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Silmenume

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  1. I haven't played with particle accelerator's yet, but plan to - especially with this new Tekkit release. Good to know that they do go BOOM! and that there are recoverable parts after said BOOM! Best, Jay
  2. Thank for the heads up TonyVS. It would have taken me a while to get around to thinking of posting on the Atomic Science forums. Best, Jay
  3. I'm pulling my parts together to build my fusion reactor and was confronted with an "Electromagnet" and an "Atomic Electromagnet" in the NEI screen. Does it matter which one is used? Is there any functional difference? Thank you! Best, Jay PS - I suppose its obvious but I am running 1.2.6b from a clean upgrade of 1.1.10 (whole new world)
  4. I apologize if this is dragging the conversation in a direction that it shouldn't go - but here is my Fusion Reactor Power Generation and Automatic Resupply Set up. (With Pictures!) (If this belongs in another thread please move) This is all predicated on the current recommended build - NOT BETA! Which I believe is the 1.1.10 build. When I first started playing with fusion power I knew very little about how to really make it work right. FREX - I found that a single fuel cell was consumed in a handful of seconds and it would go through a stack of cells in about 10 minutes (give or take) I did not understand that the reactor would then continue to produce steam for a good long time afterwards. This lead to some pretty daunting tin consumption numbers - numbers so high that one would need a quarry constantly running to provide enough tin ore. (Turns out I was wrong about that - but that was a first principle I was working with) So when I started experimenting I was very concerned about squeeeeeezing every MJ I could from the process. My design here is the fruit from those original assumptions. I've succeeded in that when I'm basically in an "idle" mode I'm only consuming maybe 1 cell an hour. Conversely the system can throttle up to a current max output of some 450 MJ/t without any interference on my part. I was able to accomplish this through judicious use of liquid managers and monitoring my storage system levels and turbine "activity". This is a self-sustaining, self-regulating operation. The Reactor is what I call a "Fat-Diamond" flood reactor. The internal open space from electromagnets surrounding the fusion reactor to the outside electromagnets is 5 empty squares. The points, however are 3 wide instead of one which allows for more spawning space on the flat sides. Here is the overall set up. I'm a bit embarrassed because I have not yet spent much time making it look pretty, but it works well. It is set in a re-purposed underground quarry hole. You can see the reactor, the steam buffer storage, power turbines and some power tessaracts. The structure in the upper right is immaterial so please ignore. The image below focuses in a bit more on the fusion reactor itself. Again notice the diamond points which are 3 wide instead of 1 wide. I saw the desgin somewhere on the net and to my discredit I do not recall where so I cannot give attribution. I had also read that while one can make a flood reactor as wide as 6 at the points the plasma rarely ever reached that far - IOW it was a waste of resources to build out to capture a very rare event. However it was postulated that the diagonal sides could be on block wider (further away from the reactor core) as the plasma spawning space "might" be based on a circle. If 6 (7 less 1 for the inner most electromagnet) was the max radius of plasma spawning why not try and capture some of that lost potential spawning on the diagonals. I don't know if its true or not but it was worth pursuing on the idea of extra power per deuterium cell. You can also see the Deuterium Cell feed on the top of the reactor basin. This image is an "eye level" of the reactor at one of the "points". You can see some water which can heated by the electromagnets which can be seen behind. On top of the water are steam collectors which collect the generated stem then transfer said steam to liquiducts. One can see the arrows in the liquiducts pointing up indicating which way the fluid, steam in this case, is to move. On top redstone block are positioned to "power" the liquiducts. Below is an image of the bottom the flood reactor. One can see the electromagnetic glass on the bottom which contains the plasma but does not in and of itself contribute anything to the steam creation process. Visible through the electromagnetic glass are the electromagnets which are directly involved in the production of steam. When the plasma spawns, near as anyone can tell, only those electromagnets which come into direct contact with the plasma actually heat the water. The more times and the longer the electromagnet is in contact with the plasma the more steam that is generated from that electromagnet - or so it seems. Also note the redstone energy conduit, redstone energy cell and the lever. I had read from jakalth in a thread that one does not want to give max power to the fusion reactor core for there is a fairly narrow window where the process is most efficient. Thus the redstone energy cell; it serves both as a battery and a choke limiting the amount of energy, 55MJ/t in my set up. The lever is there to shut of the power to reactor should it become necessary to do so. (The foreman on the right makes sure all safety regulations are followed) Below is my steam buffer system. Given the behavior of liquiducts I found that I could feed the reactors entire steam output through one duct without "apparent" loss. Each "tower" of liquid managers is constructed from 8 levels of 8 liquid managers giving a total of 64 per tower. In my experimenting I found that a pair of towers, 128 liquiducts (which equals 16,384 buckets), was sufficient for my storage needs when I was running 20 large turbines. On average about 70% of capacity was used per deuterium cell. As has been noted several times before the amount of steam generated by a given cell varies quite widely in a flood reactor design and so with this quantity of storage I don't think I ever ran out of space. The reason for the second pair of towers deals with a disappointing glitch with the autarchic gates. This is a mode in the autarchic gates whereby they are supposed to send a single pulse thus drawing one and only one item from inventory when presented with a redstone signal. Alas this feature does not work or fails so consistently as to require a very messy work around. TonyVS was the poster who helped me with this particular problem. Further down I show the solution to this issue. (Thanks TonyVS!) Why the second set of towers? Because the kludgey autarchic gate work around does not draw a reliable fixed number of deuterium cells from storage when requested. Frequently 2 cells manage to get delivered into the reactor and thus the need for the extra steam storage. I did want to squeeeeeeeeeeze every bit of energy I could from each cell so I had to provide enough storage to cover the steam output when 2 cells were burned in rapid succession. The output of these buffers all feed into a single liquiduct pipe when then goes off to feed my large turbines. Below is where the steam is converted to MJ's via large turbines. Right now I have 20 large turbines giving me a theoretical output of 450 MJ's/t. I have read that 25 is probably a better number but I haven't tested that yet myself. I know my design isn't particularly space efficient but my layout gives my plenty of space for more large turbines. The entire output of my large turbines is fed into a single REC which can be seen in the lower left of the below image feeding a two tier storage redstone energy cell storage system. This two tiered energy storage system is a major part of the self-regulation of my energy production system. Rather than feed deuterium cells into the fusion reactor at regular intervals whether I need the energy or not I can now monitor my energy reserves and deuteriums cells only when my reserves are empty. Yet I have no interruption of power and this is accomplished via the two tier design. I will explain fully as we go along but right now I'll just go over the REC's themselves. The entire energy output of the large turbines directly feeds 18 REC's which you see on the bottom two rows. The REC's inputs and outputs are both set to max at 100MJ's/t. These 18 REC's are ganged together and their combined output is then fed into the topmost tier of 6 REC's. Their settings are different at 100MJ's/t in and 80MJ's/t out. (You can also see the monitoring gates on the bottom 18 REC's - this will be explained shortly) Below we see the 6 REC's. One can see the redstone energy conduits that are drawing power from the REC's and which then leaves to feed everything else I run. The input side is hidden from view behind the 6 REC's. Why do I have the 6 REC's here and why do I have their settings set to the values of 100 in and 80 out? The answer to the first question is a function of the setting of 80MJ's/t out. 6 REC's times 80MJ's/t gives me a maximum potential output of 480MJ's/t which is just over my theoretical max generating capacity of 450MJ's/t. In this particular arrangement of values I have full unfettered access to the maximum generating capacity of my large turbines should I have need. Remember that my bottom tier of 18 REC's is set to 100 in and 100 out so they do not hinder the flow of MJ's from the large turbines. So why do I have my top 6 REC's set to max in and 80 out? So they can develop a storage charge reasonably quickly when the system is not under max load. When these top 6 REC's are full then the bottom 18 REC's begin to fill with power - and they do. My experience is that over time I get an average of 7,000,000 MJ's per deuterium cell so I do get end up with