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Everything posted by jakalth
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How do you indicate steam in a Fluid Export Bus?
jakalth replied to Silmenume's topic in Tekkit Discussion
I believe they are a magmatic florb, but yeah, they exist. I've played with them before.- 7 replies
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- Fluid Export Bus
- Steam
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How do you indicate steam in a Fluid Export Bus?
jakalth replied to Silmenume's topic in Tekkit Discussion
Have you tried florbs? steam filled florbs can be used in the filter on a fluiduct but I'm not sure if they will work on the fluid export bus. Worth trying. Plus, when your done using it to configure output, you can throw it at a mob and give it a steam burn.- 7 replies
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Get rid of excess fluids (without Extra Cells)
jakalth replied to Roversword's topic in Tekkit Discussion
another solution I had come up with, not a really good one but would work, is to use an auto spawner over a lake of lava or a grinder pit. Have the fluiducts piping mob essence into your storage tanks continue on too this mod grinder. Run power and rednet cables in parallel too this line so the mob spawner can recieve a redstone signal. Also place a BC structure pipe next to your mob essence tank with a gate on it. Set the gate to detect when the tank is full and either have it stop outputting a redstone signal, or output a signal into a redstone inverter(block with a redstone tourch on the other side). Just hook up this output too the other end of the rednet cable and voila, you have a mob spawner that will use up excess mod essence when the tank is full, and turn off when the tank is not full. Either way, it should work and you can either keep the mod drops or let the mobs burn in lava. Setting the spawner to spawn exact copies will let it burn through the excess essence faster. The setup will keep the tanks as priority as well so when they drop, even a little bit, the spawner will be turned off untill the tanks fill again. -
Get rid of excess fluids (without Extra Cells)
jakalth replied to Roversword's topic in Tekkit Discussion
Gah... I seem to be loosing a lot of the knowledge base I used to have. I'm getting old it seems... Yeah, itemducts can be set to dense... not fluiducts... : -
Get rid of excess fluids (without Extra Cells)
jakalth replied to Roversword's topic in Tekkit Discussion
Fluid router + void fluid pipe(BC). Just set the fluiduct too filter mode to place the fluid you want into the tank first. And set one of the fluiducts after that to dense mode before dumping the contents into a fluid router. Have the fluiducts going into the router set to output only, it will fill the tank first, then if anything does not fit, it will be routed into the fluid router and voided. You can have up too 5 different fluiducts going into the router and they will all get voided since the BC fluid pipe will be the only valid output. -
There really isn't a faster way to do it without manually updating the big reactors mod yourself. The most recent version has a recipe to craft cyanite. For now, running the reactor hot, and using the least efficient coolant possible(air for example) if you even use coolant, is the only ways to speed up cyanite production. larger reactors burn through fuel quicker and are more cost effective then several smaller ones. Also, keeping the reactivity down as low as possible helps. So having gaps between your fuel rods to reduce reactivity, causes them to burn more fuel.
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The steampunk route. Definately a bit of investment to get it running, but it's all renewable resources to keep it powered, once you have the auto tree farms running well. And, the whole power setup is a fairly good time user and a rather enjoyable build. Several possible ways to make it work so there is room to experiment. Steve's carts is an interesting, if a bit maintenance heavy at times, way to gather wood for charcoal. At least as a small setup... For end game setups, hmmm, big reactors for sure. But I tend to start smaller then most. I build a 7x7x3 passive cooled reactor with 5 fuel rods in a + shaped cluster and fire it up using resonant ender as a coolant, at least until I can get the 4 buckets of gelid cryothium needed to bring it to full power. Produces over 2K RF/tick once it has gelid to keep it cool, and it runs at under 900C with all the control rods turned off. More then enough power for my minimalistic needs. If I end up needing more power, I usually have enough resources built up to make a turbine, a 9x9 turbine with 52 turbine blades and 24 blocks of enderium. produces 15,544 RF/tick consistantly from the same reactor, converted to steam output. Yeah, Big reactors, when built really small, say 5x5x3 or smaller, seem to run better with resonant ender as their coolant. At that small size, gelid cryothium tends to cool the reactor down too much, preventing it from getting hot enough to produce sufficient power. The difference is small, maybe 5%, but in a tiny reactor, every little bit counts. Option 2: Biofuel. Figured out the solution to getting biofuel to actually be viable with it's new balance setup. It requires using logistics pipes to control the number of each item in the bio reactors, or it just fills with 1 item and looses all efficiency. the setup requires having at least 6 different automated farms of crops. I usually go with carrots, potatoes, melons, pumpkins, oak saplings, and birch saplings. Sometimes wheat for running livestock farms is also used to supply seeds. Ink from squid is now quite slow, but still can be used as your sixth or seventh item in the bio reactors. so I sometimes just build up large farms of those materials and wait untill I have 5 or 6 stacks of each item built up before turning on my bio reactors. I usually start with 2 bio reactors, wait for my resources to build up again and add a third, or even a fourth if the resource count keeps going up quickly enough. The fuel gets pumped into a bank of biofuel generators, 5-6 generators per bio reactor.
