Jump to content

jakalth

Members
  • Posts

    586
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by jakalth

  1. 9 for each connection, each seperate connection needs it's own servo, and each connection can have it's own 9 items whitelisted/blacklisted.
  2. You might want a dimensional anchor at your main base as well, so that way, while your away and moving your quarry, all of your base will keep running as well. As for the issue with the pipes, what is most likely happening is, the pipes closest to the quarry are still loaded, but just past the part that is loaded by the quarry is a run of pipe that is not loaded. The items entering the pipe at the quarry have no where to go, so they get backed up in the loaded pipes until it can't hold any more and breaks. Once the rest of the pipe is kept loaded, this "should" not happen anymore. For now, you can keep using pipe by chunk loading/dimensional anchoring, the run of pipes. But as soon as you feel you can afford to, it will make things easier if you start using tesseracts or ender chests(which are far less secure), to at least move the items directly to your base. Will save time on moving all those pipes around when you move the quarry. As for item ducts, think of them as a cleaned up, simplified, remake of the old redpower pneumatic pipes. To do filtering, instead of adding a separate block, you instead make pneumatic servos. You can simply turn a connection, to a chest or furnace for example, into a filtered connection by right clicking on that connection with one of these servos in your hand. Then right click again with nothing in your hand to access it's interface and set the filer settings. You can either set what items you want output through that connection(whitelist), or, set what items you do not want output through that connection(blacklist). Like the pneumatic tubes, itemducts will only move items if there is a place for them to go. And if they get backed up, they have an internal buffer for items waiting to go somewhere.
  3. It's a glitch alright. But sadly, it's a known one with fission reactor drains. If you don't drain the toxic waste from your reactor, it will "spill" into the surrounding area in tall fountain shaped structures, similar to natural oil wells. This is working as designed, but... Using a reactor drain, you're supposed to be able to pump the waste out of the reactor safely so it does not build up and leak. The problem lies with the reactor drain. Even with a setup done correctly, and a pipe pumping the waste out of the drain, the drain sometimes fails to actually drain the waste, leading to "leaks". It's been reported to Calclavia already on more then one occasion. Hopefully a fix for this and some of the other problems can be found soon.
  4. that's a good point, Heathunter. And any power generation on the suit will keep the cell topped off as well.
  5. not everything being chunkloaded... hmmm. if one section of itemduct is outside a chunkloaded area, and no one is close enough to it to player load it, then any items passing through the item ducts probably will pop out of that piece of itemduct. This could account for some items going missing. But only for times when no one is close by.
  6. mouse over the leggings and it'll probably say it's holding 500K/500K. This is due to a value error between the tinker table and the actual item. Either way, the amount it is holding is the value you go by, not what the tinker table says. where as the tinker table says the minimum value for an elite battery is 750K, on say, a pair of leggings, the actual minimum value is 75K.
  7. The fission reactor was renamed to reactor cell. It is due to a fairly large change in how both fission and plasma(fusion) reactors are going to workn later versions of atomic science. So, look up reactor cell to see how it's made. For a fission reactor it still works mostly the same. 1 reactor cell will only spin up 4 turbines, but if you stack them, they combine, and each cell added to a stack increases, DRAMITICALY, how much water it can heat, and how many turbines it will spin up. I'de start with two reactor cells stacked on top of each other for now. should be able to spin up 20+ small turbines. Also, the 2 stacked reactor cells only need 1 fissile fuel rod to run, but will use the cell up slightly faster. edit: forgot to add, you'll wumber of reactor cells in your stack, so, 2 cells stacked should have a 2 block deep water pool with the top of the pool being level with the top of the reactor cells stack.
  8. You'll want to have the tesseract in your sorting room directly touching a chest to dump it's contents into. otherwise there can be issues with sending items through it using BC pipes or quarries. Then just use wooden pipes with autarchic gates set to pulsar mode or itemducts set to extract to remove the stuff from the chest. I think an ME interface will also work in place of the chest if your sorting system uses an ME network. Item ducts have a built in buffer that compensates for the tesseracts, which is one other option. Using them to transfer items from the quarry to the tesseract, sort of works.