extra energy frequently despite the 3.6M MJ storage of the top 6 REC's. This also means that the bottom 18 REC's with their settings at 100/100 will run out of stored power before the top 6. Because the bottom REC's are set to 100 MJ's/t output while the top REC's are set to output 80 MJ's/t in almost all instances the top REC's are still charging while the bottom rows are discharging. This is key. When the bottom 18 REC's ALL show empty a redstone signal is sent to the computercraft computer. The computer watches for the signal and when it arrives sends a timed redstone signal to the autarchic gate to pull a deuterium cell out of storage and feed it to the reactor. The 6 REC's act as a buffer while this process happens so there is no interruption of power. This process of pulling the deuterium cell out of storage is imperfect due to a glitch in autarchic gates and I'll show later all that is involved trying to make it work. Below is the fundamental unit of the monitoring process. I used Diamond gates as sensors for their access to all 4 colored wires. I really only needed gates that sensed one event but they only output to red wire. This was annoying because how long it takes to make a diamond gate, but that's how it goes. There was an occasion or two where I could use gold gates because access to only the blue and red wires was sufficient and you can see them scattered here and there. As you can see I have 3 gates feeding their outputs to a 4th gate. Each of the three gates monitoring a REC is watching to see when the REC is empty then set to output a signal to a unique wire color when that condition is met. The 4th gate which is position behind the 3 the REC's can be seen to monitoring the three wire colors used by the gates on the REC's. Being an AND gate this 4th gate will output a signal also to a colored wire (the remaining color which has not been used by the 3 monitoring gates) only when all three colored wires are high (carrying a signal). So this 4th gate is actually functioning AS an and gate. Because gates don't differentiate between incoming and outgoing wires this limits the number of wires it can monitor to three because one color of the 4 available must be reserved for this gate's output. Hence the limit of 3 monitors feeding into one AND gate. Below is the reverse image of the above...You can see the yellow output wire from the 4th gate leading to the next tier of logic gates. In the image below you can see groups 2 and 3 of the REC's and their attendant monitoring gates. From this view you can see 3 levels of monitoring and logic system. The first tier being the gates monitoring the REC's leading to the AND gate right behind them as discussed above. Also in this image is the 3rd tier that collates the outputs from the 3 AND gates meaning this foreground gate is actually managing the data from all 9 of the bottom REC's. It too is an AND gate under the same restrictions outlined above where it can only monitor a maximum of 3 wires if one plans on using a wire to carry the output result. In this case we can see that this AND gate is monitoring 3 wires (Red, Blue, Yellow) and will output a signal to the Green wire when the conditions of the AND are met - in this case when all 9 REC's are empty. In the below image we can see the AND gates that are monitoring both the lower 9 and upper nine REC's. In the right bottom quadrant of the image we can see the output wire of this AND gate, which happens to be yellow, leading out to our last and final level of the system. In the below image not only do we see the final AND gate level, but we can see all for levels of the monitoring and logic system! This AND gate monitors the inputs from the upper and lower systems and when both are true outputs a redstone signal. For this condition to be true all 18 REC's must be empty. You can see the rednet cable which accepts the redstone signal and will carry it to the computercraft computer. So now we have a system that tells us when the lower tier of REC storage is completely empty and at this point one would think this would be a sufficient condition to add fuel to fusion reactor. But its not!! I found there was another situation that needed to be monitored to be truly efficient and we shall soon see... Note - the blue wire on this last AND gate serves no purpose. I'll have to go back sometime and remove it. Sorry if it causes any confusion. I found that under high demand conditions the bottom REC's can be completely empty while the turbines are still generating power. Either the fusion reactor was still generating steam or the steam buffer system still had steam and was still delivering it. In either case nothing would be gained by feeding the reactor a deuterium cell as the system still was generating power. Thus I added this gate to monitor the redstone energy conduits. The gates seem to sense the conduits as batteries and not power transmission devices so I could only set them to send a