Posts by BrickedKeyboard

    My Server is called Bricked Technology.


    Advantages of the server : the server is hosted professionally at Into VPS on a Sandy Bridge host with 4 gigs of memory. That's enough for about 40 people in vanilla minecraft. I don't intend to allow more than 15-20 to ever connect with all these mods. This is enough CPU power for the most complex creations, that the bigger servers will lag horribly under. (the reason is that Sandy Bridge CPUs are the most powerful CPUs per CPU core that money can buy, and minecraft is mostly limited by the speed of just 1 CPU). As the server grows I have my credit card ready to purchase an even more powerful host.


    This means that when you build stuff here, you MATTER. There aren't 300 people playing, so anything you build will be impressive by the standards of the server. There aren't dozens of people competing for the server's limited CPU cycles, so build the biggest, grandest machines possible.


    Currently, we all know each other, and have built a teleport network interconnecting our bases.


    Difficulty is set to Hard, and there are hordes of monsters outside the typical base. Creepers will grief the unprepared because there are new forms of creepers that are nastier than the ones in the vanilla game. Usually, new players spawn in a hole that is difficult to escape from. This is on purpose.


    Go here for information on installing the mods and connecting : www.brickedtechnology.blogspot.com


    Mods currently in use :


    IndustrialCraft 2 1.24, Buildcraft 2.2.4, Redstone Power 2 prerelease 3


    Elemental Creepers 1.5, Wireless Redstone, Railcraft


    Portal Gun, WW 2 Guns, Teleport Pipes


    Power Converter by Power Crystal


    And we've got a custom texture pack that is under developement that will cause all of these mods to use 64x64 high definition textures.


    This is more mods than almost any other server. As of the current version, the client is quite stable and the server does not crash. I do have the server auto-restart every 6 hours in order to ensure it remains glitch free.


    How do these mods all fit together? Well, the veteran player already knows about the core 3 mods and how they interact (IC2/RP2/BC).


    Elemental Creepers add challenge. They do a LOT of damage over time. The only way to be safe is you have to make sure to completely protect your work area from all angles with fencing and lighting or even better, electric fences. Or Tesla coils and sentry guns.


    Wireless Redstone provides a handy way to set up remote controls that are wireless, such as security systems to get into a base.


    Portal Gun fits surprisingly well. The gun is fairly cheap and a lot of fun, but not overpowered compared to the travel you can do with quantum armor. We have portal networks set up with platforms designed to connect bases by portal gun. However, portals are temporary and you cannot enter a chunk that is unloaded by the server, limiting long distance travel. Portal mod adds working SMP sentry guns, sounds and all that help to protect your base. Portal also adds various cool portal themed-items, like the music disks.


    WW2 Guns : while WW2 isn't the theme of the server, this mod has been around for a while and it is very stable and low resource. The guns are fairly balanced (they all cost lots of iron to build and use, which is the most valuable resource as veteran players know) and they provide a way to gun down those elemental creepers without harming the surrounding terrain. (unlike the mining laser, which damages blocks if you miss) The ammunition takes up a fair amount of room in inventory, though, providing balance.


    Teleport Pipes : these allow you to drain oil and resources from remote areas. At the moment, if there are unloaded chunks between you and your base, buildcraft pipes will cease functioning once the items enter unloaded chunks. However, I am considering making teleport pipes only available for liquids, leaving solids for railcraft.


    Railcraft allows you to build an automated rail track between your factories and your quarries. Currently, teleport pipe does the same thing but I intend to eventually disable those. Railcraft also will allow us to interconnect our settlements with high speed paths as railcraft adds high speed rails.


    Power Converter is a valuable mod that interconverts between BuildCraft and Industrialcraft energy. You can burn oil for power or run quarries off of nuclear energy.


    Rules : No entropic griefing. If you make changes to someone's base, they need to increase the complexity of the base. Feel free to experiment with nuclear energy all you like, just make sure it is in wilderness areas or at least not near someone else's base.

    In 1.15 all you had to do to change the sprites and get HD textures for your machinery was to swap out item_0.png and block_0.png with versions with better textures in HD.


