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No timer from redpower2


rufierto

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Hello, I am new to the forums and wondering how to set up systems of timers without red power 2. I want combustion engines to run for a few minutes then shut off,(so they won't explode.) I had this set up fine with the timer and state cell in previous versions, but those things are now gone. Is there something available that will do the same thing in the new (space) version of tekkit?

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If you wanted to get fancy, comptercraft could do it too. But why aren't your engines hooked up to some sort of cooling (either a pump or an aqueous accumulator)? Shutting them down to conserve fuel/oil makes sense, but it's a simple matter to keep them cool.

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OK I can set it up on a timer of 255 by using wave timer, but what if I want a longer time interval, how do I set that up?

I think you pass the output of the 255 tick timer to a variable (instead of an output) and onto the next page of the programmable rednet controller to either multiply it or add to it.

I think Calvariae's idea of using a turtle might give you tighter or more specific control using some simple Lua scripting. A turtle will definitely be cheaper as far as resource cost.

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People have a slightly irrational fear of combustion engines. They just need to be provided with enough water and they are fine. I've left mine running for weeks now on tekkit lite. I run one accumulator per 3 engines, and stagger the start up of the engines, or else they all demand water at the same time.

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People have a slightly irrational fear of combustion engines. They just need to be provided with enough water and they are fine. I've left mine running for weeks now on tekkit lite. I run one accumulator per 3 engines, and stagger the start up of the engines, or else they all demand water at the same time.

They are buggy. They tend to explode badly if you have even the slightest chunkloader error.

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I trust them, when I put a gate on them saying to only emit a redstone signal when the engine is blue or green... I've never had an explosion with combustion engines, never.

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People have a slightly irrational fear of combustion engines.

Correction: A slight justified fear of Combustion Engines. Those things tend to explode for no reason, even when properly cooled. You just can't leave them running without supervision.

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I haven't had an issue with combustion engines since I started keeping the engines, the pump providing the water, the water source, the pipes carrying the water, and whatever the engines are currently putting power into all in the same chunk.

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I don't get the obsession with combustion engines anyway. YES they are the most powerful engine. but if you manage to get enough invar to set up a couple of magmatics and one quarry, wich leads to more magmatics. you are golden. magmatics are great, and they go on forever. and demands next to no lava compared to the old Geothermals in IC2.

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I don't get the obsession with combustion engines anyway. YES they are the most powerful engine. but if you manage to get enough invar to set up a couple of magmatics and one quarry, wich leads to more magmatics. you are golden. magmatics are great, and they go on forever. and demands next to no lava compared to the old Geothermals in IC2.

I get the obsession: oil is cool, refining oil is cool, running power off of the nether every single game gets old fast if you like trying different power systems.

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Well, boring stuff is usually the most solid one.. if your idea of fun is to run around the world replacing anchors and pumps once a day, and risking explosion because of server bugs, then be my guest. The combustions are fun and all, but for one, they demand more space, are unstable and MUST be checked on once a day. I mean, one server hiccup and your whole engine room is gone, including pipes, tesseracts and all. Even better is a fully powered AE system, with no power.. so that you end up with a dead system and no stuff.

If keeping a seperate power source is necessary, then it kinda speaks for itself how useless they are. But heeeey, they are fun right?

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