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joshuad156

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Everything posted by joshuad156

  1. Interesting topic. Don't know how I missed this before. I was just playing with some 9x9 designs today in creative to help decide on a layout in one of my current worlds. Seems like the most efficient reactors are made by packing in the fuel rods tightly, and running the control rod high enough to control the heat. For example, here's my best design in the 9x9 category. Don't let this blow your mind. NNNNNNNNN NCCCCCCCN NCFFFFFCN NCFFFFFCN NCFFFFFCN NCFFFFFCN NCFFFFFCN NCCCCCCCN NNNNNNNNN Yup that's right. 5x5 pack of fuel rods. I made this reactor 9x9x9. I can't say how much it will change going up or down with the height, but this should be fairly comparable to your design. This design used Gelid Cryotheum. Control Rods: 90% Power: 13.1 kRF/t Burnup: 0.104 mB/t Reactivity: 473% Efficiency: (13.1 / .104) = 126% I'm truly unsure of the practicality of this. It produces far less RF than your 'O' design, but it does beat your efficiency model. This is a LOT of resources for squeezing out just a tad more efficiency. Ignoring temp and efficiency, setting control rods to 0% yielded 40.5 kRF/t at 1.075 mB/t. That's an abysmal 36.7 cooling rating. The design I settled on my survival world is a 9x9x9 made with 3 rows of 5. This was a middle of the road design that topped out at 35 kRF/t and was able to reach over 115 efficiency when control rods were set to 81%. Also, the performance gap between Res Ender and Gelid Cryo was very slim for some reason with this design. Therefore, I used 12 buckets of Res Ender to cool this beast, WAY easier to setup than Gelid Cryo. NNNNNNNNN NCCCCCCCN NCFFFFFCN NCCCCCCCN NCFFFFFCN NCCCCCCCN NCFFFFFCN NCCCCCCCN NNNNNNNNN With control rods at 81% I managed a safe temp generating 13.9 kRF/t with an efficiency of 114.9. I actually run this with a Programmable RedNet Controller that takes the power level and sets the control rod to the same value. It's currently producing exactly 30 kRF/t for my MFR lasers and I am easily making more ingots than I am using. This is also producing me good quantities of Cyanite so I can convert it to an actively cooled reactor at some point. I'd love to see those high efficiency reactors that produce good quantities of power, but I have a feeling you have to go REALLY big to do that.
  2. Buildcraft has a block called a Flood Gate that would fill an area with a liquid. I've used these before to fill reactors. Never tried a filler with fluid though. MFFS is a really good option too. i've watched some vdis on using it to copy/paste blocks, but never done it myself. However, I never pass up an opportunity to write Lua to do something useful with my turtles!
  3. Holy crap I can't imagine filling a reactor that size with that coolant. I hate filling source blocks into all spaces of a large reactor. Time to build a computercraft program to build/expand reactors! Automate that crap. =D
  4. You misread that post for sure. Also, had you followed my suggestion and went to Curse to find the link to 1.5.2a, you would see that site repeat the same information. 1.5.2a is for MC 1.6.4. Look at the right table on this page. 1.6.4. Changelog indicates a fix for TE 3.0.0.5 (It's the very first line in the changelog on Curse!) http://minecraft.curseforge.com/mc-mods/waila/files/13-waila-1-5-2a/ From your own link, scroll down under the mod spotlight videos to the section that says DOWNLOAD. Right there it says "Latest v1.6.4 File: Waila 1.5.2a" and the download link takes you where else but back to Curse! I post this because I have other modpacks I play that encountered this same issue and were fixed by using this VERY latest version of WAILA. Regarding posting bugs. I would NEVER post a bug report for using anything other than the latest version of a mod.
  5. The latest version of TE3 broke Waila's TE integration. The author of Waila has released a new version to fix this issue. Have you tried updating your Waila to 1.5.2a (can be downloaded from Curse)?
