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jakalth

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Everything posted by jakalth

  1. well, it is strait forward, once you understand it. If you have 10 different items on a single storage cell, and each item has a single stack of 64. It will take up less space then if you had 20 different items on a single storage cell, and each item has a single stack of 32. both cells would have the same total number of items stored on them, but the total memory used would be less for the cell that only has 10 different types of items. this is due to the higher cost of adding another type of item, vs the much lower cost of increasing how many items are in each stack.
  2. basicly, each new item type takes up a set amount of memory in "formatting" the storage cell. the larger the cell, the more memory is used per item type. how much memory each individual item of a given type takes up(once the storage cell is accepting those items) is far smaller then the formatting size. When storing small amounts of a large number of different items, it is more cost effective to make several smaller storage cells to spread out the storage. But when storing a larger amount of a few items(like metal ingots for example). pre-formatting a single large cell to only accept those items proves to be a better way to go. Or just output the large stacks of a single item into DSU's like you are already doing. Storage bus's are your friend.
  3. steam capture is done by replacing the steam turbines with steam funnels. On top of each steam funnel you place a liquaduct. Each liquaduct is right clicked to extract mode(orange) and a redstone signal is applied to each and every one, either by redstone blocks or rednet cable. That is the essence of capturing steam from a reactor using steam funnels. Notes of worth: steam funnels can be stacked. there is no noticeable loss in steam output from stacking them. steam funnels can capture up to 10 times more steam then reactor turbines alone. through a full cycle of a reactor, on average, it only takes about 3 steam funnels to fully power 1 large turbine. you gain power from your reactor for a far longer period of time for each cycle of the reactor, using funnels. allows you to de-centralize your reactor power production by using tesseracts to move steam to where it is needed. at no loss. After some testing and tweaking I was able to turn my reactor design from a 400,000 Mj reactor into a 6,300,000 Mj reactor simply by converting to steam funnels and liquid managers feeding a 5x5 grid of large turbines. 25 large turbines made from 225 reactor turbines. Used 4 independent liquaduct pipes feeding steam into the grid from my single reactor. I only used a single fusion core and the same 4 torus reactor design I have been playing around with. I'm completely sure that there are far easier to set up designs out there. I just like my design for sheer efficiency. Also, with some testing done, designs that are flood type reactors, with large flat area ideal for placing large turbines, convert far easier to steam funnels. And, I can't quite confirm this yet, flood type reactors might be more effective(powerful) then the design I am using as well. Flood type reactors are designs like what TokiWartooth is using, and what CharlieChop is using. Both designs being much easier to setup and possibly allowing higher output per fusion core, especially when making a large multi-core reactor.
  4. The Obelisks are the guardians of the dimensions. They are there to try and make it so the player does not want to bypass the traps. their mechanics work in that they can not move on their own. if they have line of sight, they will "charge up" their teleport attack, as in their eye opens. if they can not directly see the player, they will do nothing but wait. They do no damage to the player, only teleport them to a random location in Limbo. Even the obelisks in limbo will teleport the player to a random location in limbo if you stay in one place too long.
  5. Yes. Set it up to only insert a single deuterium cell once the main buffer was empty. Placed a single cobblestone structure pipe next to one of the REC's in the main buffer. Placed a normal gate(autarchic gate would work as well) in the structure pipe and set it to output a redstone signal when the storage is empty. linked this to an advanced wooden pipe set to only extract deuterium cells, using rednet cable. Placed an autarchic gate in this pipe set to pulse only once when a redstone signal is applied. The adv wooden pipe is connected to an ender chest that I have it's matched pair in my base with a precision export bus placing deuterium cells into it. I also have most of the slots filled with dirt so I don't have so many deuterium cells in inventory.(efficiency reasons) The precision export bus crafts on demand and is linked to an ME interface hooked up to my chemical extractor. Finally, the adv wooden pipe pumps the deuterium cells into golden transport pipes that feed directly into my fusion reactor. Crafting end: The ME system makes the empty cells in the molecular assembler. The chemical extractor is auto fed by the ME interface, which only does so when the precision export bus asks for them. The export bus only asks for more cells when there is room in the ender chest. Fusion end: The autarchic gate only pulls out one cell at a time when given a redstone signal through the rednet cable. The regular gate keeps an eye on the power levels of the buffer cells and only outputs a signal when they are empty. When the main buffer goes empty, my primary storage is still full and can power the equipment for about 10 minutes before running low. But long before this happens, the 2 gates have cycled the fusion reactor, refilling the main storage and at least half filling the buffer. I'm working on a manual over ride that will let me toggle the autarchic gate from my base if something happens causing the system to fall out of sync. Thinking a pair of ender chests and another gate to detect when items are in the chest. have it output a signal to the other side of the gate cycling it once when I place an item in the chest. Making it act like a remote button. I've been running this for 2 days now and it hasn't skipped a beat yet. best of all, it's a completely "On Demand" system meaning it can sit idle as long as it needs to, without using up resources, until my power systems start draining again. I've got a fairly low power setup atm, but plan on changing that as well.