redstone signal when the conduit was "empty". You can see this in the picture below... This view just shows the rednet cable running from the gate monitoring the generation system to the computer craft computer. Below we see the 2 rednet cables leading to the computercraft computer - one from the REC's and one from large turbines. Note - computercraft computers do not recognize rednet cables so you have to convert from the cable to redstone dust. Below is the kludged deuterium cell delivery control system. It looks like a Rube Goldberg contraption because of the above mentioned glitch in the autarchic gates. In this setup the comptercraft computer serves two roles. The first is to monitor the two rednet cables. When both are true - there is no power stored at all in the bottom 18 REC's AND the turbines are not generating power then send out a redstone signal to the autarchic gate telling it turn on its "energy pulser". The second role is to "control" the pulser in the autarchic gate. The autarchic gate has two pulser modes - continuous and single. Ideally the "single pulse" mode is the I needed here, but it is the one that is glitchy. In my case it just doesn't work at all - I have to use the continuous mode of the "energy pulser." Hence the computer. The real purpose of the computercraft is to control the duration of the redstone signal to the autarchic gate so as to get it to run just long enough to pull a single deuturium cell from the ender chest. 2/10's of a second is as close as I can get to making this happen. I reality typically get anywhere from zero to four cells. This is why I have the extra two towers of liquid managers, the distribution pipe, the chest and the import bus (which is attached to the chest but from behind and can't be seen in the pics I have). The lever in the foreground is just a "manual override" to force the system to feed deuterium cells to the fusion reactor. This is the program I use to run the system. Unfortunately the first conditional line got cut off. Basically it is an and conditional testing the "left" redstone input and the "back" redstone input. If both are true then the computer turns on the "right" redstone output and then "sleeps" for .2 seconds leaving the output on. After .2 seconds the computer "wakes up/comes out of pause" and turns off the "right" redstone output. This is my effort at forcing something to do something it wasn't designed to do - to make the "continuous pulser" act like a "single pulse". It does not work very reliably which accounts for the distribution pipe, chest, import bus and me cable. By the way it was TonyVS who clued me into this arrangement and gave me a starting program to work with. Thanks TonyVS! Note - I have the computer sleep for 5 seconds whether or not it sends a signal because I found that running the computer continuously lags the servers as well as causing the computercraft computer to throw some sort of "thread lock" (or the like) error. Below is the part of the system that deals with the Deuterium cells directly. We start with the ender chest. This is paired with another that remains topped off with D cells by a chemical extractor in another part of my base. A tip from TonyVS suggest I fill all but one stack of the ender chest with filler so it isn't filled with deuterium cells. Using this arrangement leaves only one stack of cells is sitting idle - less the 1 - 4 that get pulled by the autarchic gate at need. To make sure ONLY deuterium cells get pulled you need to use an advanced wooden transport pipe to pull the D cells out of the chest. The pipe needs to be powered to pull items out of storage; hence the autarchic gate. You use the GUI on the advanced wooden transport pipe to tell it what items are of interest. You then click the button to set it to "These Items Are Required" so it know what to do with the items indicated in the spaces above. In this case this adds up to only pull deuterium cells. Next we see the setting on the autarchic gate which is to turn on the continuous pulser in the presence of a redstone signal. This is the signal that the computercraft computer outputs for .2 second when the REC's are empty and no power is being generated. Unfortunately the result is unpredictable and I get anywhere from 0-4 cells which leads to the need for the distribution pipe, chest, import bus and ME cable. The way I set up the distribution pipe it basically acts as a divider. No more than half (rounding up!) of the cells go on through to the reactor. So if 4 get sent only 2 continue on through. The others are sent the chest which then recycles them back into the system via the ME import bus. If 0 are sent of if 1 is sent and gets shunted to the return in 5 seconds the computer will send another request and more will be sent. Like I said kludgey, but its the best I could figure out. So as I mentioned above the regular chest accepts those deuterium cells that got shunted by the distribution pipe. The import