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Autocthon

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Posts posted by Autocthon

  1. I use "cleverly" connected enderchests personally. I've found tesseracts to be more unwieldy than they're worth for non-fluids. Your other option is to just set up relatively hidden ME wireless relays to extend an ME network over long distances.

     

    For simply having everything centrally located a simple ME network will allow one (or multiple) access ports to draw form your entire pool of resources on the network. The actual storage can be closeted away, needing only wires to the ME access blocks. It's modular and extensible.

  2. An 8x8x8 passive reactor can produce enough (20,000) RF/t on its own to power a single laser. The ones I did recently actually overshoot by a tiny amount, but with foci they have net positive yellorium generation.

     

    You don't actually require a turbine setup, it's just more efficient. I have the output fuel being converted to cyanite to power a 10k output base reactor (with positive buildup of cyanite). But I intend to create a massive 32cubed passive reactor later (just because I can). Turnbines are for people with patience I guess.

  3. So my brother and I are outfitting a vault. Basically a deep storage repository for our ME network. Now the kicker is that we want to coat the walls in the most expensive materials we can think of, purely because we can. Also because we like to make our friends feel inferior.

     

    So the question I have is what's the rarest material in Tekkit. Right now I'm defaulting to enderium blocks. They're expensive, require many types of material, and rely on rare crafting materials. But if there's something even rarer out there I'd like to know what it is.

  4.  

    This one seems up to date. It's the one I used, you'll have to look for a different ProjectRed IIRC but thats a very quick google search. The only textures missing afaik are qCraft textures. Links are at the source page.

     

    Edit:

     

    http://bdcraft.net/community/pbdc-patches-rel-packs/tekkit-t274.html

     

    And that is the most up to date version on the sphax forums. I dunno if I like all of the icons/textures in it, but it does have more comprehensive coverage than the youtube link.

  5. I've been trying to figure out the energy requirements for charging a laser drill and I've found several conflicting numbers. So here I am asking what the energy requirement is to run a drill at max speed.

     

    I'ce seen numbers ranging from 500RF/t per precharger to 5000RF/t per precharger.

  6. Did you know you can get Redstone Flux out of a Buildcraft Redstone Engine if you connect it directly to an Extra Utilities Energy Transfer Node? If you surround the node with two engines on five sides, for a total of 10 engines it allows for a roaring 15RF/t of free energy!

    Highly reliable and extremely impractical!

    That...

     

    Is both brilliant and ridiculous. Also now we need to find a practical application for it.

  7. Been playing a lot of tekkit, managed to convince my brother to even put together a small little server, however we hit a minor snag in automation. It's no doubt well known, but Project Red ores don't seem to work in the pulverizer.

     

    As you can imagine that's a bit annoying (though the gems aren't useful for much). Are there any workarounds for the issue? Other than manually breaking the gem ores of course.

  8. did you know, when you place down a redstone torch in front of a landmark, the landmark will display blue rays in any direction 64 blocks (the exact max size of a quarry)

    this makes setting up quarrys easier.

    It'll also keep 25 chunks loaded. So (ab)use at your own peril on lower end machines.

  9. Galacticraft Solar Panels do output EU or MJ, but since there is no EU-based mod in Tekkit any more, they should be producing MJ exclusively. You can get them to feed into an RF network if you connect GC Aluminium wires with RF Conduits, but the connection will be quirky and prone to either failure or RF overproduction. There is no clean solution for that right now, unless you do what SirLappy did and add an external mod for MJ-to-RF conversion.

    I don't really mind. It just makes them super wonky, and makes Galacticraft machinery essentially non-compatible with everything else since they're the only EU producer. Maybe Galacticraft can be updated to RF at some point (but that's a topic for another website).

     

    I'm probably gonna dig out a few useful mods and throw them into the tekkit cocktail. Once I've figured everything out anyway.

  10. It would definitely be mfr that does it, because the galacticraft solar panels definitely don't, even if you try to pass them thru conduits

    According to the various TE3 FAQs TE conduits output RF or MJ as required to what they connect to. GC Panels as far as I can tell output EU(?) or MJ, but never RF (no configuration I could find to make them work). And GC wiring is incompatible with basically everything that isn't GC.

     

    Yay science!

     

    MFR machines specifically accept any for of UE-compatible energy.

  11. MFR machines all accept and output RFs when needed, so if you connect a biofuel generator to BC's conductive pipes, it will output MJs, and if you connect one to TE's conuits, it will output RFs. Also, TE's conduits can output MJs, but will not take MJs as input

    The wiki is in need of an update then. Biofuel Generator (which is a very misleading name anyway) is listed on the wiki as MJ output only. http://wiki.technicpack.net/MineFactory_Reloaded

  12. make a tree farm and automate charcoal generation then use steam dynamos to generate RF this will serve you well till late mid game ;)

     

    EDIT: assuming you have trees on your island...

    I had to hike almost an hour to find one, but I did find it.

     

    I'll be making an automated tree farm this afternoon hopefully :P

     

    As for tinkering, that is something I might do later. I'm not so great with mods tho, all the variables and such. Thanks for the help guys.

  13. Some playing around shows that the solar panels output either MJ (kinesis piping, nothing else will work) or EU (aluminum wiring). So looking at it I could set up some infinite magma production for Magma Dynamos if I wanted by powering lava fabricators with solar panels, then pipe the output to dynamos. Probably more resource intensive than just building a biofuel setup tho.

     

    But that being said I'll look into the reactors and make something small to start with once I finish setting myself up in my current SP game.

     

    As a side note: fastest way to get infrastructure up in an island biome with no creature spawns? XD

  14. I know they're different pakcs with different versions, I was pretty sure converters worked in 1.6.4 tho. I'm alos pretty new to the tekkit tech tree overall and Big Reactors seems scary and complicated, while biofuel is (relatively) simple. Create tree farm, setup network, create power.

     

    I'm gonna see if conduits work both ways on conversion, I wasn't actually sure if they did. Like I said pretty new to the tekkit pack's many many toys.

     

    Edit: After some futzing around I've found that MJ producing engines cannot power RF requiring machines through conduits, the conversion appears to be from RF->MJ and not the other way around.

  15. Was looking through Tekkit's mod list and Power Converters doesn't appear to be included. Consideirng how useful it is (BioFuel Reactors apparently only output MJ) for sustaining power generation I wanted to know why it's not there despite being in Tekkit Lite.

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