Posts by Epic Lulz

    Seriously, we need proper GregTech nuclear reactors, no more of this IC2 reactor shit.

    • Disable the IC2 reactor and make your own.
    • The reactor's heat should be what generates energy through the creation of steam. Still, too much heat results in a meltdown.
    • The reactor should require a constant input of water to turn into steam for energy generation. If the water stops flowing then the reactor will start to overheat.
    • If the reactor reaches too high of a heat the reactor should melt, everything within a large radius should melt and catch on fire with flowing lava everywhere and lots of radiation.
    • The reactor can be made out of various materials. Some have a higher temperature capacity and can last longer before melting down.
    • No more transfer or vent components. It's just various fuel rods and control rods. Use canning machine to dump fuels into fuel rods (which are reusable).
    • If the density of fuel rods reaches a critical mass (by inserting fuel rods or removing control rods) then the reactor should have a nuclear explosion.
    • As fuel rods decay they turn into other materials, and the rods can be centrifuged to obtain these by-products. Two kinds of decay, regular old nuclear decay and being pulsed with neutrons from other fuel cells. Useful to make tritium out of lithium and stuff.
    • No more mucking about with dual/quad cells. One rod per slot.
    • A way to refine uranium (compressing uranium is NOT refining). Bunch of uranium -> bit of U-235 with lots of U-238.
    • Better compatibility with Calclavia's atomic science.

    Also,
    U-238 + 1 neutron --> U-239
    U-239 --> Np-239 + 1 electron + 1 neutrino
    Np-239 --> Pu-239 + 1 electron + 1 neutrino


    So refining from U-238 to Pu-239
    Absorb neutron from fuel. After x ticks turns into U-239 cell.
    U-239 cell can be put into a hypothetical Decay Accelerator to turn it into Np-239 cell
    Np-239 cell can be put into a Decay Accelerator again to turn it into a Pu-239 cell

    Actually, we already use that for our machines. We have a lava pump in the nether and use ender tanks to bring it to our area. We also run a miner with an ender tank. It's just that for the quarry we wanted to try something else, although geotherm would probably work as well.

    No, what I mean is that without smart pumps like GregTech's Advanced Pump, Nether pumping will cause MASSIVE LAG.

    What spambot? The spambots wars?


    Anyway, if Tekkit (or tekkit pack) includes thermal expansion and either ender chests, teleport pipe or tesseract, you can teleport lava to magmatic engine array that is located near your quarry site. If there is no thermal expansion, geothermal array and lapotron charge/discharger can feed power converters. I'm just currently suggesting non-nuclear solution... but if you going nuclear, a full Mark 1 reactor with no empty spaces could be used for easy automation, meaning no need for advanced regulator and the like

    As said before, he's playing on a server, Nether pumping would cause heavy problems, especially as no GregTech.


    probably an easier thing to ask for is an energy backpack that has infinite energy that can only be obtained in creative mode, aka no recipe.
    that would enable all power tools to "not use electricity."

    It's already half-implemented, the Debug Tool can be used as infinite energy. So if we can wear it as a backpack... that would look weird though.


    Wow... just Wow.....


    Thanks to both of you for that detailed answer. It's much more than I hoped A lot of the things are clearer now and I think I go with a semi-autmatic route with factorization (as that is included in my *nottobenamedmodpack* :-))


    Thanks again.. it's really appreciated and I'm digging now more into the matter ;)

    Not sure if Tekkit is on 1.5 but I heard that on 1.5 Routers have been nerfed to need Charge (the mod's energy system). You may need to set up a mirror & solar boiler system which will lag slightly or you could use Power Converters, not sure if it's in your modpack, a bit OP though.


    Again, that's what I heard, so take this with a pinch of salt.

    Be careful here when you say the word Tekkit, it is usually treated with contempt, bile, lipase and H2SO4 sulfuric acid vitriol sometimes here.


    1.
    Uranium as fuel has a set time limit of 10k reactor ticks, or 10k seconds, which gives that 2 h 46 min 40 s limit. If you have GregTech (which does not support Tekkit), it has Thorium fuel and Plutonium fuel which last longer. They were changed recently, but I remember their old values were 50k reactor ticks (13 h 53 min 20 s) and 20k reactor ticks (5 h 22 min 80 s) respectively. The values may change depending on server tick-rate.


