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jakalth

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Everything posted by jakalth

  1. Big Reactors updated today to 3.4a with some nice features added and a few more bug fixes. Nothing huge, but it's a little easier to automate the reactors and turbines now with computercraft, open computers, and rednet signals. And a feature that lets you get your turbines up to speed fairly quickly by disengaging <--> engaging the induction coils through the gui and/or a computer terminal. As for the other mods. Didn't see any other updates to note, although... TE3 has a bug with fluiducts and tanks that is a bit game breaking... I can give you the exact details, and how to replicate the "bug" in a private message, if you know someone who can try patching the code involved. I see no updates coming from team cofh to fix this issue any time soon. sadly... :-
  2. Mystcraft diamond ore symbol.
  3. main change you made, M1r077, is replace a copper block with an enderium block? Hmmm, not sure what the energy output of a copper block is, or even if it works right, but it can't be anywhere near the 11.68/1 conversion of enderium. Probably closer to 3.28/1 like iron or 6.57/1 like gold. so just replacing it would give you a net gain in power output. Used to be just 4 full rings and a half ring of enderium to get a good efficient output. I think the max was 38 blocks of enderium for a full sized, 80 blade turbine. Might just be 37 though... been a while since I tested this out.
  4. So, I'm working on a personal modpack to play around with on Minecraft 1.6.4. I've got everything else working, but I'm lacking something in the pack. I have the technology covered, weapons and gear covered nicely, some magics to play with, a few biomes added for looks, and some tweaked mobs to keep me on my toes. What I'm lacking is places to actually explore. Something I can do while I wait for my ores to be refined for example. Not actually looking for a combat mod though. I tried using Millenaire mod, but it doesn't work with at least 4 of the mods already in the pack. So I'm basically looking for a mod that can replace it. Even if the "replacement" is completely different then that mod. Something casual to fill in those quiet days between the nightly mob invasions. Any suggestions for an exploration/trade/interaction mod that would help finish off my modpack? I'm fairly open to any suggestions you all might have. I'm sure you guys will have mod suggestions that I didn't think of or even know about.
  5. 1: closed system works, but you have to have both the reactor filled with water AND the turbine filled with steam, at the same time, for it to ballance out. I always add a water feed from an infinite water source just in case. But that's just a bit of paranoia. Main things are, your reactor needs to have enough water in it so it can produce steam from it, and the turbines need to by set to not dump any waste to make it a closed system. 2: fluiducts are just not good enough to deal with a large reactor. Most of the time they can't even handle a small reactor's output alone. Three solutions: 2a: tesseract the steam to your turbines directly with no fluiducts used and return the water to your reactor using tesseracts as well, but have both steam and water on seperate channels. Connect the *tesseracts to the output and input ports on both the turbine and reactor, directly. Both the input/output ports and the tesseracts have no limit on how much fluids they can actually move. 2b: Try fluid transfer nodes and pipes. They can move at least 8,000mb/tick of a fluid if you add a full stack(64) of both speed and mining upgrades to the transfer node. This option is just as, if not more, expensive then using tesseracts. 2c: connect the output of your reactor directly to the input of your turbine by building them in contact with each other. Cheapest option, but limits space and can be tricky to set the input/output settings correctly. 3: if you can balance steam production of your reactor with steam usage of your turbines, your reactor's temperature will drop dramatically, possibly down to as low as 200 if you can match the two close enough. 4: The three stage system doesn't really work as you described... But a closed system with extra water being added and the overfill being dumped at the turbine, is a potential option. --------------------------------------------------------------------------------- Your internal coolant setup. I've never heard of anything like that with the coolants. If it's true, that's an interesting idea. But you'll still want coolant in the corners, if not to cool the reactor, then simply to increase the thermal transfer rate of your reactor. You want the core and the casing to be as close to the same temp as you can get, especially for an active cooled reactor. It's the case of the reactor that generates the steam so transferring as much heat to the outside of your reactor will help with steam generation. I also know from testing that gelid cryothium has the highest heat transfer rate of any of the fluids available in tekkit. And it is having gelid in contact with the outside of the reactor that transfers the heat fastest. Your idea might be valid, but I'd still suggest having the outer ring of coolant being gelid just for the transfer speed.
  6. Correction about tesseracts, they only take a 20% cost cut when moving energy. There is 0 loss for fluids and items.
  7. Yeah, there are a lot of factors that alter efficiency and power output of a reactor. The + shape reactor is a very good design, but in a large scale, where space is not an issue, there are better ways to do it. And I can second Digdug83's findings when it comes to comparative reactors. Tall thin reactors don't scale as well as wider reactors, but there is something to say about the aesthetics of a tall thin reactor. The higher the coolant to rods ratio, the easier it is for the reactor to be fine tuned for peak efficiency. But, the difference in cost of construction can sometimes make this irrelevant.
  8. yeah, but the liquid transfer node can pull water directly from the water source.
  9. I believe it is 64 speed and 64 mining that maxes transfer rate at 8,000mb/tick.
  10. So that's the monster you were talking about a while back. Very nice! Definitely a cool looking setup. And you've still got room to add more turbines if you do a little squeezing, as well as enough extra reactor power to run the added turbines. But, adding more turbines wouldn't look as good. Very nicely done. If you were to add more power, your best bet would be to expand the turbines, making them longer and adding another half or full ring of enderium to each along with increasing the number of rotor blades by the same amount. The increase in steam usage scales evenly, so doubling the ring and blades should only double the steam demand. Or, adding half again more, should only increase the steam usage by half again more as well.
  11. Here's a match stick, a chewing gum wrapper, and a rubberband. McGuyver, please save my game.

