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johnny walker

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Posts posted by johnny walker

  1. Welp, the precharger is connected to a laser drill but the energy is literally staying still. It's hanging around 3k RF I think and it's not moving. But the laser drill is confirm working.

     

    The precharger needs to be have 1 empty space between it and the laser drill, and the correct face of the precharger has to be pointed toward the laser drill.  For the drill, it must have a clear path straight down to the bedrock.

  2. How much power do you need to produce?  I have a minimum-sized fusion reactor (8 blocks of water, 8 steam funnels), 4 large turbines, and it puts out over 10k/tick.  I know it's not maxing out the turbines, but it's easily scalable, I just don't need more power than that.  I could easily add another ring of water and get more power out of it without adding another reactor.

     

    It runs forever, can be fully automated, and produces no waste.  If there is a problem with fusion reactors, I am not understanding it.

  3. Fusion reactor and several laser drills with the blue focus crystal in them (might be light blue, I forget).  Pipe the result into your ME system, set up a chunk loader, and mine while you're not even online.

     

    I'm up to over 8000 diamonds, plus it mines all the other ores as well.  22k iron and counting...

  4. I thought the large non-spinning turbines was a bug, honestly, and it started prior to 1.2.7b.

     

    At any rate, I've got three liquiduct connections to each of my four turbines supplying steam from a fusion reactor that is boiling 8 blocks of water.  Each block of water has a steam funnel above it, with a liquiduct connected to it to pull the steam out using a redstone signal (pneumatic servos set to ignore redstone in my case).  This causes the four turbines to visibly spin.

     

    Each turbine then connects to its own resonant energy cell, each of which accepts 10,000 rf/t as input and outputs 2,500 rf/tick.  These four cells feed into a single resonant cell that provides power to all of my machines (6 laser drills, each with one precharger that provides more than 1 wk/second on each drill, ME system with 10 drives, autocrafting stuff etc, 2 pulverizers, 2 induction furnaces, two redstone furnaces, galacticraft stuff that doesn't run often).  The single energy cell is receiving 10,000 and sending 10,000 on every cycle - I believe this to be correct because it sites at only 10000 stored energy constantly, while my four other cells feeding it all sit at 50M/50M and never dip below that.

     

    I'm only posting this because it seems like it is producing plenty of power through my four large turbines, but I don't know what the output range really is on those turbines and I suck at converting power units.  Food for thought, I guess.

  5. Dont forget about vanilla enchanting!

     

    I have a diamond pickaxe that has Efficiency IX on it; there is nothing I've found that destroys stone and ore faster!  One quick, light tap on the mouse button will destroy several blocks - holding the mouse button down causes a ridiculous amount of destruction.  It's far faster than my power glove with maxed overclocking on the pick install.  If you want a laugh, I suggest trying it.

  6. That doesn't seem to be the case here; I have found that I can fill up a tank with toxic waste using a fluid duct, and pump it out of that tank into a void pipe, but the amount of waste in the reactor continues to climb.  If I stop the reaction, the amount of fluid stays the same in the reactor, but it stops pumping into the tank.

  7. Hi folks; we're running on 1.2.5d, and I'm having a real problem consistently pumping waste out of my fission reactor, which is a new issue (worked on earlier 1.2.5 builds).  It seems to work when you first place the reactor down, but after a short while pipes can no longer extract the waste.  I've tried both fluiducts and buildcraft fluid pipes with no difference.  Anybody else seeing this issue?  Thanks.

  8. Teleport Tethers have been proven to work fine, and World Anchors supposedly only loads Entity's, aka mobs and minecarts. So do you pumps just appear not to work is that the issue?

    Do you have a thread where tethers are shown to work? In my experience they don't work anymore in 3.0.x; I submitted a bug report and the general consensus was to just use world anchors instead, since those *do* work - I use them for quarries, terraformers, and keeping my factory going when I'm offline.

    Several threads about tethers were started when 3.0.x was released, and nobody was able to get them to work.

  9. There's gotta be some conflict with Tekkit and stuff that they are including in their hosting package; the log you posted shows mods that, in the Tekkit package, work fine together, so the conflict shown may be caused by a third mod that is loading first.

    RackVPS.net is the host I use, it's just a plain debian box that I put Tekkit on using the guides on this site and it was a breeze. 4 core/1 GB/20GB storage for $20/month.

  10. EE is cool, but it doesn't really fit into Tekkit imo - it trivializes the challenges of the other mods. It's resource input is so great that obtaining the best items from the other mods is trivial, and actually pointless - I can use a kit from EE (the 3x3x64 crystal, Alc bag, black hole band, gem of infinite density) to mine up more resources than a quarry can give me in a fraction of the time, and I can then make the exact items I want from it, rather than having to use what it gives me. What's the point of the quarry?

    I see EE as a fantastic PvP server mod on its own, if it had a few more items added - say, force fields that run on EMC to keep your base safe for example. The armor from EE is not as overpowered as Quantum armor is, seems like its a good fit for that type of environment.

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