  9. Using the design above, I've figured out a more reliable way to do the lava + gelid cryotheum obsidian generator. If you leave a spacer block between the gelid and the lava, you more consistantly get obsidian without loosing the lava. 1: Start out making a trench 3 blocks long, then leave a single block in place, and dig a single hole next to that. Dig two holes connected to one side the the 3 long trench, near the spacer block. Place a terrain smasher and a chest in the side channel with the front animated end of the terrain smasher facing the 3 block trench. Make sure your terrain smasher is set to low signal for it's redstone setting. Now add lava to the far end of the 3 block trench. Looks like this when this is done. 2: Now start by making a 2 block tall box around the area your obsidian will be created. Have this box cover all areas where light could come in from the sides, but not block the lava from flowing under it. With the box being two blocks long, place a project red light sensor inside the box as shown so that it's redstone output is pointing towards the back or side of the box. Also make sure it is set to fully open position. Looks like this when this part is done. 3: Finally cover the top of the box so no light can come in from above, and run a line of redstone or some type of redstone signal transmitting wire from where the light sensor's output is touching the side or back of the box, to the block touching the terrain smasher. With this setup, the redstone should have a signal going through it right away, and your terrain smasher should stop auto cycling. Looks like this when it is finished. How it works is, when the lava is flowing, it gives off light that the light sensor can see. When it sees light, it outputs a redstone signal. The redstone signal tells the terrain smasher to stop. But when the gelid ticks, it will freeze the lava next to the spacer block, usually into obsidian. When the lava turns into obsidian, it stops giving off light, so the sensor stops emitting a redstone signal. Without the signal, the terrain smasher starts to auto cycle again, breaking the obsidian and letting the lava low back under the box. The lava emits light that trips the light sensor causing it to emit a redstone signal that turns off the terrain smasher again. It's not very fast at making obsidian, but you'll end up with a fully automated, reliable, obsidian generator. It should require no maintenance to keep it working. And most of its production will be obsidian with only the occasional cobblestone.
  10. Gorian, how did you stabilize the steam flow from your fusion reactor? just running the turbine so it uses slightly less steam then the reactor can produce? Or using a buffer to sabilize it?
  11. That only works if the device the tesseract is hooked to auto ejects items/fluids from it. A lot of things in tekkit do auto eject though, so doable.
  12. Steam Dynamo: 40mb/tick of steam 80RF/tick of power or 2RF per 1mb of steam Big Reactor Turbine: 3.28 - 11.68RF per 1mb of steam Atomic Science Turbine: 3995RF for 1800mb steam(give or take a few 100)... or 2 - 2.2 RF per 1mb steam Mine Factory Reloaded Turbine: 40mb/tick of steam 80RF/tick of power or 2RF per 1mb of steam Big reactor turbines have the highest steam to power conversion of any steam device available in tekkit. Most, not all, other steam power devices have the same formula 2RF per 1mb steam. Even those in mods that are not in tekkit, like railcraft. In theory, it should be completely possible to run a big reactors turbine from an atomic science plasma generator(aka: fusion reactor). Would be an interesting monster to see. @randomchance Leave the coolant inside and just add coolant ports too the reactor when you start using turbines. The internal coolant healps greatly with efficiency and heat transfer. Otherwise the steam generation will be severely hampered.
  13. 1: The reactor doesn't seem to care if you use glass of metal casing for the sides of the reactor, as long as the corners and pillars are made of metal casing. Once it combines, it all acts as a single block at that point. Only fuel rod placement and coolant will have a noticable effect on how the reactor runs. The controler and ports are treated the same as metal casing when it calculated power and heat. 2: flowing coolant works exactly the same as stationary coolant. As long as all the coolant areas are filled, it treats it all as source blocks. 3: Bonding the two together can be done at a later date. I've found that if you build the turbine later, you can open an access hole and step inside the turbine. Once inside, if you close the hole, letting the turbine combine around you, you can adjust the input/output on the turbine from inside it. Then just knock a hole to get out and fill it in again. the settings will stay the same. Otherwise, using tesseracts to move the steam and water back and forth between the reactor and turbine works just fine. But it requires 4 tesseracts to do this. Though if you have the materials to make them, this is a good option since it allows you to upgrade your reactor and add more turbines using the same tesseract channels. 72RF/0.001mb is just how much power you get per tiny amount of fuel your reactor converts to waste. The reactor measures fuel use in fractions of a mili-bucket(mb). 1,000mb is how much you get from a single yellorium ingot. So a figure of 72RF/0.001mb is the same as saying your reactor produces 72,000,000 RF from each ingot of yellorium
