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gavjenks

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Everything posted by gavjenks

  1. I don't know. I've never actually done that before. it might be stored, it might be lost. Go try it out and see! The only reactors I have ever built that actually didn't have all their power used immediately were ones that put out more than 512 Eu/tick. Thus, I have always had transformers in between my reactor and my batteries in such situations. And I do know for sure that if you transform from Extreme voltage down to the MFSU, you will not lose your energy.
  2. >.> Does nobody ever test things before handing out incorrect facts anymore? It is 3 Eu/tick. Go try it yourself. Spin up a rotary macerator, then disconnect everything but 3 solar panels. You will be able to macerate all day long no power loss. And not only is it 3 Eu/tick, but it is STILL 3 Eu/tick with up to 20 overclockers. Again, actually tested this myself. You may be able to put on even more than 20 overclockers but it took too long for me to care to test.
  3. Your 1 eu/tick device will blow up if fed by an MFSU directly. In reality youd need two transformers to step down the HV to LV, and the energy would be stored in those transformers. If for some reason you have no transformers, then maybe it would get lost, but this would never happen I dont think unless you had advanced machines with transformer upgrades
  4. I dont think that's true. If you have an stepdown transformer anywhere in your system, then it should be capable I believe of holding onto any excess energy in an internal buffer, until there is space for the new packets being sent out. I've tested this before. If you build something like: solar panel ---> LV transformer (up) ---> MV transformer (up) ---> single glass cable ---> MV transformer (down) ---> LV transformer (down) ---> machine that only uses 1 Eu/tick, like a water pump Then as far as I could tell, all of the energy from the solar panel actually reaches the water pump, allowing it to run 100% of the time. So what must be happening is that the LV transformer sits there and stores EUs until it gets 128, then sends it on to the MV, which stores until it gets 512. Then it sends the 512 through to the other Mv transformer, which passes on all 512 in 32 size packets all at once to the LV transformer, which then holds on to all that 512 EUs of energy and parcels it out in 1 EU packets to the pump as needed. If what you were suggested was true, then I would have lost 511 of every 512 Eus, and the pump would virtually never run. So in the reactor example, the transformer will hold the excess energy from the one tick that the reactor was on for, and not waste it, and the reactor will only turn on again and send more when the transformer has run its buffer down to zero.
  5. Probably several ways. One way I can think of is by having a turtle with preloaded programs on it move from outside the protected spawn up to the monitor under its own power. Then, the hacker simply right clicks their turtle, and has it begin a program that uses the same monitor, and clears all your stuff off, then prints its own, etc. The the turtle moves itself out of protected zone, and the player breaks it and walks off. Computers will generally share a monitor every tick. Like for instance, try putting one computer under a monitor and running the star wars movie, then have another one on the left side run hello world. It will print "Hello World" right in the middle of the screen during the star wars movie. So if you want to make your monitor harder to mess with, one thing you can try is making it so that your computer clears the monitor and sends a new copy of the same output to the monitor every single tick? That way, people could still mess with it with a turtle, but the turtle would have to be currently attached to the monitor to do anything, which would be pretty obvious. Also, you can turn on the fakePlayer option in ComputerCraft, and then make sure that the CC fakeplayer does not have permissions in spawn, which would prevent turtles from moving into that area.
  6. That is a good point... In the mass fab example above, it never fills up (as long as you dont let it fill up with 64 UU matter). But otherwise yes. You could probably use one extra batbox at the final end of your setup, and then have a detector cable hooked to a wireless transmitter and a splitter cable with a receiver back at the beginning? Or you could possibly use ccSensors to figure out when the MFSU they all flow into at the very end is almost full (95%), then turn off the splitter at the beginning until it drains energy again, so nothing will ever fill. I'm not sure why you would really want to move power over hundreds of blocks anyway, though =P
  7. Actually, I made a mistake with my description of the wind farm. Batboxes output 32 Eu/tick, so once you have the tin go through the first set of batboxes, every relay station after that would actually need SEVEN batboxes, unfortunately, to split the 32 from each of the first batboxes into 5 Eu/tick packets. So, not as terribly great as I thought at first. But still better than glass and probably slightly cheaper than HV cable.
