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Everything posted by Kalbintion
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Best way I prefer explaining an RS-Latch is "a more complicated sounding switch"
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Crash reports belong on the tracker. Link to the tracker is available in my signature below or at the top of this page. Also, when posting, ensure you only hit "Post" once, otherwise you'll end up with the triple thread posting like you did.
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I need help tidying up this redstone.
Kalbintion replied to DanielUSA's topic in Attack of the B-Team
If im not mistaken - wasnt the original purpose of that redstone setup to have an on/off for the fans? -
Is this setup correct? (Energy Cell, Conduits)
Kalbintion replied to DanielUSA's topic in Attack of the B-Team
Loader, can we do some actual testing on this together (or code reading)? I've always read that it was 10k RF/t per connection on like 99% of wikis but could never get more than 10k RF/t throughput regardless of what I tried. I'm not sure if my setup is incorrect to achieve that from what I've read forever, everywhere, but cannot get it myself. -
Post issues on the tracker. Link to it in my signature below or at the top of this page.
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That would work Daniel, might need some adjustments on how it all works out, but it would work since baby villagers do not count as two blocks. Though if they see something they may be able to "jump" on then they will go through that portal.
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Is this setup correct? (Energy Cell, Conduits)
Kalbintion replied to DanielUSA's topic in Attack of the B-Team
Daniel, what you're trying to do is what I already described before. If you use redstone energy conduits, you will be limited to 125 dynamos on that one line. If you did something similar to what Targren shows in the pictures where he used microblocks to seperate the lines, you can then bypass this limitation as you now have two lines running up to 10k RF/t, which means a limit of 250 dynamos...if you are not capping out the conduit to start however, there isn't any reason to try doing this. -
If he used a PRC for something that simple I'd be surprised. The toggle would've been so much cheaper...
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If you're going that route, why use a timer? Loader's method works just fine and doesnt require a harder-on-server-than-needs-to-be block, aka timer.
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^ This, tho ive had issues with project red storage system and multiparts so AE would have been preferred for bulk item storage like i do (i have around 2.5 stacks of DSUs filled with items and 60 resonant chests for nondsu based items)
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Or perhaps it pours out Blazing Pyrotheum! Much more harmful than simple lame lava.
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Hall of Armours Concept because Kalbintion is being annoying
Kalbintion replied to Melfice's topic in Attack of the B-Team
Where's the cardboard armor? -
I need help tidying up this redstone.
Kalbintion replied to DanielUSA's topic in Attack of the B-Team
It's hard to tell where the wires are running. Then again, i'm more of an in-person redstone simplifier/efficiencier (efficiencier = a person who makes something more efficient) -
Is this setup correct? (Energy Cell, Conduits)
Kalbintion replied to DanielUSA's topic in Attack of the B-Team
Those three dynamos only produce 3*80RF/t, or 240RF/t, this is far much lower than the limit of power through a single redstone energy conduit. You would need another 122 (125 total) dynamos producing power to get 10k RF/t with what you have right now. 8k RF/t would be wasted tho due to the redstone energy cell limited to the 2k in/out. For the maximum 2k RF/t based on the cell, you would need another 22 dynamos (25 in total). I would need a more specific question at this point if this still doesn't answer you. -
Chronotyper to pull out the baby villagers, then when they become adults, pulled out with another chronotyper and put into the smelter. This way you have a constant (and large in this case) breed stock.
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This. Chances are you have something wrong from your previous attempts. Please note that I put the power source on a very specific side for a reason. (since itd be the only side that accepts power)
- 6 replies
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- Galacticcraft
- Fuel Loader
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(and 2 more)
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Hope that wasn't toward my post as my post was meant to be interpreted as they will spawn, not as a spawner, but as any other mob could given the right conditions and distance appropriateness (<24m is bad, etc)
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Is this setup correct? (Energy Cell, Conduits)
Kalbintion replied to DanielUSA's topic in Attack of the B-Team
Depends on how TE works with conduits. The cell has a max input of 2k, if I'm not mistaken, that limitation limits the input, regardless of the sides, to 2k RF/t, meaning it wouldn't be acquiring more power at once. The Conduits have a max of 10k RF/t, which means that setup could push out 6k RF/t (2k RF/t from the three sides connect) since it doesn't get limited by the conduit. If you're wondering if you're exploiting some sort of potential bug, answer is no, you will not be magically creating power with that particular setup, it will just have three locations to input to. I could be wrong as I'm going from my experiences. -
3x3 hole in the middle, water pushing them to the center, smeltery below the hole. simple, easy to do, and to the point
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Not bad introduction to Rednet. Good job! One thing I'll be doing tutorials on once the area is setup is an offline timer using the PRC and i intend to do some spotlights on the PRC since basic redstone is too simple for me and not entirely useful what with mfr and projred in this modpack lol. Perhaps we could even work on some of that information together?
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While I'm not sure what the code specifies exactly, from my experience it appears they will spawn in those pools similar to normal mob spawning areas.
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Thanks for the assist Loader, I wanted to include that information in the first response post but figured why bother wasting time including information that many won't be able to prove for themselves due to the lack of being able to read and understand code. Hence my empirical testing counter-argument route.
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Ensure you have met the following: 1) Fuel Loader is attached to Rocket Launch Pad (3x3 multiblock structure) 2) Fuel Loader has fuel in it (top left slot) 3) Fuel Loader has power 4) You used "Load Fuel" button in the Fuel Loader GUI (general user interface, ie: the window that shows when you right-click it) 5) You have a ship on the actual rocket launch pad that needs fuel Edit: Here's a video demonstrating it works.
- 6 replies
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- Galacticcraft
- Fuel Loader
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(and 2 more)
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Twilight Forest Causes Game to Crash
Kalbintion replied to SoloFreed's topic in Attack of the B-Team
I suggest using IDFix Minus btw for resolving id conflicts, often much less painful and quicker to just install it and resolve any massive conflicts after it (some mods dont like their ids being taken away from them, but read the idfix minus thread on mcf for more info on that)