  6. Tin, Silver, and Diamond are nice for if you plan on having more then one crop in each field. They divide up the area of your field evenly between each slot in the planters grid. Each of the 9 boxes gets a 3x3, 5x5, or 7x7 area for the tin, silver, or diamond upgrade, respectively. So if you want a balanced farm with several crops in 1 planter, I'de suggest starting with the tin upgrade 9x9. 1 sewer will output from 25 cows efficiently with upgrades. That's a lot of sewage. More cows then that and it start backing up. Not from the sewer its self, but from the piping not being able to keep up. As for the composters, I usually just dump down 3 or 4 with each sewage system. One should be able to handle at least 10 cows worth of sewage though. with 2 pens of 6 cows each, and the baby pens having 12 in each one, I was able to fertalize a 5x5 wheat farm quick enough to outpace the breeders by about 3x what they could use. And the excess seeds became one of the components fueling my bioreactor. Worked fairly well that way. The whole part of "handle" the farm is all relative. it all depends on how fast you want the field to mature.
  7. Mystcraft portals would just do the same thing as the linkbook on the bore, it would get you back home. How to get to the bore is another story... wonder if a deployer or similar could activate a rift signature... That at least would allow you to use dimensional doors to link to your bore by making the second link rift... Just have them connected to your home location first before sending them to your bore. Not a very efficient design even if it works...
  8. some of the other issues sound like what happens when the server I'm playing on loads slow. It's not a server issue, but an issue with the connection between the server and my computer. Playing over the internet, not by lan. i get times where it takes 25 or more seconds before I can actually do anything other then fall. Can you rule that out as part of the issue? have you let the quarry run for a minute(after the laser goes off on it's journey) and does it return to normal?
  9. Convayer belts can sometimes cause some issues with lag when your near by... But they usually do the job nicely. And they look more factory like. Found another good solution for breeder farms and mob wall glitching. This one has a little less possibility of lag. Make the cage the normal size with a 5x5 area inside for the animals you want to breed. Make it at least 2 blocks high, or 1 block high with a fence on top. Then just add a water source blocks to the 4 inside corners of your animal pen. The mfr farming machines ignore water so it will still function as normal. And all the animals will be contained near the center of the pen with no shoving each other into the walls. With cows, this works for about 6 cows per breeding pen. Might work with more, have not tested. You might have to add a 5th water block to the baby pen to keep the young ones in line though. Place this 5th water source in front of the cronotyper. With pens intended just for sewage, not breeding, you can fit at least 20 cows in a 9x9 pen with water sources just in the 4 corners. note: even with this, you might have 1 or 2 glitch out of the pens if the server is shut down and restarted, so keep an eye on the number of animals in your breeder pen.
  10. oh, are you running the quarry at 64x64 size? if so, that can sometimes cause issues for some people. not always and it's unpredictable... Try limiting the size to 63 x 63 instead. more reliable.
  11. Umm, yeah. tried this design for myself. 1 deuterium cell in, about 4 million Mj out. Only caught about 40% of the steam produced due to forgetting to supply the ducts with a redstone signal until after the reactor had mostly cooled down. That is an insane find there guys. O_o
  12. try catching every mooshroom on a mushroom island.(meh, bored work) see how many galacticraft rockets it takes to blow up a fake base in the overworld.(funny, but expensive) make your own zombie appocalipse by capturing and releasing zombies from jailer's safari nets into a village. never said they were good idea.
