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Cancro_Senzafine

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Posts posted by Cancro_Senzafine

  1. Noticing an issue with Modular Powersuits. There are random massive overheats which lead to death. Found a video containing what I've noticed here. Found a server's forums listing the issue here. This started in 1.2.8 and has gotten worse with 1.2.9. I am trying to test what might be causing it, and I would like some help. If you've already figured this out or the answer is somewhere I haven't looked yet please let me know.

     

    Thank you.

  2. I know you're very excited that you found a closed loop involving multiple mods to get yourself some nice stuff. Rightfully so. Good job. What you are proposing or something very similar to it has been figured out and shared on this and many other forums many dozens of times. Good on you, but don't be surprised if your discovery isn't hailed as a pinnacle moment in Tekkit history.

  3. I know. I said the laser drill is working.

     

    The GUI of the prechargers has always looked like the energy was sitting there. That is just it moving the power to the drill itself before the GUI has a change to update. Like you said, the drill is working. That and the light moving from precharger to drill block are the two tests for connectivity.

     

    Looks like you're working just fine, LSPI.

  4. By Big Reactors' efficiency standard (in the GUI of the reactor) I am at 507%.

     

    By the standard that you're presenting, I am at 96.13 (32,300 RF/t @ .336 mB/t) 32300 / 336 = 96.13.

     

    This is with rods at 100% and Gelid Cryotheum cooling. 15 wide x 15 long x 3 high.

     

    Two screenshots linked below:

     

    This is the controller GUI after the reactor had time to sit and stabilize.

     

     

    The entire inside edge is coolant and the rods / coolant are checkerboarded on the inside 11 spaces.

  5. If what jakalth suggested didn't work, you might also want to check to see if you're using Atomic Electromagnets with your accelerators and not just Electromagnets. In the latest big update to AS, they separated the two. Each serves a specific purpose now and are not interchangeable. EMs are for reactors, Atomic EMs are for Accelerators. The EM Glass still works for both.

  6. I just read this on the Big Reactors changelog for version 0.3.0rc2:

     

     

    Looking forward to testing this, once 0.3 actually makes it into Tekkit and I can get my hands on some Cryotheum.

     

    Yes, I am excited to see the new changes to Big Reactors myself. The turbine mechanics will be interesting, I think. Overall, it's nice to see that mod get such frequent and nice updates.

  7. This is a copy/paste from a thread I wrote in the forums of the server I play on. This is after some extensive testing (every liquid in tekkit 1.2.6b). Gelid Cryotheum being a miracle coolant is a myth (though it should be). Please forgive the messy table format, I couldn't get html table code to work in these forums.

     

    ________________________________________

     

    Alright, here is a comprehensive breakdown for Big Reactors. Tutorials online will show you how to set one up; this is the stuff they do not mention. This is a number-crunch if you want to maximize your efficiency and not waste any time / resources running tests of your own.

    For each vertical level of a reactor that contains a fuel rod (that is not the outside casing) your heat will rise by 40° C. This is regardless of cooling. In fact it doesn't matter if you don't have any cooling at all, your temperature per level of reactor will not make any difference. The presence / type / amount of liquid cooling only affects the RF/t output.

    Coolant                          °C               RF/t
    Nothing                            40               45

    Liquid Yellorium               40               60

    Resonant Ender              40               80

    Energized Glowstone       40               60

    Blazing Pyrotheum           40               70

    Destabilized Redstone     40               60
    Water                               40               60

    Milk                                  40               60

    Chocolate Milk                 40               60

    Liquifacted Coal              40                60

    Liquid Cyanite                 40                60

    Sewage                           40                60

    Gelid Cryotheum             40                60

    BioFuel                           40                60

    Mob Essence                  40                60

    Mushroom Soup             40                60

    Oil                                   40                60

    Fuel                                40                60

    Liquid Meat                     40                60

    Sludge                            40                60

    Toxic Waste                     40                60

    Liquids that will not work:
    Lava - Big Reactors does not recognize it as a liquid, and thus will not become a finished multi-block structure once lava is inside of it.
    Pink Slime - Keeps turning into little slimes, so you cannot get an accurate readout of how it works within the multi-block structure.

    So as you can see, you only really have four options: Nothing / Pyrotheum / Ender / Everything else.