bus attached to the chest then vacuums up the cells and puts them into storage where they will be called back into service by a system that I will describe later. The following three images follow the path the deuterium cells travel from the ender chest to the fusion reactor core. So the above system automatically adjusts itself to need without outside input. Below is the system that keeps the deuterium cells in automatic supply. I start with an aqueous accumulator to provide an "infinite" supply of water to the chemical extractor Below is the chemical extractor which is powered by the fusion reactor power system, fed water by the aqueous accumulator, fed empty cells by the ME Interface and feeds its output back into the ME network. The ME Interface contains a pattern that starts with an empty cell and outputs a deuterium filled fuel cell. This allows for a device on the ME network to call for a deuterium cell and have a device (the chemical extractor connected to the ME interface) to present itself to the self as being able to fulfill such requests. This is important!! I have a Molecular Assembler (not shown) that has a pattern that constructs the empty cells on need (all the way up from sand and pulverized tin if necessary) if the request for a deuterium cell meets an empty inventory. Nice and automatic!! Look ma no hands! Note - the ME interface crafting mode is set to "Export stored items one at a time, or craft" This is critical! We want this ME interface to make the chemical extracter to fill the empty cells with deuterium when the request is made when none are in storage. On the right is the import bus which takes the completed deuterium cells from the chemical extractor. Finally we come the ender chest that is paired with the one I showed earlier next to the fusion reactor. This is the chest that gets filled with newly created or "recycled" deuteriums cells (those that had been sent to the chest by the distribution pipe down by the reactor) that the other ender chest draws from. The export bus attached to the ender chest must have its "Output Controls" set to "Export stored items one at a time, or craft..." or the auto-filling of the ender chest will not work "flawlessly". With this setting the export bus will attempt to fill any inventory it is attached to that has space left with the items indicated in spaces at top (in this only deuterium cells) if any are available in storage or craft them if they are not in storage. Thus if any cells had been shunted away from the fill pipe of the fusion reactor to the chest and pulled into the ME network the cells can now be placed back into the ender chest when other cells are removed. No cells are wasted. If there are no cells stored in the ME network when a space opens in the ender chest then the export bus will put out a request for a deuterium cell to be manufactured. In either case the ender chest stays fully supplied as long as ME network has the necessary raw materials - sand, water and pulverized tin. When I am away from the server for a few days or a week the power system is incredibly frugal with its consumption of resources. When I need lots more power its right there. I don't know if I've shed any new light on the fusion reactor power generation scheme, but this is how I've designed what I believe to be a very resource friendly and hands off yet flexible power generation system. Thanks to jakalth and TonyVS who have helped me directly and all those whose work has allowed for the accumulation of the data necessary to make this work. I hope this is helpful to someone out there! Best edit for clarity and spelling errors...
  5. plowmanplow, Thanks for tips. I did knock down the Memory Set aside to 1.5GB as suggested. I'm not sure if it made much of a difference or not, but I appreciate the good word! While fiddling I went into my old Magmatic Engine power generation room that I hadn't been in since I got my fusion reactor up and running properly. Turns out all the Engines were hooked together, cheek to jowl, with Gold Conductive Pipe - lots and lots and lots of CPU cycle draining loops. I knocked all those down since we weren't using them anymore. I think I got a fair boost with that bit of clean up. What surprised me was the Gold Conductive Pipes were showing energy flow in them despite the Engines not running and being completely isolated from any power source. Some blue and lots of thick red bands within the pipes. Gah!! Now if only I can figure out why the game crashes whenever I enter my inventory or when there is any other player on the server! Both these issues appeared later in the game and I have uninstalled all Technic, Tekkit and Minecraft files and nuking Java. I don't know what else to do, but that is my problem. Thanks for the help! Best
  6. I've never played with fission reactors, only fusion, but unless I miss my mark the turbine needs to be in direct contact with the water unless you are using steam collectors.