    1. Lethosos

      Lethosos

      You forgot the carburetor. He needs that.

  12. I get "holes" in my world all the time. It's a slight bug with vanilla code. Sometimes several chunks can appear to be not there anymore. If you log out or save/quit, then login/open the save, the holes will be gone. They also fix themselves with time, in the case of single chunks being invisable. Or in the case of the long trenches to the void, you can also just move far enough away from them that the chunks they represent unload. When you return to the same area, the holes will usually be gone. It happens for me in strait vanilla minecraft as well. But not as often.
  13. The issue is not with the drums. It is simply a TE3 issue and can be duplicated using just TE3 items. Somewhere there is a slight overflow issue in the code that can, in some cases, lead to duplication of fluids in the fluiducts.
  14. I believe, due to the other mods in the game making it a duplication exploit, and for balance reasons, the recipe was disabled in tekkit.
  15. It's a bug with TE3 fluiducts, portable tanks, and moving less then a full tank worth of fluid. I've been trying to figure out the exact cause so I can submit a detailed bug report too team cofh with the exact method of reproducing it. It seems to only be a multiplayer thing atm.
  16. no problem bochen415. good to hear you got it straitened out.
  17. yeah, never said the packs were all that great. but the launcher it's self is stable. Haven't tried playing with magic world 2 so can't really give an opinion on the difference between it and hexxit yet. but looking at the mod listing, hexxit seems to have the easier ore gen and more features for Role playing, while magic farm seems to be setup to be more challenging in solo play.
  18. did you dig down far enough to find the vast open cave that is the deep dark? If you did not find any ores in the floor of the main cave, then yes, you did end up with a rather bad world gen for the deep dark. No ores spawn much higher then the floor of the cave. And the floor of the cave is at around level 70? if I remember correctly.
  19. FTB packs tend to be generalistic. Tech world though, is focused on, you got it, farming. no seriously, it is pretty close to what tekkit is, but not quite. Main difference between the two launcher's packs? Simple. Different developers. I tend to find the ftb launcher to be a bit more fidgity then the technic launcher. Unless you have the console open, you won't know if anything goes wrong during login with the ftb launcher. At least the technic launcher says when it couldn't log you in and asks if you want to play offline. The most stable launcher though, in my experience, is the ATLauncher. But that's a whole `nother horse...
  20. While there is nothing actually wrong with the steam funnels from atomic science, per say, the amount of steam they can output from a single steam source is minimal compared to the amount of steam required by an atomic science turbine. Also, the amount of steam you can gather from a reactor(AS), is not going to be enough to let your big reactor turbine(s) produce as much power as the number of turbines(AS) can produce when placed directly over the reactor. That is... if the atomic science mod was back in full working order... That being said, you might still be able to produce more power using the steam funnel --> Big reactor turbine setup. Each spot above your atomic science reactor, that is capable of producing steam, can have a steam funnel collecting steam and outputting up to 360mb/tick through fluiducts, probably more if you use extra utility pipes with upgrades on the fluid transfer nodes. So, it might be possible to match the two setups, power for power if your willing to use enough upgrades and/or lots of tesseracts. Fluiducts setup: For every 6 funnels you connect fluiducts too, you'll want to dump that steam into a tesseract. Each tesseract will need 6 fluiduct connections, one for each funnel it's linked with. All the tesseracts should be on the same channel. the last tesseract(s) should be connected directly to the input of your big reactor turbines. This way, your not limited by the flow rate of a single fluiduct connection, which is also 360mb/tick for steam. But to the flow rate of the tesseracts, which is unlimited. extra utilities pipes: Each funnel will need its own fluid transfer node with several speed upgrades(to increase transfer ticks per second), and a several mining upgrades(to increase the amount of steam in each tick), to accommodate the volume of steam available. The transfer pipes should be able to handle nearly any amount of steam you can force through them. The transfer pipes can be connected directly to the big reactor turbines input.
  21. yep, flux capacitors can be used to run machinery. They work just like energy cells in that way. but they store about 1/5 as much power and can't be charged as easily. Although, the tuberius capacitor does have the benefit of baking the potato after it is drained.
  22. *start fake faq entry* 23b: My house is full of squids. Solution is to move your house above the water line, or complete the ritual of ink gathering and rejoice. *end fake entry* --------------------------------------------------------------------------- Part 2: section 003: There are battery like devices in Thermal Expansion called Flux Capacitors. They are basically just smaller versions of the energy cells. They can be treated just like a battery(item) from any other mod. There is no real benefit to using them other then lower cost and being able to have a powered machine take up only a 1x1x1 block area. They are weaker then their energy cell equivalent. and can only be charged in an energetic infuser.
  23. You could always collect the armor pieces. make a large castle. build a long central hallway into said castle. Line each side of the hallway with armor stands. And use the armor pieces you get from the grinder to decorate these armor stands, giving your castle the feel of having an entire army garrisoned there.
  24. not quite sure what the process is to hatch the creeper eggs.... I've seen it done, but the method was not really explained...
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