  6. On effecient reactors: That's pretty good. I currently am using a setup that consumes .0069 mB/t to generate ~2500 RF/t in a small turbine on about 220 mB/t of steam. It was the lowest yellorite comsumption I could come up with while generating enough steam to effeciently turn a single Enderium block coil. I think i settled on a 7x7x3 reactor with 8 fuel rods packed in the middle (imagine a 3x3 in the center with a corner missing). 1 single 64x64 quarry yeilds me a few months worth of fuel at this rate. =D Uses for the reactors: power dem drills I see that pumping this power into laser drills with yellow or green focii will produce more fuel ores than the reactor consumes. This should yield a self-sustaining ore generating setup that is infinitely expandable. Can't wait to put this in action. I built a 11x11x15 enderium turbine in creative that generated some 25,000+ RF/t (maybe it was 30,000 I can't remember now). wow that was awesome. On resonent ender vs gelid cryothium I have seen very marginal performance gains with cryo. Enders are just so darn easy to get, and since your ender flows so easily this is WAY easier to use to fill large/tall reactors with ease. This is a no brainer to me. The mod author should probably either nerf Res Ender or buff Cryo a bit more. There just aren't enough gains for the insane drawbacks of using Cryo. Lastly, on transporting large volumes steam: use tesseracts! I toyed with using 1 large reactor producing about 3200 mB/t of steam to power 2 large Enderium block turbines each requiring around 1600 mB/t of steam. Liquiducts seem to be COMPLETELY inadequate for use in anything but the smallest turbines. Transfer nodes with upgrades work OK for 1 small-medium sized turbine. However, when I tried to split the steam into 2 turbines, the transfer nodes seemed to completely bug out and wouldnt send enough steam to either turbine. In the end I found that plopping a tesseract on the reactors steam output, and on the turbines' inputs worked brilliantly. Other than the high cost of making a tesseract (which isnt bad when you consider what you're building anyway) this seems to be an ideal solution.
  7. I really like the updates to Big Reactors, and the Turbines are REALLY COOL! Can't wait for all the explosions to be built into this mod. It's going to ROCK. This discussion got me playing with the reactors and turbines to come up with some good setups. Here is what I learned: I'm starting with using Resonant Ender for cooling. These are easy to farm with MFR grinders, and you only need a few carefully placed blocks to flow over your full setup. target temps are about 950 C. This seems like where power generation falls off, and future danger of meltdowns begins to become dangerous. Stacking cores increases efficiency, at the cost of extra heat. Cooling more sides of a core keeps temps down, which produces more RF per core, at the cost of efficiency. A balance must be struck between stacking for efficiency and keep them cool to increase power output. Anything smaller than a 6x6x4 yielded unacceptable efficiency/power outage, IMO. So far my favorite setup is a 6x6x4 reactor. Place the 8 cores in the middle (2x2x2), surrounded by liquid ender. Here are the yields: 6x6x4 with 2x2x2 core: (8 total) pic Rods 10%. Temp 990 C. 3.41 KiRF/t. 392% Fuel Reactivity. .051 mB/t (~35 hours/stack) 7x7x4 with cores in 2 rows of 3, stacked 2 high. (12 total) pic Rods 10%. Temp 980 C. 4.97 KiRF/t. 419% Fuel Reactivity. .066 mB/t (~27 hours/stack) Rods 30%. Temp 810 C. 4.10 KiRF/t 413% Fuel Reactivity. .051 mB/t (~35 hours/stack) This one a variation I made based off Curunir's suggestion: 9x9x5 with cores in 3 rows of 5 stacked 4 high (60 cores) pic Rods 70%. Temp 950 C. 11.4 KiRF/t 453% Fuel Reactivity. .111 mB/t (~16 hours/stack) Rods 90%. Temp 353 C. 4.10 KiRF/t 410% Fuel Reactivity. .041 mB/t (~43 hours/stack) There were slight variations when I ran the same test again. However, hopefully this helps you decide how to build your reactor efficiently to produce the power you need. As you can see, bigger builds = better efficiency at the same power output, and have the capacity to increase power output during higher demands.
  8. OMG I love you Angel Block and Builder's Wand! These alone make modded Minecraft so much more sane without being overpowered.
  9. Slightly off topic, but once you tech up shiny metal is not that hard to come by. Use your early shiny metal on a powersuit with jetpack, armor, batteries, and mob repulsor. The item magnet helps a lot too. Once you have these, it's fairly trivial to quickly fly around the nether and manually collect Redstone Ore and Ferrous Ore that are exposed. (with mob repulsor, angry pigmen can be ignored completely. With silk touch, nether ores dont explode at all) Put these in an induction smelter with sand to get 2 standard ores. Pulverize redstone ores to get 2 cinnibar. Use cinnibar and ferrous ore in induction smelter to get a guaranteed shiny metal. I'm up to 3 stacks of shiny with just a few quick trips to the nether. Just have to play smart, not hard. =D ------- As for Silk Touch, try setting up a MFR mob grinder farm connected to a MFR Auto-Enchanter that is fed with Auto crafted wood pickaxes. Takes very little effort/time to get a silk touch (I got one in under an hour) and everything you are consuming is renewable. ------- As for Diamonds and Platinum in the nether, did those rates get turned down in the nether recently? I know I've had good luck finding these in the past, but since 1.2.7 they've seemed EXTREMELY rare!
