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jakalth

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Everything posted by jakalth

  1. The turbines them selves take steam from a reactor. fluiducts can transfer 360mb/tick of steam per connection. or 120mb/tick of water. Tesseracts can transfer a nearly unlimited amount of any fluid. extra utilities transfer pipes can move as much fluid as you can squeeze into them, but they need a fluid node for input, and the fluid node needs to have a stack of both mining and speed upgrades to max out at 8,000mb/tick. an aqueous accumulator can generate 25mb/tick of water. doing as plowmanplow has it setup, you could use tesseracts or transfer pipes too move all the fluids to and from your reactors. This way, the limited input from a few aqueous accumulators would be enough to jump start your reactor, and keep it running. Cost wise it seems to be that tesseracts are more cost effective then making transfer nodes... The cost of the 32-64 upgrades gets close too the ridiculous range in the nodes. without the upgrades, the transfer nodes can not move enough fluids to work. last option is to build your reactor and turbine next to each other, that way you can line up the steam and water returns so that they touch each other. the coolant port can output steam directly into the turbines input port. And the turbines port switched to output can transfer water directly into the reactors input coolant port. seems to be by far the cheapest solution. you'll still need a third coolant port on your reactor too fill it initially and to keep it topped off. but this way, you can get by with just 1 or 2 aqueous accumulators. In order to do the last option, you actually need to build the turbine first. the input/output on the turbine can not be set until the turbine is completed. But the input/output on the reactor can be set before it is completed. Either that, or build yourself inside the turbine and set the output while inside it. It should stay set while you break your way back out and fill in the hole again.
  2. add the "normal stars" or "dark stars" symbol too your descriptive book. it will prevent the game from adding ender starfield too your mystcraft world.
  3. Did some testing using 6 different blocks for the power coils in a big reactor turbine setup. I used the same small turbine setup to test the different blocks so it wasn't the most efficient test. Your results would probably be slightly different from mine. Each of these tests had 3 things in common, the turbine, the number of blocks used to make the coil(8), and the RPM I tried to stabilize the turbine at(exactly 1800RPM). The 6 blocks I used in this test are IRON, GOLD, ELECTRUM, FLUXED ELECTRUM, SHINY METAL, and ENDERIUM. Iron is the baseline, while the others are the best blocks you can use in tekkit. The results: 1800RPM rotational speed, stabilized. There is about an error of 1% in this test... so +/- 1% IRON BLOCK output = 475 RF/tick steam usage = 145 mb/tick min number of turbine blades required = 5 RF per mb of steam = 3.28/1 GOLD BLOCK output = 1663 RF/tick steam usage = 253 mb/tick min number of turbine blades required = 10 RF per mb of steam = 6.57/1 ELECTRUM BLOCK output = 2376 RF/tick steam usage = 289 mb/tick min number of turbine blades required = 11 RF per mb of steam = 8.22/1 FLUXED ELECTRUM BLOCK output = 2833 RF/tick steam usage = 318 mb/tick min number of turbine blades required = 12 RF per mb of steam = 8.91/1 SHINY METAL BLOCK output = 3564 RF/tick steam usage = 361 mb/tick min number of turbine blades required = 14 RF per mb of steam = 9.83/1 ENDERIUM BLOCK output = 5056 RF/tick steam usage = 433 mb/tick min number of turbine blades required = 17 RF per mb of steam = 11.68/1 With this information, you could design a turbine(s) that use nearly the exact amount of steam your reactor can produce. This should give you the most efficient reactor-turbine(s) setup you can make. 2 more things to note when making the power coil... 1: The coil does not need to be a full ring of 8 blocks, you can have as few as 2 blocks in a given coil and it will still produce power, this allows you to fine tune your turbine to the amount of steam your reactor produces even better. 2: the coil does not need to be made of a single metal. In fact, you can have a single coil made from 8 different types of metal and the turbine will still operate properly. This is due to the turbine calculating power generation and torque requirements on a per block basis. so mix and matching your metals works just fine.