    Now, that no longer works. The machines look the same even when I overwrite the files in the jar in the mods folder. Furthermore, there are additional files with repeating textures in them in the mods folder. What is going on here?

    3 dotted side towards the HIGH voltage.


    So when up-converting voltage : have the three dotted side towards the side you want to output high voltage power TO. Use a redstone torch under the transformer.


    When down-converting voltage : the three dotted side is facing the high voltage coming IN. Do not use a redstone torch.


    Use the right transformer for the job : "low voltage" is between low and medium voltage, "medium voltage" is between medium and high voltage, and high voltage is between high and extreme voltage.


    It probably isn't bugged, you are most likely doing something wrong as per the above. I had quite a bit of frustration like you did until I figured out some of those rules.

    Why are you using repeaters? Why not a couple logic gates? For example, a toggle switch connected to the reactor , with a NOT gate and a pulse former on your tripwire. That would be near instantaneous (a few ticks only)


    Problem is that I assume it is random which block is turned to lava, and it is possible for the block that is turned to be the wire you need to tell the reactor to shut down...

    Water blocks take time to regenerate, but yeah I am thinking that I could possibly shrink it.


    Yes, I have had a few past near explosions:P


    I just hit the scram switch really quick when I start taking damage. You actually have like 15 to 30 seconds to do that before it actually explodes, even with the worse case scenario of the reactor fully filled with cells.


    Also, I don't think that water blocks regenerate in 0.2 seconds. So the deployers won't work that fast.

    AkhkharuXul : yes. Mine can do that configuration, as well as simply fuel rods covering all but the top row.



    This configuration is an example : http://test.vendaria.net/index…UXUIUIUXUIUIUXXXXXXXXXXXX


    So I can also do lesser cases like the one you showed. Note that the breeding configuration you showed gives less than half the power of just filling the reactor with uranium. And with enough massfabs that have an uninterrupted feed of scrap, you can massfab fresh uranium directly with 37.5% of the energy the reactor produces.


    The difference between mine and rick are :


    1. I use 2 filters to pull empty buckets out, increasing the rate I can pump full buckets in.
    2. I use a timer instead of a sequencer for control of key steps because a timer is much faster.
    3. I use 4 deployers for filling buckets instead of just 1 (to be certain that the bottleneck is elsewhere)
    4. I recirculate filled buckets that pop out the top of the reactor directly back in.


    This makes my reactor larger and more complex than Rick's. But my peak power is higher (640 EU/tick) and efficiency slightly better (4.27)


    http://i168.photobucket.com/albums/u171/Habeed/reactor.png


    disadvantages? only one (or more) other reactor(s)?

    Disadvantages are myriad :


    1. Efficient breeding requires high temperatures. Over 9000 heat.. However, at high temps, the reactor is usually just a 1000 heat away from detonating.


    2. It requires you to heat the reactor TO these high temperatures somehow and to monitor it to make certain it does not overheat. Inserting lava buckets is a way to do it that will not result in a nuclear explosion if you screw up (I think...)


    3. You have to supply more coal dust and tin. 2 per cell you recharge.


    4. You get very little EU from the uranium in most breeder reactors.


    5. You have to use a special reactor design that stays above 9000 heat with 0 heat change from tick to tick.


    6. Micromanagement is required - solar power or wind requires none.


    7. It takes forever. About 90 minutes in the most efficient breeder reactor.


    8. Reactors are very expensive, and having several for just breeding is expensive.


    And probably some others.


    So if efficiency is the greatest thing, I win?
    [Then again, you say that it's impossible to make endless uranium with a breeder, but you also claim your breeder makes 5 free uranium per cycle [20 per 2 cycles, using 10 (recharged cells) per 2 cycles, 10/cycle - 5/cycle to run = +5 free; so which is it?]

    There may be some mistakes made in the numbers. First of all, you can't have a 5 chamber reactor and use water buckets. You need 1 pipe going in to insert fresh buckets and another pipe to remove the empties. 4 chambers is the max, and I use 3 chambers. Second, at the temperature water boils, 4000 heat, breeding is not very efficient. It takes TWO cycles of this reactor to recharge all the depleted cells. That reactor actually produces a net of 16 recharged cells and costs 16 cells every cycle. So net reaction with this reactor is :


    2 uranium + 6 tin + 32 coal = 220 EU/tick. The listed efficiency is 2.75, but since you are getting most of your uranium back with this reactor, you actually have an efficiency of 22.


