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Leroy

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Posts posted by Leroy

  1. As reported here, Combustion Engines and possibly other BuildCraft machines may erroneously have CompactSolar GUIs in Tekkit 2.1 by default.

    I don't know if it's necessary to do it this way, but I fixed the issue by changing the gui IDs in config/IC2CompactSolars.cfg on both server and client to the following:

    general {
    
      guiHVSolarArray=213
    
      guiLVSolarArray=211
    
      guiMVSolarArray=212
    
    }

    These values appear to cause no new conflicts =)

  2. lol >.> I do understand the irony. Also, in the very same rules thread: "Not really a rule, but backseat modding just makes you look like an annoying dick." Cheap Shot has your back. ;D

    You do a pretty good job administrating and moderating these forums so they don't turn into a cesspool like the minecraft forums. Most of the time, people asking questions like this need to be told to RTFM, but in this case the Railcraft wiki is totally unhelpful so your initial post came off as a little mean.

    Anyway, this thread has been derailed enough.. does Tekkit 2.0 have an updated version of Railcraft? I would probably just set the config option to keep the current "old style recipes" but it would help new players if the content lined up with the documentation. =)

  3. How big is the internal storage of gold conductive pipes? I guess I may have been seeing the excessive 72EU/t draw because it was filling up the internal storage of the conductive piping. You have to lay 101 pieces of gold conductive piping before you lose even 1% of your power, so it's not loss. My initial testing setup was:

    MFE -> LV Transformer -> Energy Link -> Wooden Conductive Pipe -> Gold Conductive Pipe -> Quarry

    This setup drew 72EU/t for a while.. something like 2-3 minutes, which at full speed is at least 72 * 20 * 120 = 172800 EU = 69120 MJ. ( * 0.9 for energy link bug = ~62000)

    Since this is way bigger than the internal storage of the quarry I concluded that it was just drawing as much EU as possible and throwing away excess MJ. I'll be glad if I'm wrong since it means the Energy Link is smarter than I thought, and much more useful =)

  4. Wow. Allow me to point you towards: Don't be a dickbag (A bag of dicks) =)

    The Railcraft wiki is updated to the the most recent version, which utilises the rolling machine. It doesn't list Tekkit compatible recipes for rails anywhere.

    Please ive tried for a long time trying to find recipes for railcraft vanilla powered rails and it doesn't seem to work and the recipe for rolling machine doesnt work. Can someone help me??

    That recipe uses gold ingots instead of the "Rail" parts. Most other recipes are similar.

    To get a full list you can build yourself a Railbed and use the in game recipe browser (press U) to see all the types of rail you can make. =)

    Wooden Railbeds are for regular rail, Stone are for the special high speed rail that Railcraft introduces.

  5. who wastes the time using cobble? i macerate that cobble into sand' date=' melt it down into glass then make it into panes. 6 cobble=16 items to toss into the scrap processors :D, then use a quarry to supply the cobble for it and your good to go.[/quote']

    YES, WHY would I waste my time feeding an infinite resource directly into the recyclers when I could process it 3 times first to achieve the same exact result?

  6. That's how the machines within BC and IC work, but the Energy Link is from neither, and will just eat up as much EU as you send it, and excess MJ are lost.

    Also, it doesn't seem to obey the same rules as IC. The Energy Link is hard limited to 72EU/t but it will happily draw that much through the output of an LV Transformer. Presumably, the transformer is happy to deliver more than one 32EU packet per tick, which shouldn't be allowed. =) That's why I would throttle it with a BatBox to get it to a reasonable level to power a quarry.

  7. Okay, but that's generally only blocks that deal with EU, right? So, for example, the energy link will hold a small chunk of energy, but the quarry will not?

    I'd still like to know, though, how much EU a quarry can suck down without wasting any. Hopefully I can benefit from someone else's painstaking research :)

    In my experience, there doesn't seem to be any benefit in giving more than 24-32 EU/t to a quarry, as it doesn't seem to get any faster. The cutoff point might even be lower than that, those are just the levels I've tried myself.

    What I do for my quarries is use an MV solar array, fed through an MFE for storage and a batbox to limit the drain rate, so that some of the energy is held back and stored and it can run at night as well.

    Both the Energy Link and the Quarry have internal storage, but the Quarry's is in buildcraft's energy unit, MJ. You can basically ignore it though, as it's not a big enough buffer to keep them running for long without a constant source.

    ANYWAY, so the Quarry will run at full speed when consuming 9 MJ/t.

    The conversion rate that mod uses is 5:2, but the energy link has a bug which means it loses 10%. So the conversion is EU * 2/5 * 0.9 = MJ.

    32EU/t * 2/5 * 0.9 = 11.52MJ/t - full speed quarry

    If you rearrange the equation, you can find the minimum EU/t needed is 25EU/t. But since there's no convenient way to throttle current from an MFE to an exact value like that, I'd go with 32 =)

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