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Curunir

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Everything posted by Curunir

  1. Yellorium reactors are scheduled to get a meltdown feature at some point, but that is far away yet. BigReactors Turbines are supposed to gain the ability to explode due to overspeed in the next major update. We just had a minor one, so that is not imminent, either. Using Galacticraft gear for anything else than Galacticraft stuff is not recommended, as that mod is not working well with other core mods. It should theoretically work to charge Powersuit parts, but I never tried that. The Energetic Infuser is the way to go, as it can charge Powersuit parts, Flux Capacitors and even whole Energy Cells, if provided enough (RF) power. Flux Capacitors are, by the way, a good mobile power solution. They can charge Redstone Arsenal tools when on your hotbar, and will also supply your Powersuit and Glove. I always carry one, along with one or two Energy Cells in my inventory.
  2. A small Yellorium reactor and a Minefactory Reloaded farming chain should be up next. Don't let people bug you into getting Enderium so early. It is expensive and takes many steps to make. You might want to look >here for more inspiration.
  3. Ender Lily seeds found in dungeon chests are a safe, if slow way to produce Ender Pearls. While the Lilies take several ingame weeks to mature on soil, this is shortened to just one week when you grow them on Endstone. Sadly, Endstone can only be obtained regularly by visiting the (vanilla Minecraft) endgame level and returning successfully. Which can be hard to do. Thermal Expansion to the rescue. You can produce Endstone by placing Sandstone in a Fluid Transposer and piping in Resonant Ender from an attached Magma Crucible or liquid storage of your choice. Happy gardening.
  4. Don't get too hung up on Turbine mechanics yet. ErogenousBeef wrote on his roadmap that he intends to add more rotor shafts and blades based on different materials, so I guess these will need considering in the future as well. What we have now is likely just a placeholder. About your Copper block, more mass on the coil should slow the Turbine down in my understanding, but efficiency will drop that way if you fall too far below the RPM sweet spot. I had 38 Enderium blocks on the coil, it dropped to ~1750 RPM and power was lower for it. As for setups below the full 2000 mB/t, I posted some configurations in >jakalth's thread. The best one was this: This one has the advantage of being feasible in a horizontal configuration, and efficiency is nearly as good as full-size.
  5. Your last link does not lead where it says it would lead, Miro. But funny nonetheless. Welcome to Tekkit, John. Be prepared for some learning, as quite a few of those mods are complicated. Make sure to have a look at Miro's links, and feel free to ask specifics if something is confusing.
  6. Mine the hard way for exactly 11 diamonds (14 if you want an early diamond pickaxe, too), then build a quarry and let that one get the rest. You could also use Equivalent Exchange, starting with village-bought Emeralds, to get into transmuting early.
  7. I second that request. Go ahead with BigReactors 0.3.4A right away, if only for this: It has been bugging me like hell that especially reactor/turbine glass takes forever to break, and won't even respond to powered-up Redstone Arsenal tools. Even a quarry fails at removing it most of the time. There are some good changes overall, just read the changelog. I have tried 1.2.10 for a few hours, everything stable so far and no errors when loading the old world. But I didn't change much yet. P.S.: Jakalth, if you are referring to the "unlimited fluids" Fluiduct bug, that one is already on the issue tracker. No need to hide it in PMs.
  8. No, 37 blocks of Enderium it is. Proof here:
  9. This is bugging me, so I'm running a series of tests right now to determine the optimal max-size Turbine setup. Results so far: 38 blocks of Enderium on the coil are definitely too much. I tried using 84 and 88 rotor blades in my two test Turbines to counter the increased drag, but both flatlined somewhere around 1750 RPM. Running another test now with both Turbines back at 80 rotor blades. One coil has 37 blocks of Enderium now, the other has 36 of those and two blocks of Silver to complement it. Silver because it should be roughly half the efficiency of Enderium, and because I like symmetry. @M1r077 I didn't see the coils too clearly when you showed me, but are you sure you have the correct number of coil blocks in there? I think 37 Enderium should be about right, which is four complete rings and five blocks on the incomplete one. Will report back when I got my measurements. Those behemoths take forever to spin up.
  10. Then your coils were not max-sized yet. It's tricky to balance them exactly for a given amount of steam. You need to get the coil size and rotor count in balance. I noticed during my own experiments that the coil/rotor relation does not follow a strictly linear progression, but a little above linear.