    That is, if you ignore the coal and tin cost, you get 22 million EU out for each piece of raw uranium you put in. Ok, yeah, that's efficient.


    Except it does take 32 coal and 6 tin (3 tin ore) every cycle. This isn't perpetual motion: you do need to find that coal somewhere. 32 coal isn't much but it does add up.


    Ok I have what I need to construct my matter-> energy converter. I will open up a new thread when I have it working.

    Long story short, without building a GIGANTIC monster spawner or other source of items to make scrap from to keep up, these reactors are nowhere near as IMBA as they appeared at first. Assuming you consider a cobblestone generator that makes infinite cobblestone from 1 square of lava to be cheating (how could it not be?) then these reactors are basically a :


    1. Way to burn off all that uranium you collected over days of play in a few hours.
    2. Way to burn the uranium a little bit more efficiently than a more conventional reactor design.


    Just making like 3 efficiency 3 6 chamber water cooled reactors is enough to keep up with most player's uranium mining rate.


    Contrast this with solar or wind, where you build them once and supply nothing forever.

    That's about what I came up with, Rick.


    Basically at low temperatures every time that reactor runs twice you burn 10 uranium and get 20 recharged cells back. You have to use 10 of those cells to replace the 10 you just burned, so net reaction :


    2.5 uranium + 40 coal + 3.75 tin = 10 uranium cells + a small amount of energy


    So net reaction is actually only + 7.5 uranium for two cycles..tying up an entire nuclear reactor AND a cooling system. Not to mention the 40 coal you have to supply.


    This is so-so, but you'd need to be doing this with 7.5 reactors for every one of your Mark 5 CASUCs you have. And that means that every cycle you need to supply 150 coal.


    A better method is to simply use the energy from water cooled Mark 5s to mass fabricate more uranium. Apparently, if you can keep a massfab always filled with scrap (without overflowing, which can be trickier than it sounds) it takes 250k EU to make 1 unit of UU-matter. Since it takes 6 UU-matter to make a piece of Uranium ore, you pay 1.5 million energy for a piece of uranium that will release ~4 million EUs in a reactor.


    This STILL isn't free or as IMBA as people might cry. It takes ~3 recyclers to keep up with an energy input of 80 EU/tick on a massfab. (tested this)


    Both our designs produce over 500 EU/tick...so at least 15-20 recyclers. And then you need to supply a fresh piece of material every 0.65 seconds to keep a recycler fed.


    That's a LOT of material. A couple of mega-quarries can supply the materials, but right now they would burn up oil like crazy..and in the future (aka right now for SSP) you'll be able to use nuclear energy on a quarry to run it.


    You could use cobblestone generators, but if you use a miner for a cobblestone generator it burns like 16 EU/tick PER generator (and you need 1-2 per recycler)...ouch.


    You could use block breakers from Redstone Power for a free cobblestone generator. You'd still need a lot of them to supply that many recyclers.


    In any case, cobblestone generators are basically cheating. I think I'm going to ban them from my server. Using a cobblestone generator is really no different than using TMI to spawn stuff. Cactus farms and monster spawners are ok because at least they get their material from somewhere, and they take a lot of work to build one big enough to get serious output. Same with pumping lava from a lake to make cobblestone using buildcraft.

    It looks very nice. I am jealous. I'd like to know a few details :


    1. How did you get buckets into the bottom row? I assume that you used some method to shove a huge number of buckets in at once so that the mod doesn't have a chance to reject the ones that ended up in invalid slots? Did you use several filters for injection?


    2. Why only one deployer?


    3. What is that timer or sequencer set to?


    When I get home I'll have a go at it. My design is maxed out because I am out of room, and I am getting only slightly more cooling than you with 3 deployers, 2 filters for removal, and 3 filters for injecting more coolant. (actually 6 because I have sets of chests for coolant buffers)


    Also, inside your reactor, I assume you are using clever water flows to shove wayward buckets back to one transposer you have picking them back up, right?