  7. plowmanplow, I'm a little unclear about your explanation re setting aside ram in the Technic Launcher. Does the ram setting in the Launcher affect just the launcher or does it also affect the application - i.e. Tekkit? I'm running Tekkit as a client on a system with 8GB of Ram, an Intel Duo Core processor 2.6GHz., Windows 7 64bit and 64 bit java. Video is pretty weak with Intel G33/G31 Express Chipset Family. I am running the Sphax PureBDCraft Texture pack at 32bit (16bit is just unplayable). All my graphical settings are set to minimums with the exception of Distance which is one step up from the bottom. The launcher is set to set aside 4GB and use Razor Game Booster. Finally I am using a 16GB USB stick for ram boost. ...and my game runs at somewhere around 3-6 fps. If I am reading you correctly the suggestion is to set aside a lesser amount of ram in the Technic launcher? Yes? Let me know if I am reading you correctly. Any boost in speed would be nice! Thank you. Best
  8. Follow up... With invaluable help of TonyVS, jakalth (and all those from whom he gleaned valuable insights!) I have completed my fusion reactor setup. In short -- Flood Reactor - 5 opens spaces along the axis - 3 wide instead of 1 wide at the ends. 2 columns of 8 high by 8 Liquid Managers to capture the generated steam - total 128. To date I have not gone over about 65%-70% capacity so I think I'm at a good number. 40 Large Turbines Power collected and distributed to Redstone Energy Cells by Redstone Energy Conduits. 6 groups of 3 Redstone Energy Cells (18 in total) all on the main energy line from the LT's. They are all set to 100 input 100 output These 18 REC's then feed a bank of 5 REC's which feed power to whatever needs it. They are set to 100 input and 80 output. The purpose of the small hold back is to make sure these REC's charge 1st when the Reactor is generating power. When the 5 REC's are fully charged then the bottom 18 REC's then begin to build a charge. When the Liquid Managers run out of steam it is the 18 REC's that provide power 1st before the 5 REC's drain. Each Redstone Energy Cell (REC) is monitored by a Diamond And Gate which is set to monitor for Empty Energy and to send a signal down a Pipe Wire. They are in groups of 3 with Pipe Wire linking each of the three Gates to a 4th Diamond And Gate. This 4th gate monitors the 3 wires of the groups and sends a signal down the 4th color when all 3 wires are on (all three batteries are empty). The 3 "4th gates" each send their respective signals to another Diamond And Gate whose purpose is send a signal down a colored wire to another (and final) Diamond And Gate. What this does is monitor 9 REC's and when all 9 are empty send a signal to the final Diamond And Gate. This final Diamond And Gate is fed by an identical arrangement that monitors the other 9 REC's which means it is watching all 18 REC's to see when they all go empty. When final Diamond And Gate gets a signal from the 2 Pipe Wires (representing 9 REC's each) it then sends a Redstone Energy Signal to ComputerCraft Computer via a RedNet cable. The ComputerCraft Computer is set to monitor for a RedStone signal which indicates that all 18 REC's are empty and that the energy system is now drawing exclusively from the top 5 REC's - it is now time to feed a Deuterium Cell into the Fusion Reactor. The ComputerCraft Computer now sends a 1/2 second RedStone Signal out and then goes to sleep for 6 minutes. NOTE - The ComputerCraft Computer ONLY recognizes or output signal onto Redstone Dust - so if one is using RedNet Cable, as I am, it must first be converted to Redstone Dust. Same for output - the ComputerCraft Computer will ONLY output to Redstone dust which can then be converted back to RedNet Cable if needed. I did in my case as for some reason I could not get the Autarchic gate to acknowledge a Redstone signal from Redstone Dust. The 1/2 second Redstone signal from the ComputerCraft computer travels via redstone dust to a RedNet Cable which then leads to an Autarichic Gate Set upon an Advanced Wooden Extraction Pipe set to extract only Deuterium Cells from an Ender Chest. The Gate is set to turn on its Energy Pulser (not the Single Energy Pulse - which doesn't work - which is why I have to use a ComputerCraft Computer - to create the short Redstone signal pulse) - long enough to withdraw only 1 Deuterium Cell and then feed it to a Gold Transport Pipe which the feeds the Cell to the Fusion Reactor which then start generating energy again. The EnderChest is completely full of filler with exception for one stack which is