  13. Ok, simple problem. Big Dig uses up all the available memory on my computer. It does this the moment I start playing on a newly created map. And to answer directly, no, I do not use a texture pack, no I can't use optifine, and no I have no other mods added/removed from Big Dig. It also makes no difference even if I drop all video options to minimum or turn them off and reducing visability to short doesn't help. Complications: 1. the most ram I can allocate to minecraft is 1GB, computer has 4 but doesn't register in minecraft(32 bit system). 2. Can not use permgen option. It causes the launcher and minecraft it's self to become unusable. 3. Optifine is not an option. It makes the game unplayable for me, doesn't matter if I use it on a mod pack or vanilla. The mod pack seems like it would be fun to mess around with if I could only get past this major limitation. PS. I can play quite easily on many other mod packs such as voltz and tekkit without memory allocation going past 60%. They both play with no lag and with the video settings turned up to nearly max. So the reason isn't quite that simple.
  14. Well, gates seem to run on the same idea as a computer, but you don't need to program it. They just are not as versatile as a computer. It's basicly on or off with a gate.
  15. Having a computer program loop doesn't have the same draw as say redstone , since the program just runs while with redstone it has to render which uses many times more resources to do then just simple code. As long as you include some type of relay or sleep between cycles so it's not cycling at the clock speed of the computer, but instead say, once every few ticks.
  16. Reactor turbines output directly to BC power in tekkit. The nuclear science mod is nice that way, it converts to whatever power system is available in the mod pack. The fusion generator its' self only creates plasma, when supplied with deuterium and energy(BC power in the case of tekkit). So short answer: Yes.
  17. Well, for one, unlike quantum armor, if something hits you, you take damage. The damage can be greatly reduced with energy shielding and such, but you still take damage if hit hard enough. And for two, if you think it's too powerful, you can simply remove that part from your suit in the tinker table, or at least turn it down to make it weaker. So yeah, it can be nearly over powered if you turn everything too 11, but you usually don't need to turn things up that far for the suit to be fun to use. In fact, having things turned down makes it more fun cause you have to actually be a little more careful again.
  18. Ah, sorry, I forgot to say this... my derp.. Chest --> wooden pipe with engine --> insertion pipe -->pulverizer. The gold pipe loops back to the chest from the top of the insertion pipe. You can use as simple as stone pipes, but cobblestone will not connect to an insertion pipe. pulverizer --> chest --> wooden pipe with engine --> diamond pipe to separate out what you want to use elsewhere ---> insertion pipe ---> Furnace. Same setup of a golden pipe to connect to the top of the insertion and return back to the chest. The reason for the loop back of pipes is to prevent overflow from your pipes spilling onto the floor and being lost. The insertion pipe will always try to place the ore/dust into the machine first. If it can't place it in the machine, then it will send it through the loop back pipe. There are two different insertion pipes in Tekkit, both work just as well, just choose the one that has the recipe you prefer. Once you get AE going, it's not that hard to incorporate your ME network into this design, or you can just remove the pipes all together and just use your me network to do the same job with the machines. ps: Distribution pipe would work, but you would still need to seperate your gold and silver dust first before running it through the distribution pipe.
  19. So, it does work to use breeder uranium. That's one thing i'm GLAD to be wrong about.
  20. This probably isn't the case, but by chance, is someone sniping your resources while your away? Are there any unusual pipes connected where you don't remember putting them?
  21. If you want a strait through solution for your ores and dust, here is what I tend to use: Automated Pulverizer and Powered Furnace setup. You could add a diamond pipe between the wooden pipe and insertion pipe, going into the furnace, and split out some of the gold and silver for your electrum. Just do the same as what Montego said. You'll have to add in the other dusts going into the furnace as well. But this means you can do the same thing for getting Invar, with iron and ferrous.
  22. Unless that was added by the version of atomic science in Tekkit 1.1.7... Even on the official atomic science wiki they state that there is no current use for breeder uranium. There was at one time, that was removed with the intention of a complete overhaul of the breeder design before being added back to the mod.
  23. heh, yeah, it does get a bit ridiculous in size when you want a long duration delay. but by that point, you've probably figured out how to make a simple computer craft program. Although, computers are not quite as funny to look at as a huge mass of looping buildcraft pipes.
  24. As of this time, nope... sorry. No use for breeder uranium as of yet.
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