Seems snow golems don't make snow in certain biomes.
Posts by ccrraazzyyman
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Well screw my bucket reactors. These are far safer.
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Updated the main post with a newer model of the reactor. Now fits inside one chunk easily for smp loading purposes, uses 1 sequencer, 6 retrievers (3 in, 3 out, works like a dream once I got the out situated properly), and 3 deployer/filter combos. This reactor was a lot more picky when starting up, but should be able to withstand any loading problems that can be thrown at it, as it is completely loaded in one chunk and is only approx 8 layers tall (from bottom wire to top of pipes).
Please, let me know what you guys think, I'll be putting this through loading stressers to check to see if it explodes.
EDIT: Haha, stupid thing blew up on the first logoff and logon attempt. I guess it filled up and did the fluctuate filling of buckets and exploded. I'm not really surprised, back to the drawing board.
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I can break down how I built my reactor in more detail if you'd like. The mods I used were RP2pre4b and EE (for the alchemy chest). Take a look here
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The new retrievers are definitely nice and are very good at extracting the empty buckets.
I also made a CASUC reactor today using retrievers.
By the way, thanks for reminding me that you can use the retrievers for CASUC reactors.http://www.talonfiremage.pwp.b…=101l101011a01521s1r11r10
I was able to go 70 EU/t higher, but it was very easy to build once I realized the insertion retrievers need to be as close as possible to the reactor itself.
The problem with this setup (and maybe your's as well) is that once the reactor gets fully filled, the insertion retrievers stop sending buckets for just long enough to make the reactor overheat.
This for me makes this setup a little bit scary to use, so I found a solution in the form of Buildcraft and Additional Pipes.
As far as CASUC reactors go, Buildcraft and Redpower work perfectly together for me, sometimes I even replace deployers with bucket fillers because of the lower CPU load and higher SMP reliability (as in, it never drains an infinite waterpool).
The reactor has only 10 EU/t less then your's but it feels 100% safer then when using Redpower to insert the water buckets into the reactor.
http://www.talonfiremage.pwp.b…=101m101011a01521s1r11r10The insertion is done with an advanced insertion pipe, a gold pipe (to speed up the buffer filling rate) and an iron pipe in a circle to make it a buffer which can hold (in theory) an infinite number of buckets as a buffer.
The nice think about this is that it instantly fills all the empty slots in the reactor with water buckets.
In combination with 7 retrievers pulsing at 0.5 seconds with a timer and 4 deployers on the same timer.
It will (at least when i'm testing and looking at it) take less than 1/10th of a second to get all the used water buckets out and fill the empty slots with new water buckets.
So in my opinion it is just as safe as a mark 1 reactor with a heat balance of minus 20.
When Bucket Filler comes out for Bukkit I will probably make a low CPU usage version of this 1510 EU/t reactor.
Then the only Redpower machine I will use is going to be the 7 retrievers for pulling out the empty buckets.
The rest is going to be Buildcraft, which for me always has been way less CPU intensive and way more SMP usable.
I can never figure out that a HD6870 Crossfire, 4 Ghz quadcore QX9650 machine can run Crysis 2 without breaking a sweat but not being able to run minecraft singleplayer with a good CASUC reactor in it without any stuttering.
And on SMP (where the server runs on a dedicated 6-core 8GB MineOS Ramdisk machine) it also doesn't seem to run without stuttering when I'm in the same area as the CASUC reactor.
Well, as long as I can play minecraft, build and discuss CASUC reactors with other people I'm going to be a happy man.I don't use retrievers for insertion, I use filters attached to a chest. The filters will only find the reactor as a valid inventory and put every bucket into them. You mentioned the reactor filling up and stopping flow, which is true. I find my system 100% stable once started because of the exact 6 buckets a second I get (6 filters each cycling @ 1 second) and the precise 1500 extra heat. This completely counteracts the reactor filling up and doing the stutter cooling (which caused a crater on my test world). My entire setup uses 4 sequencers, which I could condense down to 1 as all the sequencers run off a 0.500 second interval. I really wish these pipes let me 'overstuff' like buildcraft pipes so that I could make a 1720 eu/t reactor (see the link to youtube where I took the deployer idea, his reactor is amazing and completely do-able with 'dumber' RP2 pipes)
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I think the technic pack should be taken down because they completely circumvent the adfly links that Spacetoad and Eloraam use for their mods. I hate the adfly, but I like the mods so much I'm willing to put up with it.
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New to IC2 anad the forums. So if what I am about to suggest is ridiculous because I missed something, please forgive me.
I have been reading about the multiple chamber designs using water buckets for cooling and how vital it is to maintain 5 or 6 buckets a second. Instaed of that why not 3 or four single chamber reactors each requiring only 2 buckets per second? The follwoing design produces 490EU/t. Add two more reactors and you get 1470EU/t. A foruth, 1960. The only major drawback I see is that you would need approxiamtely 50% more uranium cells to match the 1520EU/t design I saw here. Thoughts?
Reactor Design: http://www.talonfiremage.pwp.b…=1110101011201521s1r11r10
Thanks for the link! I'm glad you like my reactor design.
The design I made was meant to run a matter fab and not much else. It produces magnitudes more energy than would be required for normal operations of something. My design is not in the least portable, as a single chamber casuc can be, and it also uses a precise amount of water around it to cool it (as well as blocks to restrict cooling).