reserved for Deuterium Cells. The reason for this is... ... The matching EnderChest is monitored by the Precision Export Bus which is set to manufacture replacement items when there is space in the EnderChest and to only export Deuterium Cells. Which is why the EnderChest is full of filler except for one stack - otherwise it would be completely filled by Deuterium cells. This is kept full by a... ...Chemical Extractor which is connected to an ME Interface. The ME Interface contains a ME Pattern with an Empty Cell as the input and a full Deuterium Cell as the end product. The output of the Chemical Extractor is withdrawn from the machine by an ME Import Bus. Because of this arrangement when the EnderChest has an empty space the ME Export Bus puts out a request to build a Deuterium Cell which is then filled by the Aqueous Accumulator. The Chemical Extractor is kept full of water through the efforts of an attached Aqueous Accumulator. I think that covers it all. The purpose of this particular arrangement is to extract every possible MJ from each Deuterium Cell. No steam is lost from over generation because of the Liquid Managers. No power is lost to over generation because the system stores the excess power in REC's and only starts generating power again when those REC's are empty. There is ONE bug in this mix. On a single player game the .5 second pulse for the Autarchic Gate works just fine to pull only one Deuterium cell. On the server I'm on it varies from 3-4. I'll have to monitor it further to see what I want to do to resolve this problem. The program I use in the ComputerCraft Computer is as follows (thanks to jakalth for posting it for me!) - s = 0 repeat if redstone.getInput("left") == true then redstone.setOutput("right",true) sleep (.5) redstone.setOutput("right",false) sleep (360) else sleep (5) end until s == 1 The capitalizations are very important! I've pooped out here but the sleep (5) step is very important in preventing the computer from crashing with something like a Threadlock error (that is probably not the exact name but beware of it - you can't have long running loops without the occasional break outs - like the sleep() command. Thanks everyone!
  9. Hello, Would it be possible to post the program, please? Finding any sort of in depth tutorials on programming the computers had proven difficult. If you know of a good site regarding programming those computers I would deeply appreciate that as well! Thank you so much for all the time of yours that you've graciously given me. Best, Jay
  10. Hello, As suggested I've set up my system to watch the power buffer to cue the insertion of Deuterium cells. I'm using autarchic gates to monitor to energy levels and send a redstone signal to another gate on an advanced wooden pipe attached to a chest. (When the concept proves out I'll switch to paired Ender Chests). The Autarchic Gate on the wooden pipe is set to "Single Pulse" when receiving a redstone signal. This works - once and only once. Right now in the simplest possible configuration I am using a lever to provided the Redstone signal so I can turn it on and off at my choosing. After working once I can't get the Autarchic gate to work again. Is there a "cool down period" whereby the Redstone signal needs to be off a minimum amount of time before the Autarchic gate will single pulse again? Help?! This is the last bit I need to make my system autonomous! Thank you! Best, Jay
  11. Hello, My numbers do seem to vary quite widely between high 2's and low 8's at the extremes. I don't know if this has been discussed, but I did discover that both the duration and volume of steam created vary per run. I have yet to establish if the two values are correlated or not - i.e., that a long production of steam will always result in a greater volume of steam produced per tick or not. In my experiments I am using Liquid Managers for storage as don't have enough turbines to burn the steam as fast as its created. (In my online game 1. I don't have the copper 2. I don't need 500mj/t ... yet). Even in this experimental set up 25 LT's are not sufficient to prevent back up in the pipes. In one particularly wimpy run the reactor was not able to keep up with the turbines at all - the meter indicated very low to empty pipe during the run. On the largest run yet, I came close to filling up more than 75% of my 32 Liquid Managers while running all 25 LT's. Even in this case the Liquiducts from the reactor to the Liquid Managers never reached capacity but were very close to full. As my rate of consumption did not change in either case I can only assume that the rate of production changed from case to case. Is this news to any one? Does it matter in the long run? Another question I have is is it worth the trouble to save excess energy and then cue the reactor to run when the electrical storage runs low? To me this would seem to be the best way to determine when to run the reactor. Is there a way to monitor battery levels? Best, Jay