  8. The Eu reader is horribly broken, I've found. I wouldn't trust it at all. It frequently gives negative numbers and all kinds of crazy things. You should run the same experiment, except use like a low voltage array and HV cable, and then hook it up to an MFSU, then actually watch the MFSU to visually see if it comes in bunches of 512 or trickles in 8 at a time. This would be more reliable and would not suffer from the possibility that the Eu reader calculates things differently than the cables do (which I think it does). Also, fun screenshot of a new test I just did: With 4 destinations for power, the geos split 20 Eu/tick into 4 packets of 5, thus not burning the tin cable. Even when there are multiples of them. So every tick, there's actually 20 EU moving through each tin cable there, in 4 packets of 5. This could be very useful to use in actual bases, because tin cable: 1) Only loses 1 EU/packet/40 blocks 2) Is carrying about as much as a copper cable here (and could carry more) 3) is very very cheap and uses no rubber. So you can actually save more energy over distances, for fewer resources, and no rubber Edit: this is a better setup that also works. That single tin cable is carrying 120 EU/tick, and can go as far as you want, though you would need to add 4 batboxes every 40 blocks to not lose energy (instead of one) Edit #2: A long long tin cable with no energy losses carrying 240 EU/tick (high voltage) to a mass fabricator. Example of system in use: This would be especially useful for a wind farm. Attach every windmill to a central tin line, and just have 2 batboxes for every booster and at the end (ground). Thus, even if a windmill gets above 5 EU/tick during a thunderstorm, it will split it into 5 Eu/t packets, and not fry your cable. And you can get all the energy to the ground with no losses and very very minimal expense.
  9. Lol, I just also ran a test where I hooked up an HV solar array to a shitload of batboxes (over 110) with tin cable, and they did not explode. But the tin cable was carrying so many 5 EU packets through it per tick that it still almost electrocuted me to death when I walked near it.
  10. No, this is incorrect. It would still send 512 or 2048 EU packets. If a reactor is hooked up to an HV cable, it will always send 512 EU packets. If it produces 50 EU / tick, it will simply wait for 11 ticks until it has built up 512 Eu before it sends one packet. If a reactor is hooked up to an HV cable stepped up to EV, then the transformer will collect EUs until it has a total of at least 2048, before it sends out a packet along the EV line. Even a single solar panel + HV transofmer system would wait over a minute and a half before sending a single 2048 EU packet over an EV line. Thus,if you have a power system it hooked up to any of the types of lines I described above, the power losses would be exactly what I have written, no matter what the power source or its output is. In fact, I don't even think there is such a thing as a 50 EU packet. Don't quote me on this, but I am guessing that the only possible packet sizes are: 5 32 128 512 2048 And that a machine will send packets in whatever the smallest packet size is that is capable of containing its entire output for that one tick possibly after dividing by the number of different energy destinations (thus, a 2400 EU/tick reactor would look first to see if more than one cable is attached to it, and then divide by that many before determining packet size, which makes it possible to still hook up two separate HV cables without them exploding). I also tested this last rule just now on SSP with a MV solar array attached to 2 batboxes. It did NOT explode, because it divided its output by 2 prior to determining packet size. 64/2 =32. The smallest valid packet capable of holding 32 Eu/tick is a 32 size packet, which batboxes can handle, so they don't blow up, even though there's no transformer. One batbox attached to an MV array will blow up, though. Similarly, 4 mass fabricators attached to one MV solar array with copper cables will not blow up, either.
  11. HV cable does not lose very much power at all. (Pro tip: Do not take everything that some random dude wrote as commentary on the wiki as gospel) With your 50-60 (let's say 55) block long cable, operating at HV voltage, you would lose: 55 / 1.25 Eus lost per block per packet = 44 EUs lost per packet. Packet size = 512, so 44/512 = 8.6% of energy should be lost. I would not call those "ridiculous" losses. But worrisome losses, yes. If you step up the voltage to Extreme Voltage (by having two HV transformers, the first with a redstone current applied), then it becomes 44 / 2048 Eus per packet = 2.1% of energy lost. Totally reasonable. With glass fiber cable, you'd lose 1 Eu lost (for the first 44 blocks) / 512 = 0.2% of energy lost However, the cost of that cable would be 10 diamonds and 20 silver ingots, versus 15 iron. In my opinion, the extra diamonds would very rarely be worth a 2% difference in power savings. In terms of UU, you'd have to save 8*9*1,000,000 EU to fabricate those diamonds = 72 million EU, which means your reactor would have to run long enough to produce about 3.5 billion EU (72 million x 50, since the savings are only 2%) to make up for the cable cost. This comes out to 24 hours of runtime for a 2000 Eu/tick reactor, or almost 7 full batches of uranium = 370 uranium cells burned before you make back the extra cable cost of using glass fiber... For comparison, if you were to step the power down and use gold or copper cable (which is entirely possible), you would lose: GOLD: (55/3)/128 = 14.3% of energy lost COPPER: (55/5)/32 = 34.4% of energy lost Again, unlike the wiki claims, HV cable is actually much more efficient than copper or gold, like you would expect (and like in real life for high voltages).
  12. I'm confused. You want people to still be able to craft the red matter tools, but not to have them actually do anything? Why would you want that? You're correct that setting it to 0 will make the item not able to be crafted or used at all. but I don't see why that's a problem?
  13. Ah yes, you can create snow in a compressor by putting in water cells or water buckets. You would want to use water buckets, cause with cells, the tin gets consumed permanently, which is dumb. Then if you put snowballs back into a compressor again, you can ice! Singularity compressors use vastly less energy per ice than regular ones. If using typical compressors with overclockers, you would end up using up most of your reactor's energy just on making the ice. but singularity ones use 3 EU/t no matter how much stuff they compress.
