Flixnelon

RF Generation + Tesseract (?)

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So, I've been playing around with this mod and I then read about how you need a "lot" of energy for Galacticraft and such, so I started setting up a simple RF generator thingy to prepare. I basically use magmatic dynamos (magma crucible and lava fabricators end up being useless here, since I'm also not doing that well with coal). Then I saw solar panels and such as well, but they are pretty much useless because they generate far too little energy.

 

Then I started messing around with Tesseract, but you can't pump lava through it, can you? Without a pump I mean, directly from the Nether = infinite Lava. I just need some tips on RF generation (or energy overall) and how to properly use the tesseract, if you can in this mod. I'm living on a steam engine powering a lava fabricator to power a dynamo.

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I think you're pretty established by this time, if you're thinking of Galacticraft, but here's a set-up.

 

- Create a tree farm using MineFactory Reloaded.

- Using Thermal Expansion, create some electric furnaces.

- Use the furnaces to turn the wood from the trees into charcoal.

- Set up two or three Aqueous Accumulators in a pond, and hook that up to

- A bank of Steam Dynamos. As many as you feasibly need. A "V8" set-up may be enough for early game. Expand when necessary.

- Hook up the charcoal to the dynamos as well.

 

And you should be good. The set-up should be well able to power itself with energy to spare for other projects. Keep in mind that the bank of dynamos may take a while to start outputting at maximum power. The pipes will try to fill up one dynamo with a stack of coal before it will look further. So, thinking of the earlier V8, you may be running on one cylinder for a while.

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I have taken the Reactent Dynamo Setup. 4 Dynamos fed with XP as liquid fuel and Netherstars as solid fuel give a ton of energy. I filled 4 resonant Energy Cells around mid game that way and have needed to produce more energy since then. Xp can be obtained through a darwin mob grinder setup easily, while the netherstars can be bought via minebay.

 

The problem in this pack is that the energy generation is not that fast (only 80RF/S per dynamo), but over all this pack is not that energy hungry either.

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I think you're pretty established by this time, if you're thinking of Galacticraft, but here's a set-up.

 

- Create a tree farm using MineFactory Reloaded.

- Using Thermal Expansion, create some electric furnaces.

- Use the furnaces to turn the wood from the trees into charcoal.

- Set up two or three Aqueous Accumulators in a pond, and hook that up to

- A bank of Steam Dynamos. As many as you feasibly need. A "V8" set-up may be enough for early game. Expand when necessary.

- Hook up the charcoal to the dynamos as well.

 

And you should be good. The set-up should be well able to power itself with energy to spare for other projects. Keep in mind that the bank of dynamos may take a while to start outputting at maximum power. The pipes will try to fill up one dynamo with a stack of coal before it will look further. So, thinking of the earlier V8, you may be running on one cylinder for a while.

 

It can't be 100% automated, I assume, because of missing pipes and such? And does the tree farm require energy? I could engineer one myself or copy-paste from the internet

 

I have taken the Reactent Dynamo Setup. 4 Dynamos fed with XP as liquid fuel and Netherstars as solid fuel give a ton of energy. I filled 4 resonant Energy Cells around mid game that way and have needed to produce more energy since then. Xp can be obtained through a darwin mob grinder setup easily, while the netherstars can be bought via minebay.

 

The problem in this pack is that the energy generation is not that fast (only 80RF/S per dynamo), but over all this pack is not that energy hungry either.

 

I see. Sounds a bit hard to work out, but efficient. I agree with you on the energy generation speed though, on other modpacks I usually "focused" first on speed than on power.

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Well its a matter of number of dynamos related to your mobfarm. You can add a lot dynamos and mob, but that will cause lag. I alway ran best with 4 dynamos along with 20 or so mobs. The initial filling takes some time, but from there on things are ok.

I am not that automation freak though. I use some of it, but never run havoc ;) not my style.

 

@Torezu it was introduces with mr Crayfish in I think 1.10 or so. Not entirely sure about the price, but I think it was 32 Diamonds for a Netherstar.

But of cause any other solid fuel will do as well (sugar, gun powder, blaze powder), especially when you have a decent mobtrap running.

 

generikb has a nice guide in his b team series using a mobtrap at one point and a darwin farm on the other. Both work out nicely. I took his darwin model and expanded ist by increasing the size and it served all my needs.

Edited by BrowserXL

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I'm yet to play around with the Darwin mod, first time I spawned I was surrounded by those pokémon-y creatures, but now they seem to have gone extinct..

 

Also, looking again at the first reply, I see that 1. there are no electric furnaces (unless you mean redstone furnace, in which case yeah I'll use those) and 2. I only (barely) knew how to mess with buildcraft's pipes. Now I see item pipes or stuff like that, but have no idea how they work - but I'm assuming those are the ones you meant.

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Yeah, itemducts and liquiducts.

And I did, indeed, mean Redstone Furnaces.

 

They're fairly straightforward, really.

Just remember to add a servo to the pipes, so you can filter out things like saplings and apples. Apples won't do you harm, really, but saplings and other junk can clog up the furnaces.

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Check the coastlines. Darwin Mobs usually spawn along coastlines. I have never seen them deeper in land. Just flying along a coast, should yield some now and then.

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