  4. it means you're seeing the ender star field even during the day, the star field covers the sky so you normally would not see the sky. The shy color has no effect on the color of the ender star field. The reason you see the normal sky sometimes is a graphical glitch similar to the one that allows you to sometimes see through the ground. this is due to the normal sky still being rendered behind the ender star field. so, saying the ender star field replaces the sky is not really true. it only covers the sky. the normal sky is still there behind it.
  5. Oh. that's "Ender star field". There is a symbol tied to it, but it sometimes appears randomly if no symbol is specified for the stars. It will over ride the daytime sky as well as the night time. with it being green and black, that just means it has the green color modifier applied to it.
  6. Or use lagistics pipes to fill the planter, that way you can set exactly how many of each plant type will be in the planter. It will prevent the planter from filling up with one type. Not sure how you'de want to link the remote planter with your storage network though. I usually just make a loop from the harvester too the planter, then have the overflow, and whatever is harvested that should not go into the planter, go back out too a dropoff point. or a tesseract. Usually use BC pipes with a diamond pipe set to output the items the planter can use, back into the planter as all the items pass by it. Not the perfect solution cause it can eventually fail if the planter goes through items quick enough and/or the harvester gets backed up. Hmmm... Harvester ---> logistic pipe, supplier pipe --> chest as a buffer/manual fill point, rest of items --->tesseract/enderchest to return to your base. other side of chest... buffer chest --> provider pipe, provider pipe --> logistic pipe, logistic pipe --> supplier pipe, supplier pipe --> planter. this would keep your planter supplied with plants, manage your total supply of plants for your planter, redirect the stuff you don't need replanted, like wheat or wood, and send those and the overflow back to your base. should be self sufficient once you have everything set.
  7. Most efficient = big. otherwise, I could recommend a small build for starters. 5x5x3 dimensions. can start out with water as the internal coolant. with water it produces around 400RF/tick while using 0.024mb/tick of fuel(that's about 1 bar every 30 minutes) @ a little over 900C. as soon as you have enough resources, switch the water too resonant ender. Ups the output too around 700RF/tick and drops it's fuel usage down too 0.016mb/tick(that's about 1 bar every 50 minutes) with it's control rods set at 60%. Not a high output reactor, but enough to run some equipment without taking forever to get setup. Note: this compact design does not work as well with gelid cryothium, but it only looses about 10RF/tick, so if that's actually easier for you to make, use it. Once you have enough resources to make the conversion. Build yourself a small 18-20 blade turbine with either a single enderium block ring(8 blocks) for power, or two gold block rings(16 blocks). This will give you about a 4-6 times increase in power once you switch your reactor to steam generation. Use the enderium blocks for power, in your turbine, as soon as you can, they will give you by far the most power output. The enderium ring setup will output 5,101RF/tick @ 439mb/tick of steam. The twin gold ring setup, will output around half as much. As for the reactor, you'll need to make 18 aqueous accumulators for piping in water, or a length of extra utilities pipe and a fluid node with 16 of both speed and mine upgrades installed. The aqueous accumulators will need 4 coolant ports added too the reactor to pipe the water in, using fluiducts. and you'll want two more coolant ports added to the reactor to output steam to your turbine, also using fluiducts. With the control rods set to 60%, your reactor should be able to output about 440mb/tick of steam consistantly. It's output will vary quite a bit, as it uses fuel, due to it's small size. This is the layout I recommend for your reactor: X = reactor casing C = coolant F = fuel rod P = power port N = controler A = access port for fuel and waste. H = control rod first layer: XXXXX XXXXX XXXXX XXXXX XXXXX second layer: XXXXX XCFCX AFFFA XCFCX XXPNX third layer: XXXXX XXHXX XHHHX XXHXX XXXXX When you convert it to steam generation, you place two liquid ports on the back and two on each side. Leaving the rest the same. Just a quick swap out from casing too coolant port. You can also increase the outside diameter of the reactor too 7x7x3, filling in the rest of the space with coolant. This will give you about a 15-20% boost in output. Note: with this alteration, gelid cryothium becomes the best coolant for the design. Using gelid cryothium, you can tweek the rods to about 50% and still only use 0.016mb/tick, but it will output nearly 1,100RF/tick. With this change you can also run it full hot, with the coolant rods all set too 0%, the reactor will double it's output for the cost of barely over double the fuel burn. So, basicly the same efficiency. The most important thing too remember here. There really is no single "best design". Each person will need their reactor to do something a little different, either more efficient, or higher power. So what one person thinks is the best design, will not be true for the next. Who knows, you may not even like the design I suggested here. Or might have enough resources to go bigger right away.