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The Max power used by a quarry is 48MJ/tick, but, it uses extra power to break blocks, the stronger the block, the more power it takes to break it, sort of. It peaks out at about 60MJ/tick for a quarry running full speed at low levels where it finds the tougher ores and lava turned obsidian if your quarry is flooded intentionally. So, both answers are right. No kidding? When was that changed and why is the documentation so hard to find? That's good news though.
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Applied Energistics - Crafting recipes that use same named item
jakalth replied to Drummerthing's topic in Tekkit Discussion
birch/oak/jungle/spruce are all seperate vanilla blocks so the unifier should not change between them. It only changes between the same item in different mods. Like Tinker's Alloy from thermal expansion and bronze from calclavia core. They are both bronze, but from different mods. -
One word. Tesseract. It can transfer items, fluids and energy, all through the same pair of blocks. Energy has a 20% loss, but items and fluids have zero loss. Works at any range, and between dimensions, as long as both ends are chunk loaded.
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could be a visual bug due to size and distance from the field. Or you just need to give the field enough time too form. it can take a while on a larger field.
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Hmmm, I must of read that wrong then? They can still do a small duplication of fluids when transfering fluids, but I've never seen it happen by that much, without a storage loop involved. Then again I've not actually played around with barrels, so it could be a combination of things going on there.
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TeamCOFH already knows about the fluiduct replication issue. That is what is going on with this setup. It's the fuiduct outputting more fluids then it recieved, into the barrel. And it's not the barrel that's the issue either. The fuiducts do the same thing when outputting into portable storage tanks as well.
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It's not really a bug per say.... Yellorium and uranium are both interchangeable in the ore dictionary. Cook yellorium in an oven, it becomes uranium, pulverize it, and you get two yellowium dust. cooking either yellorium dust or yellow cake, in an over, gets you yellorium ingots. you can also run your uranium through a pulverizer to get yellorium dust. You get more dust from the ores though, but at least it's a way to use Atomic Science uranium in your big reactor, and/or a different way to get Atomic Science uranium.
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Modular Powersuits (MPS) infinite energy bug. Please help!
jakalth replied to Rasral's topic in Tekkit Discussion
If you have the adv solar panel upgrade, that does generate power pretty quickly. Also, if you have an energy cell in your inventory, The power from the cell will get added to your suits power supply, and it will get filled by your suits power recharging systems once the suit is full(solar panels, kenetic gen, thermal gen). So, in a way, yeah, you can have unlimited power on your suit. -
Enderium blocks, blocks of Shiny metal(very rare unless you use cinnabar to increase the odds). Enhanced Galgadorian blocks are indeed expensive to make so those too. I also agree with Curunir, Things like banks of Resonant energy cells as part of the decoration add a bit more to the showing off part. And don't forget the sheer fun of having "Unstable blocks" adding too the decor. Oh! Also Ender Core blocks are quite expensive to make, and don't look half bad if mixed in with the other blocks.
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Will adding railcraft manually cause problems?
jakalth replied to kennaah's topic in Tekkit Discussion
Once you clean up the ID conflicts that will most likely arise, it should work just fine. -
Interaction between BigReactor and BigTurbines
jakalth replied to M1r077's topic in Tekkit Discussion
Hmm, might as well add this for comparison. Steam Dynamo: Uses 40mb of steam to output 80RF. conversion ratio of 2.0RF/mb steam. Atomic Science Turbine: Uses over 1800mb of steam(actual amount unknown and difficult to measure) to output about 3650RF. conversion ratio of about 2.05RF/mb steam. So yeah, Big Reactors turbines are far more efficient at converting steam to power, possibly too efficient. But their cost does balance some of the difference. Especially with the 2 highest tier induction coil metals being hard to acquire/make.- 23 replies
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- BigReactor
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Emeralds: 1: If you have only the vanilla biomes(terrain types), you need to look for emeralds by mining under extreme hills biomes. They are less common then even diamonds. 2: Or, better option, find some villagers. You should be able to find some that will trade you emeralds for stuff you already have. You will want to keep these villagers protected(indoors), so they do not get killed by the zombies that will raid their village nightly.
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Big reactors 0.3.4a2 is released, and the code actually works this time. Seems to incorporate into Tekkit with little to no trouble, and the changes allowed are quite nice. Larger turbines allowed now, not limited to square sizes. length and diameter are independently controlled in the config, just like the reactor it's self now. Update priority = low. the changes are nice, but mostly just convenient.
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The ores will not be found in any parts of the world that have been already explored, if you added the mod to an already played in world. Only fixes are to go mining in areas that have never been visited before, or use mystcraft to create an age to mine in. Since the Mystcraft age will have fresh generation of ores, the new ores will also be genereted normally. there is also the option to use the "retro gen" config option in mekanism and/or thermal expansion. Thermal expansion one would probably work better. It would require the server being restarted after the config file is changed. Drawback to this is the possibility of anything you have underground being replaced by the regenerated ores. And it can be laggy. you'd also have to change the config file to turn it off again once the world has been restarted and visited at least once.