  14. Turbine. Definately the turbine. Steam dynamo conversion ratio is 2RF/1mb steam. A big reactors turbine goes from 3.28RF/1mb steam with Iron all the way up to 11.68RF/1mb steam for Enderium blocks.
  15. hmmm, so even a 7x7 reactor, when brought up to a height of only 32 outputs quite a sizable amount of power. O_o And it's efficiency continues to climb as you make it taller. But you do need to up it's control rod settings as you go up in height, until you reach about 12, from that point too 32 tall, it no longer needs any changes done it the control rods. Interesting. Using just the + shape layout of fuel rods. And the 7x7 outside dimension, vs the 5x5 design I stated in the second post. Temp around 900. 7x7x3 = about 72 RF/0.001mb fuel or 72,000,000RF per ingot (control rods = 0%) 7x7x9 = about 102 RF/0.001mb fuel or 102,000,000RF per ingot (control, rods = 50%) 7x7x32 = about 127 RF/0.001mb fuel or 127,000,000RF per ingot (control rods = 60%) The 5x5x3 reactor design does not scale up well past 9 tall. It gets too hot to be efficient/effective. edit: I missed a few zero's in the figures... sorry...
  16. Not sure if what is stated in that wiki page is correct. I've tested turbines, the biggest they can get is 16x16. any bigger then that and they fail to assemble. The wiki page says 32 though... EDIT: ok, double checked the config for tekkit, turbines are set to 16 max, while reactors can be 32 wide, by 48 tall. so yeah, 32x32x48 should be possible.
  17. what's more fun then that? Making a resonant ender age, and jumping into it.
  18. true... and you can pulverize uranium 235 too get yellorium dust. Which can then be run through a furnace to get yellorium bars. kinda odd how that works, but heh, ore dictionary was made that way to make it easier. yellorite --> pulverizer = yellorium dust x2 yellorite --> furnace = uranium 235 uranium 235 ---> pulverizer = yellorium dust x2 yellorite + sand --> induction smelter = yellorium bar x2 yellorium dust --> furnace = yellorium bar any way you do it, you still get 2 bars of yellorium.
  19. It's only on the very small scale where gelid cryothium doesn't help much, the bigger the reactor, the better it works. btw: it's entirely possible to build a 16x16x16 reactor. And it is possible to push said reactor to over 80K RF/tick without red lining the temp, barely... 90% control rod setting. And in this monster, anything less then gelid cryotheum would lead too instant meltdown.
  20. Click "L" to open the customization menu for modular power suit. The modules were replaced with a customization menu with far more options available too it.
  21. Yellorite needs to be either pulverized or run through the TE "smelter" with sand in order to stay yellorium. Otherwise, if yellorite is placed strait in a furnace, yeah, it becomes uranium 235.
  22. Not 100% true. True in most cases though. the small design I stated above had a loss of power and efficiency while using cryotheum. The cryotheum worked a little tool well and prevented the reactor from heating up enough to be effective. But pretty much any reactor larger then the one I stated will benefit by having gelid cryotheum used as the coolant. That spreadsheet is no longer valid, sadly. From tests I have run, the output and temp readings do not match up at all with what is stated in the tests. Seems to be from an older version of big reactors.
  23. That's very good to know about the tesseracts. Thanks for updating that for me.
  24. Having a mod pack with three themes is doable. I've played a server specific modpack that had all three themes. Only issues arises is the mod pack either lacks focus, or ends up being so bloated that it's hard to play. With each theme needing several mods to let the theme feel fleshed out, the mod pack quickly fills up with mods and starts requiring too much ram to be truly playable, unless you leave out mods that leave one or more of the themes feeling unfinished... It's the difference between a modpack, and just a collection of mods...
  25. jakalth

    IC2

    There was talk, among cofh team members, of making upgrades for the various machines in TE. Not sure if that is still going to go forwards or not. Hopefully it will sometime soon, I do miss being able to make high speed, ultra-compact processing centers for incoming resources.
×
×
  • Create New...