  8. agree with above post. Logistic pipes give you the most control over item/fluid movement. They are all the more powerful and effective, the more items that become available for them to move. but: if your just moving one fluid, I would go with fluiducts if the volume is fairly low.(120mb/tick for water, and up too 360mb/tick for steam for example) the extra utilities pipes can do the same thing though, but are able to move extremely high volumes at a time(upwards of 8,000mb/tick), with enough upgraded in them, but are also a bit more expensive to make. if your just moving a single item type, BC pipes are easy to make. same goes with itemducts. BC is a little easier to set up, but item ducts can have connections turned off between them and other blocks. also note, BC stuff, like the quarry, work best with BC pipes for moving items. Thermal Expansion machines do not care what type of item/fluid piping you use. The rest of the machines tend to act similar to TE stuff, as in don't mind wht type of pipe you use.
  9. @ m0nk Tried atomic science build #99(newest). So far, it is somehow less usable then the current version. Not unstable, just some of the parts do not work right now. Water evaporates completely in both fusion and fission builds... Hopefully atomic science gets better... it's starting to look like a dead fish. If calclavia core is updated, both AS and mffs need to be updated as well due to a change in the core coding. I'm not sure if there is a usable(newer) version of AS, but the newer version of MFFS seems to work without a hitch. Basically, it would mean loosing AS for now but getting a newer version of MFFS instead.
  10. Don't have a video, but it's not that hard to explain with words. The cheaper one to make is the dimensional anchor. In a crafting table, place a block of iron(made from combining 9 iron bars) in the center and place 4 gold bars around it. This makes the dimensional anchor. Take this anchor with you into the nether. Go to your lava pump and place the dimensional anchor next to, above, or at least near your pump. Now right click on the anchor to open it's interface. It should say a few things about the anchor and have a spot in the middle that says "area: 1x1" there will be two squares on the bottom right of the interface, these are to make the area loaded be larger(green) or smaller(red). left click on the green square and it should change the area from saying 1x1 too saying 3x3. This should be all you need to do. now you leave the anchor where it is and go back to the overworld. Your pump should now be working better. If you still have troubles, you might have too increase the area from 3x3 too 5x5 by clicking on the green square in the dimensional anchors interface. The bigger you make the loaded area, the more memory it will use to keep that area loaded for you. The one anchor shouldn't cause you any issues being loaded. it usually doesn't start causing issues until you have a large area loaded, say 3-4 loading separate 5x5 areas at the same time while you are somewhere else entirely. With an anchor in the nether, it would probably be a good idea to make a second one and place it roughly in the center of your overworld base, and increase it's ara to keep your whole base loaded. That way when your away from your base, everything there will keep running as well. Note: some poeple have troubles with the dimensional anchor. It sometimes does not work for them. If this happens to you, you might have to make the chunk loader instead. It basicly does the same thing, but uses slightly different code to do it. It's made by first crafting an enchanting table. then placing the enchanting table in the bottom center of the crafting grid and placing 5 gold bars around it, finally placing an eye of ender on top(all in the crafting grid). It's a bit more expensive to make, but seems to be more reliable, and looks cooler. Other then looks, it operates the same way. It's interface is a little different but it has controls to change the size of the area it is loading as well. it also have a "show lasers" option that will give you a visable refrence of the area it is currently keeping loaded making it a little easier to use then the dimensional anchor. Just be sure to turn off the show lasers option once you have its size set to save memory.