  11. Just to rule this out... you made sure you were not using the input side's colour, right? Of the six colours, only five will ever be usable as outputs, because one necessarily becomes the input side. You might also want to double-check if you were really placing cobblestone there. I once mistakenly used gravel and wondered what the problem was. If it is persistent and reproducible, you can take it as a bug to our issue tracker, following the template. As for optimizing your setup, you could opt to use Itemducts with Pneumatic Servos installed in the pipe heads, which will enable sorting functionality without an Item Router. So you could just lead the Item pipe past your storage and configure for each contact point what should leave the pipe there. Item Routers should of course do the job, but they are more popular with Conveyor Belts. Itemducts are the basic transport pipes right now.
  12. No, that looks good. My test Turbines did decrease in power output even when slightly above 1800 RPM. Maybe some parameter was different from yours after all.
  13. There is also an option in Treecapitator config to disable the artificially long chopping time. If you set it that way, each tree will just take as long to chop as a single block of wood in vanilla Minecraft. Per default, the time increases with tree size.
  14. Not bad so far, but I think you got a few details wrong. Most importantly, an actively-cooled reactor will need extreme amounts of water at that size. If you really get it to output 50 buckets per tick of steam (i.e. the limit), that means you would have to build 25 max-sized Turbines to receive that, and pump back the respective 50 buckets of water per tick. A max-sized Turbine is a ~25000 RF/t, five-coil-ring vertical monster, so we are talking 625000 RF/t in total here. Are you sure you need more than half a million RF every single tick? That is more than ten million RF every second, enough to power over thirty (!) complete sets of fully charged Laser Drills. Or in other words, a large city. When actively cooling, you need to use all that steam, because that is how you keep the reactor cool. The steam is the heat agent, and it needs to be used/converted. Your setup surely uses only a tiny fraction of its steam production for that puny Turbine. Leave the passive coolant blocks in there, they will help with steam efficiency. But the cooling effect comes from steam conversion. >The Core runs at just ~200°C because its steam gets used 100% by the 20 Turbines. The thing with actively-cooled reactors is, they don't need to be massive. They are about three to four times more efficient per fuel ingot than passive ones if set up right. Your problem with your Godzilla there was not insufficient power output anyway, so you applied the wrong solution altogether, imo. If you want to build Turbines, go ahead. They're great. But a Turbine-driving reactor need not be nearly so huge. You could stay with your frame size and keep it passive, with some optimizations. Just use Cryo exclusively, and don't leave those air spots in the corners. This should get it to to a good efficiency level already, and if not, change the layout to use a few rods less in favour of more coolant. That should fix it. Or go ahead and build a massive battery of Turbines. Make sure to share screenshots if you do. ;-)
  15. Please take it to the issue tracker, following the template. You were faster, bochen. There should be a bot to do this job.
  16. Conduits do store a certain amount of RF when operating, so it will take a few ticks to fill them at first, and also to drain them when the power source is turned off. Energy stored seems to be per piece of Conduit, so long pipes may contain quite a bit. Follow HeatHunter's advice and build a Multimeter if you're curious about details.
  17. Oh, good. I never found it documented anywhere, only had it from hearsay. Although I do find it strange that an instant point-to-point interdimensional link should take that hit with energy, but not with matter. Whatever. Design choices.
  18. The fastest method of vertical travel is falling. But until you get your fall-damage-negating boots, falling is unfortunately fatal. And still, even a one-block layer of liquid will cushion your fall and negate fall damage, which you can use to your advantage. You could opt to use a drop shaft to quickly get down into your mining area, and a separate ladder or stairwell to get back up. A 2x2 shaft with 2x2x1 liquid at the bottom should do nicely. Make sure to keep the shaft walls smooth and the exit at the bottom small, so you don't accidentally hit an edge and die anyway. Bonus hint: Almost any liquid will work, although some have harmful effects. If you fill your drop basin with milk, you'll come out with an instant buff for a few seconds. Don't use Resonant Ender for giggles (and instant random teleport), though. You will retain the fall speed through the teleport and still have it when you materialize. Which will hurt. Trust me. I tried. Bonus hint 2: I think it also works with cobwebs instead of liquids. Try at your own risk, though.