  14. Well snowmen are also kinda cheaty. I use them myself if I just want power with no frills, BUT they aren't really interesting or challenging enough to be making forum posts about, is my point.
  15. EE has a config file.... I assume you didn't look at it before posting this? (You can also control this with perms, if you want to deal with 800x more complexity, yes.)
  16. No like, compressing your own ice from water with pumps and things like that, and doing so as efficiently as possible and with pipe systems that won't get jammed and cause your reactor to explode, etc. That = like 80% of the engineering difficulty usually in a non-EE reactor design. Instead of all that with power supplies and pumps and multiple parallel production lines and efficient jam-proof feeder systems, etc., you just have.... a collector, a condenser, and a filter. >.> Not exciting at all. A turtle could design that reactor. I mean don't get me wrong, it's a pretty building, but the mechanism shows us nothing new or creative or all that interesting. Just like 4 blocks + a reactor. AND if you're using EE, then you can just condense uranium too, so you are under no pressure to actually have systems that pull out depleted uranium precisely and shuffle them to and from breeders, etc., since you can just EE more uranium instead. If you want your breeder in the basement to actually be impressive or interesting, please make sure that it actually automatically grabs depleted cells from the main reactor, enriches them, and replaces them without manual intereference. Otherwise its just one more 4 blocks + reactor with no real creativity involved.
  17. Oh also, with a single, sacrificial turtle (cheap! Not even a mining turtle), I could also nullify your entire oil shield system, without even having to know that you use an oil shield system. All I have to do is send a turtle in with a nuke. It goes above your base, and then moves down until it hits something solid or perhaps it could check for anything other than the 9 most common types of dirt, stone, gravel, common ores, etc. (at this point it would have moved through all the oil). Then it moves back up 1, places a nuke below itself, activates the nuke, and then moves one block down to occupy the same space as the nuke. Thus, the nuke will not actually be submerged in oil when it goes off, even though it's at the bottom of your oil lake. And the full force of the explosion will project downward in a narrow cone of destruction into whatever part of your base is below the oil. If your base is underground, then I would need a mining turtle, but I wouldn't have to sacrifice it. it could simply be an escort to any number of plain turtles with nukes. The mining turtle digs until it hits something, then signals one of the sacrificial cheaper turtles to place the actual charge, while it retreats. The best part is that this attack system is not specific to oil shields. I could make my turtles do this no matter what, since it would be equally effective against a non liquid shielded base. So it doesn't even require intelligence about your defenses ahead of time.
  18. Well one reason not to do that would be that if i was on your server, I would see your wireless signals on my sniffer, and mercilessly screw with you by turning on those same frequencies at odd, random, or harmonically congruent times from a separate location. Likely causing your power system to fail, your nuclear reactor to blow up, etc. Also, with a simple triangulator, I could find your remote station, and insert listening bugs, well-chosen NOT gates, override devices, etc.
  19. Sorry, but that totally ruins it for me right there. The coolest parts of reactor systems are usually the cooling systems and the breeder systems, both of which you've thrown out by using EE. Making this essentially just a reactor + a condenser, in a pretty building, without any of the actual creative or difficult work. Yawn. If you're just gonna use EE to make your power sources and cooling, then you could have replaced this entire setup with just a big bank of 200 geothermals in a wall for like 1/20th the resources and the space usage, probably, and then EE lava cells.....
  20. It would do no more to the lag on the server than placing a single solar panel would. Just a single number check per tick, maximum.
  21. [edit: misread above post, irrelevant part of response removed] Naw, oil is no more effective against nukes than reinforced stone is. A nuke set off in the air directly above a pool of oil (e.g. sitting on a cobble block above) will permanently destroy the entire top layer of oil. A second nuke will destroy the second layer, etc. So same, limited, non-infinite protection as reinforced stone, and also much much harder to work with and more expensive... Thus, oil does not meet the requirements you set out in the OP.
  22. You could also just >.> <.< not let people find your base. Zing! Nuke proof!
  23. Yes of course there are "problems." You ask for a magical base that somehow protects against nukes 100% without any of the intended methods of protecting against nukes... and then you get all concerned when your base still isn't able to serve you hot crumpets every morning with jam automatically? You're gonna have to make some compromises on convenience, or on extreme cost or complexity if you want invulnerability to massively powerful explosives. Derp.
  24. The basic auto crafting table in tekkit will figure out which things to place in which positions if you simply place it next to a chest instead of trying to place things in it directly. This makes it easy to use pneumatic tubes, since they can just stuff everything in the recipe into the chest and the crafting table will figure it out correctly on its own.
  25. We already have zeppelins with frame motors. Making the same thing with any blocks you feel like and virtually no restrictions is just lazy IMO and ruins one of the coolest and most challenging things to make in tekkit.
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