  11. The glider is fairly slow. But it's meant as a way to not die when dropping down from great height. And to be able to control the direction of fall. It's not meant to be a means of rapid transportation.
  12. Chunk loader with your pump in the nether. Either the chunk loader by chicken chunk, or the dimensional anchor will do the same job. You'll also want to change the size of the area the loaders keep loaded so that it covers the entire area the pump is pulling lava from.
  13. You could always build the reactor in creative. nothing wrong with that when looking for efficient designs. The efficiency score I stated is very simplified. probably has little meaning outside of this topic, though... The more complicated calculation would be to find the average amount of RF a reactor can generate per ingot of yellorium. But that could be simply done by taking the score you get here and moving the decimal point over too the right 6 places. so 112.7 becomes 112,700,000 because: (score = RF per 0.001mb fuel, score x 1000 = 1mb, that resault x 1000 = 1 ingot) so (score x 1000 x 1000 = RF per ingot) as for what effects a reactors efficiency? 1: Irradiation level of the fuel rods, higher the better 2: Running temperature, lower is more efficient 3: amount of waste in the fuel rods, less is better 4: setting of the control rods, higher % does not always improve efficiency 5: coolant, this gets a bit complicated. Coolant and efficiency/effectiveness. Most should know now that water is not the best coolant. But on the same note, gelid cryothium is also not the best coolant for all reactors. This all depends on the density of your fuel rods in your reactor design and the sheer size of your reactor. From testing the same reactor with different types of coolant, I have confirmed that this is in fact a true statement. If you fill most of your reactor's usable interior space with fuel rods, gelid cryothium can actually cause your reactors total output to drop in some cases. for example, my small reactor stated above. If I use resonant ender as it's coolant, it outputs 898RF/tick and uses 0.016mb/tick of fuel. But, if I switch all it's coolant too gelid cryothium, it's output actually drops while still using the same amount of fuel. So it becomes less efficient. And switching too water dropped it's output too around 700RF/tick, but both it's temperature and fuel usage went up. But not so much that it made water useless as a coolant for this design. But, here is where it changes. If I take that same reactor, and increase it's diameter too 7x7x3, leaving the 5 fuel rods in the same shape, thus making it so there is more coolant then control rods. then fill the rest of the space with resonant ender, it's power output raises slightly too 904RF/tick with only a slight increase in fuel use. Then replacing the ender with gelid cryothium, the output jumps too 1080RF/tick with no changes in fuel use or control rod settings from when I was using resonant ender. It can also be stated that using water in this particular design resulted in a pathetically small output in power, less then 300RF/tick with more then double the fuel usage. Making water even worse then having no coolant in the reactor.
  14. This is a challenge to anyone who wants to submit a design. It's just for fun and to find designs that are highly efficient for the power they produce. I want to know how efficient you can make your passively cooled reactors. Trying to find the most efficient design. Size doesn't really matter here. Just that the reactor its self is passively cooled and does NOT use turbines to generate power. Turbines are a completely different bucket of apples. First of all, looking for anything you can make that is extremely efficient. Using a simple equation we can calculate a score for your reactor. (reactor's average output once it has stabilized) divided by (the number of mb/tick of yellorium used by your reactor at the given power output) = efficiency score. For me: My highest efficiency reactor is a big one. It's a 9x9x9 cube with a 7x7x7 inside volume holding 20 fuel rod columns. It has an efficiency score of 112.7 It outputs around 19,050RF/tick and uses about 0.169mb/tick of fuel. (19,050/169=112.7) It's coolant is Gelid Cryothium. Running the control rods at 80% It's capable of safely outputting far more then the 19K it currently outputs. The fuel columns are in a design as follows: C=coolant F=Fuel rod N=reactor frame NNNNNNNNN NCCCCCCCN NCCFFFCCN NCFFFFFCN NCFFCFFCN NCFFFFFCN NCCFFFCCN NCCCCCCCN NNNNNNNNN -------------------------------------------------------------------------- Second, a small reactor. one you could make early on. for me: a small 5x5x3 reactor with a 3x3x1 volume for the fuel rods and coolant. It holds 5 fuel rods in a + shape. It's efficiency score is only 56.125 It outputs 898RF/tick and uses 0.016mb/tick of fuel. (898/16=56.125) It's coolant is resonant ender. Running the control rods at 60% The output can be more then doubled if you run it hot(just over 900) but it's efficiency goes way down. This design can even be run with water coolant, for lower output, if you keep the control rods inserted around 60%. The fuel columns are in a design as follows: C=coolant F=Fuel rod N=reactor frame NNNNN NCFCN NFFFN NCFCN NNNNN