    2 & 3.
    It is possible, however Uranium is not infinite without using some cheaty mod like EE2, as each uranium/thorium/plutonium cell has only a 25% chance of leaving a Nearly Depleted Uranium Cell, and there was (no longer is) a UU-recipe for Uranium. Thorium was centrifugable from Coal Dust IIRC but that has been removed. Plutonium requires Uranium to make, so that's also not renewable. You will also need Tin to craft the cells, however that is renewable through UU-matter, and Copper, which is also renewable through UU-matter, for the multicells. In case your design use Reflectors, which are a bad idea in general, you will also need Coal Dust, which is renewable through UU-matter.
    Regarding automation: It is however you can't just use ComputerCraft without MiscPeripherals (I'm not sure if that's in Tekkit) as you need item automation since you will need to insert Uranium Cells.
    Possible methods of item automation

    • Buildcraft: Uranium, Tin and Copper to autocrafter of choice to produce cells. You may need a Diamond Pipe to control how much cells go where if your design uses a mixture of different cell types. After that, you need to fill up blank spaces in the reactor with the Reactor Platings (available in 3 varieties, Heat-Capacity and Containment) to prevent Buildcrash from inserting them into the wrong spaces. If you use Condensators, then too bad as Condensators are also bad ideas and Buildcrash won't know which slot to insert into. You will also need Emerald Pipes to extract the NDUCs. Additionally, the age of Buildcrash automation has been long past as it is pretty well-known for causing lag if you process a load of items due to item rendering stuff and if your system doesn't handle overflow.
    • Vanilla (1.5+): When paired with a mod that supplies Autocrafters you can actually get the functionality of Buildcrash with a hopper chain at a slightly more expensive cost (5 iron per hopper) or you could hook up redstone with Droppers and ComputerCraft.
    • Redpower: Also a well-used automation. RedPower has the downside of no standalone autocrafter, but IIRC Tekkit has TubeStuff which has a RedPower-compatible autocrafter. It will also cause issues with Condensators like previously said. RedPower automation used to be near flawless but Eloraam has disappeared and there are some bad crash bugs with pr6. It can also cause massive lag with the timer's lighting updates (but you can use ComputerCraft pulsers) and the re-rendering (or so have I heard) of the Filters with backlogs and stuff. Lag will also hit you big if you have lots of stuff flowing through tubes.
    • Factorization: Factorization's Routers are actually quite awesome when paired with another automation mod as you can specify which slot to insert into.
    • GregTech: Since you have Tekkit, no GT for you. However if you plan on ditching that modpack then GregTech has some pretty awesome automation when you look past the nerfs that is sadly under-documented. The Advanced Regulator and Advanced Buffers are actually quite awesome for this purpose. You will have to sacrifice your EU output as they require EU to do so, but quite a small amount, really. It also comes at an expense of no items visually flowing but that actually improves performance.
    • Applied Energistics: Also not sure if in tekkit, but it is a fairly new mod that adds very awesome automation. Like GregTech no item visually flowing but that improves performance. It also has some visually cool blocks and models. It is rather expensive energy-wise to maintain though.
    • MiscPeripherals: Again, not sure if in Tekkit but there are Inventory Turtles which can output into a specified slot though.

    What would be interesting is a modification of the hopper to where you can place it "upside down" on the side of a machine allowing for items to follow "gravity" and fall into the hopper's "spout" and out through the main body of it by shift-placing the hopper while standing where the player's head is below the block.


    If you wanted to take it one step further, you could add the spawning of the item entity as it "falls" out of the hopper and into another hopper or a water stream running over other hoppers.

    As I understand it you can do it this way. It is 2 blocks, but it still works.


    Machine
    Hopper
    Dropper (Connect to RS pulse)
    Water Stream

    If you are using Optifine, there's probably a problem with your Texture Pack. Turn off Connected Textures.


    If you are using MCPatcher, get rid of it. Incompatible with Forge.