  12. Hello, Thank you Tony for the notes on how to take screen shots. jakalth - I am running my reactor in "pulse mode" - some of the higher numbers I've determined have been upwards of 7,200,000 mj's per single Deuterium fuel rod. Is this in the neighborhood of expected? Best, Jay
  13. Hello, I got it working! With 4 Liquid Managers acting as a buffer, I got 2.16m MJ's with 25 Large Turbines in about 3.5 minutes with one Deuterium cell! This is a very workable amount of energy given the Tin resources. Much rejoicing! Thank you jakalth, TonyVS and all those who posted who have posted on this topic. Best, Jay
  14. I'm still working on getting my reactor going, but I had wanted and forgotten to mention what a terrific job you guys did in sussing out the particulars of the Fusion Reactor system - especially given how limited the diagnositic tools are in game. A hearty "well done" to all those who did the research and posted! (As an aside what methods do you use to make screen grabs?) Best, Jay
  15. Hello, Jakalth - You are correct - I left no gap for the plasma! Thank you for that observation! TonyVS - I didn't know that steam traveled only 2 blocks! I must have misread the earlier thread that I had referenced above. I will change that. Right now the design I posted was just a mock up and is not yet set up to be self-sustaining. The REC is/was charged to full and as for feeding the reactor I just hand fed the Deuterium cells by hand. The cable you do see entering the top is a ME Covered Cable that connect to a ME Precision Export Bus. In time I am looking to use that as part of a steam sensing network to automatically feed the reactor. Right now I am just trying to get it running! After I make the air gap I will post my results. Thank you both for your responses!
  16. Hi Tony, Thanks for taking the time to respond. (Beautiful layout you have!) Here are 2 pics that I hope are enlightening. Let me know if you need any other views.
  17. Hello, I've been reading the thread called Atomic Science Fuel Life Config? and have been using to help with my design on a Tekkit server. It works in that the reactor comes online, animates plasma, generates steams, etc. I am playing via the Technic launcher so I am playing the latest stable version. However, I wanted to play with some design in a single player creative arrangement so I can experiment with designs etc. I've built a flood reactor this time but when I feed it deuterium fuel strange things happen/don't happen. It consumes the fuel at the appropriate rate, it uses energy at the appropriate rate (monitoring via REC) but there is no plasma animation and no steam generation. I'm not sure what means I can use to take screen shots to show the set up, but I will diagram as best I can. F = Fusion reactor G = Electromagnetic glass M = electroMagnet From the bottom most layer - (I apologize for the formatting but this BB doesn't like leading blank spaces - its basically a diamond shape) M MGM MGGGM MGGGGGM MGGGGGGGM MGGGGGGGGGM MGGGGMMMGGGGM MGGGGGMFMGGGGGM MGGGGMMMGGGGM MGGGGGGGGGM MGGGGGGGM MGGGGGM MGGGM MGM M This set alone should be sufficient to generate a plasma field as long as I supply power and deuterium cells - but there's more! Above every Electromagnetic Glass is another Electromagnet. Above every Electromagnet is a still water, above every water is a Steam Collector, above every Steam Collector is Liquiduct (which is set to extract), all the Liquiducts are connected to each other and collect to 4 extraction pipes which lead to a 5x5 array of Large Turbines and every Liquiduct extracting steam is topped a Redstone Block. Each LT is fed by one Liquiduct from the center bottom and the power is drawn off the top by Redstone Energy Conduits which collect the power from all 25 LT's and feed it into 5 Redstone Energy Cells. Again - no energy is created, no steam is created, no plasma is created - but the Fusion Reactor is consuming Deuterium and Energy. Any ideas? I'm running on the same Tekkit as I do when I am on a server except I am in single player. (Yes the Fusion Reactor does work on the Server) Thank you.
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