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A: Big Reactors do not explode at this time. Atomic Science reactor do explode, more often then they should due to bugs... B: As several people would suggest, charge up an energy cell(even just a Leadstone Cell) and keep that in your inventory, your MPS can draw power from that, for now. The energy cell is easy to charge and keeps it's charge if you right click it with a crescent wrench to pick it up. As for actually charging the suit its self, the Energetic Infuser is one way to charge it. Haven't tried the galacticraft energy storage module myself though.
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Start getting yourself ready to make a pair of tesseracts(or ender chests if your playing single player and don't want to deal with tesseracts yet). to do this, you'll want to hope for at least 2 shiny metal, which you get(with a small chance) from running ferrous ore through a pulverizer, or by a series of steps involving redstone ore blocks(gotten with a silk touch pickaxe) in the pulverizer to get cinnabar, and running cinnabar and ferrous ore together in an induction smelter(100% chance of shiny using this tedious method). You'll also want to start hunting down endermen, cause you'll need 16 ender pearls(eventually smelted in a magma crucible) to make the two tesseracts. You might get lucky and find ender lily seeds in a dungeon chest. These can grow ender pearls, but at a very slow rate. Growing them on dirt is slow, end stone grows them faster, but ender core blocks grow them the fastest(as fast as wheat), and cost a rediculous amount to make... Using tesseracts, you'll be able to keep your power system at your base, and still be able to move your quarry to a distant location to mine up ores. This way the area around your base can stay nice. also makes running power through a spread out base easier and lets you power remote outposts from a single centralized power supply.
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Interaction between BigReactor and BigTurbines
jakalth replied to M1r077's topic in Tekkit Discussion
M1r077, Get Rid of that copper block. Use bronze instead(aka: tinker's alloy). It has the exact same stats as copper in all regards except power output. It's a lot more efficient. I've completely redone my calculations on each type of metal. The calculations are far more accurate now due to making seperate turbines for each metal that only have the number of blades needed for that metal alone. All use 8 blocks of given metal. All run at as close to exactly 1800RPM as I could get. The exact speed they stabilize at is now listed as well. Tin, Lead, and Ferrous are all invalid blocks for a turbine. Iron: Uses 145mb of steam and 5 turbine blades to output 477RF. conversion ratio of 3.29RF/mb steam (18.125mb steam and 59.625RF per block) Stabilizes at 1807.9 RPM Copper: Uses 174mb of steam and 6 turbine blades to output 687RF. conversion ratio of 3.95RF/mb steam (21.75mb steam and 85.875RF per block) Stabilizes at 1808.7 RPM Tinkers Alloy: Uses 174mb of steam and 6 turbine blades to output 801RF. conversion ratio of 4.60RF/mb steam (21.75mb steam and 100.125RF per block) Stabilizes at 1808.7 RPM Aluminum/Steel: Uses 188mb of steam and 7 turbine blades to output 928RF. conversion ratio of 4.94RF/mb steam (23.5mb steam and 116RF per block) Stabilizes at 1803.1 RPM Invar: Uses 202mb of steam and 8 turbine blades to output 998RF. conversion ratio of 4.94RF/mb steam (25.25mb steam and 124.75RF per block) Stabilizes at 1799.4 RPM Silver: Uses 217mb of steam and 8 turbine blades to output 1214RF. conversion ratio of 5.59RF/mb steam (27.125mb steam and 151.75RF per block) Stabilizes at 1804.4 RPM Gold: Uses 253mb of steam and 10 turbine blades to output 1665RF. conversion ratio of 6.58RF/mb steam (31.625mb steam and 208.125RF per block) Stabilizes at 1802.8 RPM Electrum: Uses 289mb of steam and 11 turbine blades to output 2378RF. conversion ratio of 8.23RF/mb steam (36.125mb steam and 297.25RF per block) Stabilizes at 1801.9 RPM Fluxed Electrum: Uses 318mb of steam and 12 turbine blades to output 2837RF. conversion ratio of 8.92RF/mb steam (39.75mb steam and 354.625RF per block) Stabilizes at 1802.8 RPM Shiny metal: Uses 361mb of steam and 14 turbine blades to output 3566RF. conversion ratio of 9.88RF/mb steam (45.125mb steam and 445.75RF per block) Stabilizes at 1801.0 RPM Enderium: Uses 433mb of steam and 17 turbine blades to output 5055RF. conversion ratio of 11.67RF/mb steam (54.125mb steam and 631.875RF per block) Stabilizes at 1799.7 RPM yes, you can have less then 4 blades on a turbine shaft without loosing any efficiency. Not sure if having an odd number of blades causes a problem through. I did all the tests with even numbers. For Iron, I used 6 blades for example, even though it only needed 5.- 23 replies
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- BigReactor
- Multiblock Turbine
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Ah. that makes it easier then. figured out exactly where it's duplicating the fluids is all. At least with the in game items, not the actual code...