  10. Regarding Galacticraft bugs... The author of GC is doing some very heavy development right now on GC. Its state is constantly changing. Hopefully he'll get stuff cleaned up and settle on a build soon. http://ci.micdoodle8.com/job/Galacticraft/changes
  11. FYI, looks like the 2 GC bugs I reported above are fixed in the one of the more recent dev builds for GC. Confirmed broken in vanilla+GC v908. Confirmed fixed in vanilla+GC v918.
  12. To add to my previous post, it looks like the oxygen pipes are heavily bugged too. As long as an oxygen collector is powered and collecting any amount of oxygen, using an oxygen pipe to move the oxygen allows any device to consume any amount of oxygen required. Here's my setup: Advanced Solar Power -> Oxy Collector -> oxy pipe Advanced Solar Power -> Oxy Bubble Dist -> oxy pipe The two oxy pipes are connected. It takes 14 blocks of leaves to produce oxygen at a rate of 20/s. At this level of oxygen production, if the oxygen bubble distributor block is directly connected, it reports "not enough oxygen". Adding leaf blocks until collection is at least 200/s results in the bubble coming online. However, if we connect these blocks with Oxygen Pipe, suddenly it works with just 14 leaf blocks, reporting a usage of 200/s. I'm seeing the same thing with Oxygen Sealer.
  13. Ran into a new issue with GC power systems. Seems like the aluminum wire stops conducting power when chunks are unloaded. Setup: Advanced Solar Power -> Alum Wire -> Oxy Collector Mystcraft books nearby to quickly travel between different dimensions When I return to the dimension with the GC setup above, the Oxy Collector no longer is powered. If I replace the wire, or in ANY WAY update a nearby block (placing a dummy block next to it works), the wire suddenly starts transmitting power. This doesn't seem to happen if GC machines are connected directly without wires. I can record a video if it helps anyone understand this. Tries this in SSP creative, as I haven't quite built all these materials in SMP survival yet.
  14. 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. 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] Exception in thread "Thread-5" java.util.ConcurrentModificationException 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at java.util.ArrayList$Itr.checkForComodification(Unknown Source) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at java.util.ArrayList$Itr.remove(Unknown Source) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at logisticspipes.utils.PlayerCollectionList.checkPlayers(PlayerCollectionList.java:31) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at logisticspipes.utils.PlayerCollectionList.contains(PlayerCollectionList.java:71) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at logisticspipes.utils.PlayerCollectionList.remove(PlayerCollectionList.java:63) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at logisticspipes.LogisticsEventListener.unWatchChunk(LogisticsEventListener.java:131) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at net.minecraftforge.event.ASMEventHandler_174_LogisticsEventListener_unWatchChunk_UnWatch.invoke(.dynamic) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at net.minecraftforge.event.EventBus.post(EventBus.java:108) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at net.minecraft.server.management.PlayerInstance.func_73252_b(PlayerInstance.java:73) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at net.minecraft.server.management.PlayerManager.func_72695_c(SourceFile:302) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at net.minecraft.server.management.ServerConfigurationManager.func_72367_e(ServerConfigurationManager.java:301) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at net.minecraft.network.NetServerHandler.func_72565_c(NetServerHandler.java:174) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at net.minecraft.server.management.ServerConfigurationManager.func_72392_r(ServerConfigurationManager.java:1057) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at net.minecraft.server.MinecraftServer.func_71260_j(MinecraftServer.java:389) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at net.minecraft.server.integrated.IntegratedServer.func_71260_j(IntegratedServer.java:242) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.func_71363_D(Minecraft.java:2440) 2014/01/28 21:05:53 [iNFO] 2014-01-28 21:05:53 [iNFO] [sTDERR] at net.minecraft.client.main.MainShutdownHook.run(SourceFile:93) 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!
  15. DIsable NEI long enough to make your schematic by pressing "O". Not a solution, but a very helpful workaround.
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