Also, with the 'nerf' to buckets cooling, they're awesome to work with and plan around. Each bucket provides 250 cooling, and each reactor heat pulse is 1 second. I modified your design just a bit (lowered its efficiency by 0.06, increased output by 30eu/t, and made it easier to control) This particular one needs 2 buckets a second, which is easily done by only 1 sequencer. In fact, I could run the entire system from 1 sequencer, 2 filters, 1 retriever, and 1 deployer. so much easier than the 4-6x those numbers required for the larger reactor
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Sheesh now. This topic is about solar helmets, not copyright laws.
But all this drama makes for a great late night read.
Seriously need to give this addon a try though.
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I cannot wait to see this released in any form. Looks amazing
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I found this error in 1.23, and the easiest way to check if the tree's have more rubber is to drop a torch on them. Same thing in single player too (occasionally)
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I have updated to 1.43 and it saved my world.
I made two new reactors (one is a crater right now) and the other is the one now featured in the main post.
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Don't delete the world, I'm going to be working on hotfix tonight, don't have an eta on release, but it should be before too long.
I still have it. I figured that once whatever bug was fixed my world would work just fine.
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I'd post in more detail, but the world died so I can't get it back
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I just now updated it, but it still crashes. Only this time the error messge goes by too fast and I can't copy or even read it. After the error message is displayed, minecraft immediately shuts down
Modding Tips and Tricks! - Minecraft Forum
Go there, copy the text in the code spoiler into a command prompt, post crash log.
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Mine just bit the dust too.
Happened right as a cycle was finishing (I watched it)
How do I attach the crash report? I don't know where it's located EDIT: Found it.
java.lang.NullPointerException
at dk.a(SourceFile:181)
at ic2.common.TileEntityNuclearReactor.generateEnergy(TileEntityNuclearReactor.java:614)
at ic2.common.TileEntityNuclearReactor.processChamber(TileEntityNuclearReactor.java:488 )
at ic2.common.TileEntityNuclearReactor.processChambers(TileEntityNuclearReactor.java:419)
at ic2.common.TileEntityNuclearReactor.b(TileEntityNuclearReactor.java:131)
at ry.m(World.java:1572)
at net.minecraft.client.Minecraft.k(SourceFile:1589)
at net.minecraft.client.Minecraft.x(SourceFile:705)
at net.minecraft.client.Minecraft.run(SourceFile:658 )
at java.lang.Thread.run(Unknown Source) -
This information was for the old 1270 eu/t reactor
I currently have 4 retrievers, and the one above (5 buckets/second) is the best I can get right now. If I didn't need sleep I would figure out of they ran @ .4.
Also, the reactor is stable with what I've built so far.
Cycle finished... and minecraft crashed. Not sure why.
Whatever happened it ruined this world.
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I'm not running into any issues with forge 1.2.2 and RPpre4 with IC1.42.
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I'm keeping the older versions in spoiler tags in case anyone wants to look at it.
New Model! All of the same features (including crater! ) but a fraction of the size! Only uses 1 clock for the entire system and now fits inside an entire chunk easily, so there should be no chunk load issues at all!
I've updated the reactor. Got it working @ 1520 eu/tick using 6 buckets a second. Please note the only mods used in the construction of this reactor (other than TMI :D) were IC 1.43 and RP2pre4 (Just realized this statement is false. I'm using EE Alchemy chests to store buckets, and I'm pretty sure a large bucket holder like this is required. I might be able to use a double chest?) . I could've used other mods but I'm trying to see how powerful I can get with just these two mods.
Things to note about this reactor is that since the updated fix with reactors and their inventories (i.e. wont let me make an overflow of buckets) I think this is going to be near the upper limit of what we can accomplish with just RP2 and IC2.
Other design notes. All the sequencers are set @ 0.500 seconds. It was a pain to design the retrievers so that they would split the buckets evenly. I'm using painted tubes on each of the deployer ends to make sure there is an even split, as each retriever is linked to a deployer. This reactor requires 6 units of water under it to maintain its temp. Any more or less causes it to fill with water buckets (stopping the flow of water into the machine) and will promptly cause a meltdown. (this IS v2 of this reactor for a reason >.>)
Here are pics of it.
Here is an aerial shot of the reactor.
This is a shot of the retriever part of the reactor using a sequencer and some repeaters to make sure they all get buckets evenly.
Here is the bucket filling area. I liked this idea a lot and took it from RealCaddle's reactor design. http://www.youtube.com/watch?v…il=comment_reply_received
Here is the wiring for the filters that put the buckets in the reactor
Past design ideas.
Welp, this was fun to build. Uses exactly 5 water buckets a second and outputs an astonishing 1270 eu/tick constant.
It's currently in the middle of a cycle (but if it hasn't exploded yet it's doing good :D)
http://www.talonfiremage.pwp.b…=161f101011501521s1r11r10
Currently in the process of letting it run an entire cycle to make sure it doesn't explode violently. One potential source for concern is the fact that if there is no room, the buckets will not go. It requires a bit of baby sitting on startup (i.e. making sure there is an empty slot for the buckets to go into) to ensure proper flow. I'll post some more info if there is a demand for it.
Looking at this and thinking more, I should be able to increase the output by changing how the fillers and such pull. Right now the bottleneck is the retrievers, but I'm sure I can work on that (each retriever is only working once every .8 seconds, they should be able to run @ .4, right?)
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Happened to me too in SSP. Lots of other mods installed
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Awesome. I've been waiting for this lets play to start back up.