  19. The only liquid storage I really consider massive is a Railcraft Steel Tank, which is unfortunately not in Tekkit. Large Extra Cells storage units on an ME network are good, but you can still run out of storage quickly, depending on what you are doing with it. Tesseracts work of course fine with reactor ports. I still prefer direct Turbine attachment because it is lossless, where Tesseracts supposedly take a flat 20% (or was it 25%?) efficiency hit. If you want to physically separate the reactor and Turbines, then Tesseracts usually beat maxed-out Fluid Nodes, which are the only reasonable options - the third being an unreasonably large number of ports with massively parallel (separated) Fluiducts. As for the water/steam loop, I don't think there is a request component at all. The reactor just spits out large amounts of steam, and the Turbines take whatever gets delivered, turn it into energy and spit out large amounts of water in the process. You just hook something to the outputs, and hopefully the amounts will match at some point. What you set on the Turbine Controller is just the limit, or cap, to prevent overloading the Turbine if it's not built for the full 2000mB/t. For instance, you might dial it down from 2000mB/t in the example you posted until you reach the point where the efficiency percentage dips just below 100%. Fiddling with this, you could get it closer to the exact 1800 RPM, which should get you a little more power than you have right now. Of course 1827 RPM is not shabby, but it is not perfect either.
  20. There are two ways to automate reactor settings, one through ComputerCraft and one through a redstone controller thing. I have tried neither so far, but maybe that redstone stuff is more up your alley.
  21. 1. The table is a start, but you will have to experiment a little until you understand the parameters. It is up to you how much you fine-tune it in the end. The last few percent of efficiency are the hardest to get. 2. You cannot, unless you are piping the steam into a (really large) external liquid storage. Turbines will only take what their input limit is set to, up to 2000 mB/t. Beware that the Turbine will overspeed when you pipe in more than the coils can handle, or if you have too many fan blades per coil block. 3. The reactor may produce more, but its steam output will be capped by what the Turbine(s) can take. Note that the difference between what could be produced and what it is capped at will decrease fuel efficiency. It will always burn through the Yellorium as if you were using all the steam. So keep in mind to set the Control Rods just above what you need to produce. 4. Water and steam should become a closed loop in an active reactor, where you "recycle" the water from the Turbines back into steam in the reactor. Piping water in from outside is only necessary for first fill and to compensate for loss (if there is any). Do not use the same Tesseract frequency for water and steam. I rather recommend attaching the Turbines directly to the reactor, i.e. outputs against inputs both ways, and use the Tesseracts for more important things. 5. No idea, but it does not matter anyway if you directly attach the Turbines. If you want large Turbines that go up to the 2000mB/t limit, you will have to build them vertically, because height has a higher size limit than length and width for some reason. It should be possible to get a single 2000mB/t Turbine into the 25000 RF/t range with Enderium coils. The largest Turbine I built so far did 21000 RF/t at ~1700mB/t.
  22. I should note that The Core is not just a thin stalk for aesthetical reasons. If it was any wider, it would produce way too much steam - it runs at 90% Control Rods already as it is. To fine-tune steam output, scaling reactor height might be a useful option in an otherwise good layout. Too bad mine is at max height, because it could use two or three more blocks in height to get to that optimal 8480 mB/t. Or maybe ErogenousBeef allows for finer steps in Control Rods one day, not just 10% steps, but 1%.
  23. To reinforce the point about the Powersuit catching fire: This is a different kind of fire damage than usual. It will kill you in two seconds, you won't even have enough time to discard the suit, and there is no protection against it. Make doubly sure it never catches fire, and keep in mind that it shares the heat with the Glove tool.
  24. Galacticraft Solar Panels are not RF producers, and there is no complete MJ system in current Tekkit. At least nothing that I consider acceptable, with decently-sized power storage and good piping options. As it stands right now, Galacticraft is not a teamplayer at all. It fits into practically no concept and requires tedious workarounds for just about anything. A good Solar (or Water & Wind) power option would be nice, but there is nothing here right now that works properly.
  25. You can left-click on a machine's progress arrow to bring up a list of recipes that can be crafted in that machine. At least for Themal Expansion machines, which are the most important ones anyway. Navigate through the lists with the little arrow icons. Close and reopen the interface to switch back to operation mode.
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