Jump to content

erdrik

Members
  • Posts

    11
  • Joined

  • Last visited

About erdrik

  • Birthday 06/05/1980

erdrik's Achievements

Dirt

Dirt (1/9)

0

Reputation

  1. After being disappointed in the lack of updates and non-functioning turrets previously, some time has passed and I decided to check it out again. I noticed no change in the official mod, but that there was a "Voltz Recharged" pack that has been updated as recently as 6 days ago. Im downloading now to check it out, but has anyone here tried it? Is it stable? Do turrets work? Is there anything specific I should know about it? ect...
  2. I downloaded 3.1.0 and can't seem to get the turrets to fire at anything. Ive tried all energy sources, wires/ect, and storage devises. The turret claims to be full of power, its color is green and it is rotating, but it ignores all hostile mobs.(In fact Ive yet to see any turret other than the rail gun fire at all...) Are they currently working, or is there another step required beyond: 1. place turret platform connected to a power source 2. place turret gun on top Also, the technic launcher is set to load 3.1.0, but in game its says the Voltz version is 3.0.4. Is this correct?
  3. I know the EU-Reader displays EU Per tick, averaged over time. But Im interested in how many packets are running through my cables. Is there an item for reading this?
  4. DX ... that would require a complete restructuring of my facilities. lol Well, Ill have to keep that in mind for the future. Fortunetly(in a way), Ive met the goal line for my first play through. Tested all the things I wanted to, made all the crude automated machine clusters I wanted to. I will keep the world, but I think its time to start a new one with less limited play rules. Thanks for the help. EDIT: Incase yer interested: Overhead view WindMills, and a Auto Sugar Cane test build Interior of my first stage storage facility The Factory Floor How I named my machines And a close up of one of them. (221 Grinder Smelter. Currently making glass and sand.)
  5. I did indeed have fun setting it up. Not looking to charge anything specific. Its just that Im getting some odd readings from the EU-Reader, at my solar panels, and thought there might be some issues with lotsa BatBoxes like that. 5 Panels(per cluster) feed into a line of Tin cables, which join up at one face of a batbox(so each solar panel cluster has one input face). It been that way for a while and it seems the panels produce more EU than the BatBox can put out, since it gets charged full even when my machines are running. So then I added my wind mills and water strainers(through another Batbox connection), and now the EU-Reader says the solar panels, and there tin cables are at 0 EU/t(during the day)... I thought maybe I wasn't drawing enough energy, but I got 2 quarries(with directly connected energy links), 6 induction furneces, 2 rotary macerateres, 1 compressor and 1 singularity compressor, 1 centrifuge extractor, and an electrolyzer all hooked up to the grid. All the advanced machines have levers switched on so they are constantly working. I currently have 40 Solar Panels, 4 wind mills, 20 water strainers, and a geothermal generator. with that should I be out producing the machines or should they be drawing more than the generators can handle?
  6. Err... The 7 Electrolized Water Cells required to build my Centrifuge Extractor, were charged in an Electrolyzer thats was being powered by a single BatBox. So yea,... Pretty sure Electrolyzers work with BatBoxes. (tho as gavjenks said, it was indeed painfully slow)
  7. Mmm.. All three of those is a non-issue for me. So no other benefit? Like a machine that exclusivly requires MV or higher energy or anything like that? @warpspeed10: Thanks. Im gunna fill it up and see how many machines I can built to drain it all again. XD
  8. Ok, For my first play through Ive deticated myself to teir 1 energy sources only. Im including Storage devices in this rule and as such Ive made a .. possibly over the top BatBox Energy Storage room. Not counting all the Batboxes Ive got placed along my exclusivly copper wiring, this room alone contains 132 batboxes: NOTE: The lamps on the Batboxes are set to turn on when the bat box they are on is full of energy, while the ones on the floor are lever triggered and just for lighting. (At the time of this pic, the room was half full) At 40,000 EU each thats a total of 5,280,000 EU when full to capacity. Since I obviously don't need to worry about raw storage capacity, what benefits(aside from MV output) does a MFE offer over this setup? (I actualy have another 28 batboxes, but thought this may be enough... lol XD )
  9. Well Ive since changed the layout, but the space in the pic below(as indicated by the arrow) is where it was. (I also moved the alchemical chest which was on the other side of the compressor) Note: At the time of the explosion there was no lever on the Induction Furnace. The only redstone at the time, was the red wire on the ceiling. I don't think that is close enough to transfer a signal though... EDIT: Thanks for the tip though! I did not know that a charging bench could even output! o.o
  10. *Face Palm* thats a typo. My bad.. I have a LV Engine Generater connected to the Redstone Engines.
  11. Ive been playing Tekkit for a little less than a month, when I started I decided my first playthrough would be 32 EU or less power sources only, and Ive stuck with that. I have Solar Panels, Wind Mills, Water Strainers, a Geothermal Generator, and a network of 22 redstone engines being piped into a LV Engine Generator(Engine Generator is only outputting energy from the redstone engines). All energy storage are BatBoxes, spaced 5-10 apart along exclusivly copper wiring. This setup has remained unchanged for a couple weeks, and Ive not had any problems using any of the devices hooked up to the network. However last night while gearing up for a big construction project my Extractor exploded the instant I put some sticky resin into it. Only the copper wiring that was caught in the blast was destroyed. (2 peices) The alchemical chest next to it(+1 to the right), the compressor(+2 to the right), and the un-wired charging bench mrk II(+3 to the right) was destroyed. Strangely the large chest +1 to the left and front was not destroyed. Explosion effect was at the Extractor location. Im now hesitant to put down the new extractor I made. Is this known? intended? can be controled? Any help would be appreciated. Note: Im off to work as of this post, and will not be able to reply for about 8 hours. EDIT: LV Engine Generator, not Energy Link. *Face Palm*
×
×
  • Create New...