    This pattern continues for each level of the reactor with a fuel rod until you exceed 900°C and approach 1000°C, where the numbers start to break down and fuel usage starts climbing at a quick rate. This gives you about 23 levels to work with (25 including the outside casing). With Resonant Ender liquid cooling, that gives you about ~1700 RF/t to work with per reactor with a pretty efficient fuel usage.

    I hope that helps clear up some of the fog around this Mod. Enjoy.

  8. If mining by hand (that is yourself doing it and not a machine), getting a powersuit would really help. The fist from that mod (powerfist, which is entirely self-sufficient and doesn't require the rest of the armor), has pickaxe, axe, shove, and even hoe attachments that ensure that you only have to use that one tool. Further, each attachment has a power slider that will speed up the digging many-fold by consuming more power from the battery on-board the fist / armor. As far as I know, that is the fastest possible manual digging tool available.

  9. Cancro_Senzafine,

    I went to my Fusion Reactor core all bright eyed and excited to see the numbers WAILA would show me - but I didn't see the visual indicator of Deuterium levels or the max and trigger power values. I have seen the max and trigger values on other "machines", but it didn't show for my Fusion Reactor - though through I'm assuming NEI I do get a graphic that is not related to WAILA telling me how many "L's" of deuterium is currently in the reactor.

    Are there some settings for WAILA that I need to make?

    Best,

     

    I shouldn't have updated before I tried to answer this question because it is not showing up now in either WAILA or NEI no matter which settings I tweak. Sorry to get your hopes up. I can tell you for sure that 100 RF/t does work and I haven't tried any lower (you can only go down to 50 RF/t with a resonant cell).

  10. Right now I just have a tesseract feeding power directly to the reactor core.  For reference I am running 1.2.6

     

    At present I have a flood reactor that is running 40 Large Turbines.  The tesseract powering my fusion reactor core is drawing from that power grid.  In 1.1.10 I choked the power feed to 55mj/t.  I haven't read anything yet about the "sweet spot" for powering the fusion reactor core so at the moment the power is flowing wide open.

     

    With WAILA a part of Tekkit now, if you hover over the fusion reactor, you not only get a visual indication of its level of Deuterium, but the WAILA tooltip will tell you what the max and trigger power are for that machine. Fusion Reactors are 100 RF/t. Easy to regulate that with a cell of some type sitting directly on top of it, which also gives you a buffer in case you have a power hiccup.

  11. In your reactor setup how much power are you feeding the actual fusion reactor?

     

    There is a Resonant Energy Cell with 10k RF/t input and 100 RF/t output sitting directly on top of the Fusion Reactor. 100 RF/t is the trigger amount of power to keep a fusion reaction going. There is a tesseract sitting on top of the cell (set to receive-only) keeping it full and a second tesseract two space above it (one space between them) transmitting only. The top (transmission) Tesseract is the one reading 9,337 RF/t from all four leads into it.

  12. Couldn't you have one more ring of water on the outer edge of the outer magnets in your design that would generate steam? It sounds like you're already at the limits of RF transfer, but I wanted to check if I at least understand that much so far lol.

     

    Also how many chemical extractors does it take to generate enough deuterium for a single reactor to run non-stop? Is 1 enough or does it take more?

     

    1) You are correct. You could put one more row of water / turbines on the outer edge and since the plasma makes contact with those electromagnets, it will generate steam. I chose not to do so because I was at the limits of what conduits could transfer (you were correct again) and doing so means I could not have fit four reactors within the one chunk I keep loaded.

     

    2) According to my experiences, a fully powered chemical extractors was keeping pace with two reactors of the size I have pictured.

  13. Or maybe move parts of nether to mine it somewhere, where i can put water?

     

    1) Make Ice blocks in the Glacial Precipitator (TE3)

    2) Make a Vibration Catalyst (TE3)

    3) Put the Ice down at strategic locations within your quarry in the Nether.

    4) Right-click them with the catalyst once in place.

     

    Voila, water in the Nether that doesn't melt.

     

    I plan on using it to store an entire village, NPC's and all!

     

    That sounds like way too much fun. *runs off to copy idea*

  14. The link that TonyVS and Silmenume endorsed is definitely a great one. Though it is getting to be a little outdated, it is fantastic to get started. The "A Look into the Future" is also interesting for the effects that heat seem to have now on reactors. With the heat situation as a segway... I have noticed a few things I'd like to share.