  15. Not every system has JAVA 1.7 or can even handle it. That's the problem faced with updating some of the mods. Tekkit's strength is in it's ability to be run on older systems. One's that may not even have 64bit as a option. And these older systems may not be able to run Java 1.7... Many a mod pack(not all, but quite a few) is either so large it needs over 1GB of ram, or is not optimized for minimal memory usage. The longer the mod pack can be kept optimized like it is, the better it is for all users. But there will eventually be a point where the change has to be made, where all mods will need Java 1.7 But until then...
  16. 2GB. at most. is all you'd really need to run Tekkit successfully. The rest can't be changed by how much ram you give the game...
  17. It in fact is a rift. something that spawn occasionally in new chunks, as part of the dimensional doors mod. if you want it gone, do as brilliantjoe stated. use a rift remover. otherwise you could try using it to make a slow enderman farm.
  18. Big reactors is the way to go in the current versions of Tekkit. it works. Atomic science is not as reliable at the moment. Atomic science mod is in a major flux atm so not everything works as it should right now. In later versions of Tekkit, we'll have to see. it all depends on what fixes are done too the AS turbines and the fusion reactor.
  19. sadly, your world save may have been corrupted... Having this happen seems to be more of a Java thing then Tekkit. Something about the world save file being active and in flux while the game is being played. The file seems to loose part of it's start and/or end code if it doesn't close properly... I am no expert on software though... hopefully someone else has better news.
  20. the emitter can't be in the exact corner of your accelerator, and it also can't be along the sides. it needs to be exactly 1 block in from the end so it can shoot the particle strait down the tube created be the magnets. if this is not the cause, then not sure what to say. personally haven't been able to use particle accelerators for a long time. they always crash my game...
  21. biofuel. why? because you can make them completely over complex. and by making them overly complex, it keeps me occupied for the longest time in making the power source. Plus the item sorting, plus the resource management requirements, plus the uses for the extra resources produced. Late game, used to be atomic science fusion. Now, not so sure, really enjoying the Big Reactors mod now. it's interesting when you can make your power source be larger then the rest of your base.
  22. bugged thermometer. remove it, and shift right click somewhere other then the reactor. Place it down somewhere. then pick it up, shift right click it on your reactor and place it where it should be on your reactor build. Hopefully should fix the issue it is having. They sometimes do that randomly... a slight bug in their new code. That was a fix I figured out mostly by accident when I discovered they can be linked remotely to a given location. you might have to do this again later if it starts acting up again...
  23. ok, have an update for you all. I've tried every liquid in tekkit as the active coolant in a reactor powering a turbine. No liquid, other then water, work to generate the steam or hot fluid needed to power a turbine. In fact no liquid other then water is even accepted by the coolant port. So looks like water is the only solution here.
  24. kind of does. other then the first two symbols, which can go in at any time in the book. The others have to go in as groups. for example, the biome types(ocean biome) go before the biome size(medium biomes), with nothing else between them but the other biomes. otherwise they turn into instability. and the block type goes before the symbol it is modifying. but it is completely fine to have the first line be nether quarts block, crystaline formations.
  25. well, I've tried liquids like resonant ender, destabolized redstone. none of the ones I have tried work for active cooling. have not tried liquids like milk of mooshroom stew yet...
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