. For 4 cells, change the first sleep in the program from (1) too (2) and replace the distribution pipe with a regular pipe. etc...
  22. one blinks a lot, the other only at intersections?
  23. you can use the items in inventory or items in pipe options, but for some reason the single pulse mode will only fire once, ever, then never again works unless you break then replace the autarchic gate. This just depends on what your trying to do? If your trying to get a single item, you'll need to send a single short pulse to the autarchic gate when an item is needed, not a constant signal. Since single pulse mode is broken atm, you'll have to use energy pulsar mode... In energy pulsar mode, the length of the redstone signal controls how many items are pumped out. for example, a 1 second pulse length = 2 items. Then use a distribution pipe to send all but 1 of the items back into your storage. It's not the best option but it works... Only if you can control how long the pulse is. Computer craft and a rednet controller, i think, can both do this.
  24. Steam can be stored as long as needed. Only limitation being the sheer amount of steam being produced by the reactor. They can easily produce millions of mB of steam requiring large numbers of storage tanks.
  25. Part 3b: Flood type fusion reactor. This time it's a picture walk through of a flood type Fusion Reactor. 1: For your first step, it's easiest to start out with setting the limits of the size of your flood type reactor. Place the core down and placa an electromegnet against each of the 4 sides to protect the core. Next go down 1 block and place a row of 6 electromagnets going strait out from each face of the reactor to start the bottom of your setup. Finally go up 1 block again and place a single electromagnet to be the outside edge of your setup. Do this for all 4 sides of your core. This is how it looks after step 1. 2: For the second step, make a diagonal line of electromagnets that connects each of the 4 outside magnets of your reactor setup. This will be the total size of your steam generation area. Now fill in the area below this ring and the core of your reactor with electromagnets. This will hold the plasma in place as it flows out from your reactor core. This is how it looks after step 2. 3: Next cover the top of your reactor with regular electromagnets. Do NOT use the clear ones here, they produce no heat for steam. Leave the center 5 blocks uncovered so you can access your core from above and generate steam from that location, like shown in the picture. This is how it looks after step 3. 4: Add some blocks around the outer edge of your reactor to hold water against it. This lets you use every possible location of your reactor to generate steam. This is how it looks after step 4. 5: Add water to the outside edge of your reactor. Also, add a line of energy conduits going strait up from your reactor core. This will make it easier later on. This is how it looks after step 5. 6: Add steam funnels over the water on the outside edge of your reactor. Then, add water to the next level of your reactor. This is how it looks after step 6. 7: For this step, add steam funnels over the water on the second level of your reactor. Then cover the top of your reactor with standing water like shown. This is how it looks after step 7. 8: Now add steam funnels to above the water on top of your reactor, finishing this part off. Be sure to add another steam funnel to the center 4 funnels so they are the same height as the third level. Also it is a good idea to stack another steam funnel on of the outer ring of funnels, bringing them up to match the second level. This makes piping out steam easier. (optional)You could also add another stack of steam funnels to the first and second levels bringing them up to the same level as the third. This simplifies the piping even more. This is how it looks after step 8. 9: For this step you'll start adding the steam piping, in the form of liquaducts or waterproof pipes, to the lower level of your reactor. Be sure to set the liquaducts to pump mode(orange). This is how it looks after step 9. 10: Now, cover the top of you reactor with liquaducts(or waterproof pipes) making sure every steam funnel has a pipe hooked up to the top of it. Make sure the liquaducts are all set to pump mode. Once this is done, add some pipe to connect the top and lower level of piping together. This is how it looks after step 10. 11: For this step, now that the pipes are all set, time to add redstone signals. This can be done by using either redstone blocks or rednet cable. Place the first set of blocks over the liquaducts on the inner edge of the lower level. Then place blocks on the outside edge of the liquaducts, one for every other edge corner as shown in the picture. This is how it looks after step 11. 12: With those in place, now you can cover the top of the rest of your reactor with redstone blocks, or rednet cable. this should give a signal to every liquaduct on your reactor. Also add a redstone energy cube to the top of the energy conduits feeding to your reactor core. This is why we added the conduit earlier. Be sure to set the Redstone Energy Cube to 100 input and between 50 and 65 output to control the efficiency of your reactor core. This is how it looks after step 12. 13: Now to start on the turbine array to use all the steam. The reactor can power 45 Large turbines easily so the steam grid for this reactor will be larger then the reactor its self. Placing the liquaducts in a 19 x 19 grid with a liquaduct going up every 3 pipes should work for this. You can pipe steam to this grid using tesseracts or by hooking it up directly with several lines of liquaduct(or waterproof pipe) This is how it looks after step 13. 14: Finally add your turbines to the steam grid. 9 turbines should be placed above each liquaduct comming up from the grid. Right click on the center turbine of these 9, using a wrench, to convert them into a single large turbine. Repeat this for each large turbine your going to add(45 in this case). Once all the turbines are in place, add energy conduits to the top of them and connect the conduits together. Switching the energy conduits to output mode is not needed for the turbines, but is a good habit to have. This is how it looks after step 14. Your reactor is now complete. All that remains is to decide on how you want to add deuterium cells, manually or autmaticly, and to hook the turbines up to your power grid. Finished reactor.
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