     

    1) More compact reactors are much more powerful now than larger ones, or better put: the less you are having to spread your limited amount of plasma around the better. A simple one-ring reactor (pictured below) is as simple and small as you can make it (I have four within one chunk) and each generates almost 40k RF/t with only small turbines directly above water (no funnels as intermediaries). You can see in the second picture there are four redstone conduits leading into a transmission tesseract. If you replace that tesseract with a resonant cell set to accept 10k RF/t and multimeter the four leads into it, they each read 9,337 RF/t. This leads me to believe that something isn't working quite right.

     

    Because...

     

    2) The same setup feeding large turbines with the same surface area above the water, even given time to spin up and gain speed, generate less RF/t. This is both funnel-fed and directly above the water.

     

    3) The same setup with funnels -> fluiducts -> tanks -> turbines (large or small) generate far less than small turbines sitting directly above water.

     

     

    This has been confirmed by two other players on my server with their own tests. I would love to get the expertise of this community to back this up.

     

     

     

    Pictures:

    (Bottom of simple one-ring reactor with plasma filling all but a couple of blocks at all times)

    https://www.dropbox.com/s/s6e5onc9gg8jifd/Screenshot%202014-02-28%2021.23.28.png

     

    (Top of simple one-ring reactor with the four leads feeding the tesseract with each reading 9,337 RF/t. That's a lot of power in a small space)

    https://www.dropbox.com/s/oicjc3hrrl08hiy/Screenshot%202014-02-28%2021.24.47.png

  15. In both 1.2.2 and 1.2.4 I'm getting a crash when using ME Networks with DSUs if I'm not careful:

    Build basic ME network.

    Add DSU next to it, connected with ME Storage Bus.

    Whitelist any item on the Storage Bus (let's say Cobblestone).

    Leave DSU empty.

    Drop one of these items in the ME Access Terminal and BAM, crash to desktop.

    Simply putting 1 of the item into the DSU first seems to work around the problem, but that won't help if I ever empty it, then attempt to refill it.

    ...

    This seems like a really powerful combination, and I'd love to abuse it, but it's possible these two toys just don't play well together and maybe should be avoided!

    Confirmed 10 minutes ago on my server. Certus quartz manually put into DSU is okay, but emptied DSU and quartz was picked up by quarry -> ME intake -> Crash. This was 1.2.2.

  16. Not sure how many of you play with 'Highlight Tooltips' on (from NEI), but when you are looking at Certus Quartz blocks there is a visual "flipping" back and forth in the HUD tooltip between the quartz crystals and the dust. This happens very fast over and over, but doesn't appear to cause lag or cause a client crash. However, it is something that needs fixed at some point assuming it is not just me experiencing it.

  17. Sorry to whoever knows how to answer this question, but I've been trying to figure out how to update tekkit to 1.6.4 for an entire 28 hours nonstop, and it's ridiculous. I've watched videos, someone told me to update to 1.2, but I'm still clueless on what the heck I am supposed to do so please someone go into a detailed description onto how to update to 1.6.4 please!

    So we have a clear understanding here I am going to essentially repeat myself a couple of times in different ways...

    Tekkit = A bunch of mods arranged together into a modpack.

    Each mod works with a specific version of the base game Minecraft.

    The version of Minecraft that Tekkit 1.2 works with is 1.6.4.

    Minecraft Version = 1.6.4

    Tekkit Version = 1.2 (It is 1.2.2 right now)

    So there is no version 1.6.4 of Tekkit. That just refers to the version of Minecraft that THIS version of Tekkit works with.

    If you already have Tekkit on version 1.2, then you are already working with Minecraft 1.6.4.

    I hope that helps solidify it in your mind.

  18. So you are all aware, the server team is currently hard at work play-testing and reporting bugs to the official Tekkit 1.2 beta thread. The Tekkit update has gone from 1.2 -> 1.2.1 -> 1.2.2 by the time I am writing this, with plenty of testing left to do. Once a stable build is put together and recommended by the Technic Pack staff, the server will open up to the general player base of white-listed individuals. We will all just have to be patient until that time comes.

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