Posts by SpeedDaemon

    Also remember that wind mills are far cheaper than solars now. You don't really have to put them way up at the top of the map - as long as you're averaging 0.5EU/t out of them, you're still doing better than solar.

    An unobstructed (except for two cables) wind mill placed at level 75 - on top of a sea-level base, basically - will average 0.76 EU/t, or over 50% better than a solar panel (especially now that solar doesn't work during bad weather) for about 1/3 the cost.

    Using ((height - obstructions) * 250)/24000 for avg. eu/t

    I prefer to just build my base up on a mountain, which makes it all much easier. :)

    As of I think r29 of Additional Pipes, the TP pipe no longer acts as a chunk loader - there's a separate block (4 iron ingots, shapeless).

    Another option for the timer circuit is to use a one second timer feeding a counter. Wire the "max" output of the timer to its own decrement input, and also to a toggle latch. Wire one output of the toggle to the reactor. Wire a lever to the input of the timer, and also, via a repeater or buffer gate, to the wire to the reactor.

    Obviously, this only works if you want your on time and off time to be the same, but since the counter and toggle maintain their states, it has the advantage of having a simple on/off switch that will pick up wherever in the cycle you left off.

    The mass fab doesn't have a time limit... It takes between 166,666 (with enough scrap) and 1,000,000 EU (no scrap) to make one UUM. The only time limit is how fast you can shove EU at it to hit those numbers (up to about 2.5-3kEU/t, where the scrap can't keep up).

    Take a look at nbtoolkit:…res-to-old-maps-and-more/

    It will allow you to add ores to an existing map, specifying min/max height, number/size of deposits per chunk, that certain block ids shouldn't be replaced, etc. Data values, too.

    I've used this quite often to purge chunks on SMP maps and never had a problem.

    Here are the options for the oregen mode:

    No, doesn't really matter, but I didn't think it would be intended behavior. I ended up planting most of them anyway... The only reason I used the UUM recipe was that I was too lazy to go find some to plant. :P (need a lot of bookcases for my hidden evil lair entrance library...

    Alblaka seems to be dead set against UUM recipes for "haxblocks," which is what this is. :)

    Well, as luck would have it, the chest input tube was connected to the bottom, and a transposer was sucking buckets out the side... I came down to check on it, and the tube was popping buckets out, and the transposer was grabbing them in mid-air... so the reactor survived. It had actually cooled down to 4k heat from the 9k operating temp. :P

    It was a wooden chest... Given that you can normally bury them in lava, I didn't worry too much about their flammability...

    In any case, moving it out of the 5x5 danger area.

    Can a reactor running under 70% max hull heat destroy chests? I just had a chest near a running reactor that vanished. It was within the 5x5 cube, but max hull heat was only 66%, and when it disappeared it was 61%... Unfortunately, that happened to be the chest holding all the water buckets. :P

    Unfortunately, I wasn't watching at the time, so I don't know the nature of its demise. Didn't think they were flammable (at least not in vanilla)...

    I just finished construction on the CASUC breeder in my new Evil Lair, and I'm happy to report that the automated startup procedure works perfectly.

    You just put 5 lava buckets and three or four water buckets in the buffer chest (lava has to be in the first 5 slots). When you turn on the cooling system, there's a timer/RS NOR combination that allows the first eight buckets to cycle through the reactor, then automatically starts it. It pegged the heat at 9270, and it hasn't budged yet.

    Control room (no ceiling yet because the main CASUC reactor will be stacked on top, so both reactors and the controls are in the same chunk):


    Just tested this myself on 1.337b... Solar panel on top of a single tin cable (showing as powered). Put a luminator on the bottom of the tin cable = instant ton of lag and no light. Breaking the luminator clears the lag. Although the luminator doesn't appear on, a few blocks away (5 or 6) the underside of a few leaf blocks seemed to be flickering slightly... almost to faint to notice, and not sure if it's related - maybe just a symptom of the lag.

    The way I have mine set up, I have detector pipes on the scrap input, and UUM output. There's also a single wind gen (always has some power being sent, probably could use a water mill, too) hooked up to the input cable of the base's main power storage via a detector cable.

    The detector on the UUM output turns the fab off after a single UUM is produced. There's a counter on the scrap intput that turns it on after N scrap input, where N > 32, and may have to be increased based on the power budget. If the detector hooked up to the wind gen detects no current (if the base's storage is completely full), it turns on the mass fab regardless of scrap count (and resets the counter).

    If you feed the fab power fast enough to produce a second UUM before the first gets to the detector pipe, this won't work, but it's fine if you're on a budget anyway.

    With this system, the mass fab just sits in the background, eating up extra resources without me ever having to think about it. :) It also works fairly well without the power detector cable, but only if you have a fairly consistent stream of scrap (like from a quarry), in which case you have to tweak the scrap counter so the average power use is roughly equal to your income.

    I'm thinking an auxiliary chest with 3 lava buckets in it, and a transposer that pulls them out and injects them into your cooling loop at the beginning of a cycle. Use a timer or item detector/counter to start the reactor when it's ready.

    I'm thinking about something similar for my breeder... I have a buffer chest that stores full buckets before they're sent to the reactor, and if I use a transposer instead of a filter (a bit more dangerous if "foreign objects" get into the chest) I can just put lava buckets in the first 5 slots and delay the reactor start an additional 5 seconds. It's neutral heat when there are depleted cells in it, so it would put it up to 10k, wait for an additional 3 water buckets to get it down to 9250, then start the reactor.

    Does anyone know a reactor design that uses preferably only the main chamber and can generate >10EU/t while breeding a cell???

    I imagine it would be hard but it would be very handy...

    Not unless you go CASUC... and even then, efficient breeding temps would be lava-ing your surroundings due to the lower heat thresholds on a core-only reactor.

    You're missed the point I was trying to get across; instead of advanced machines, the product of advanced machines (iridum plating) would be used. This conserves natural resources and instead uses un-natural resources (energy), but lots of them. Plus the recipe would produce multiple lengths of pipe (like RP tubes or BC pipes).

    Well, it is a big, dumb chunk of metal pipe... it's supposed to use up natural resources. :) The balance I was going for was bigger pipes use lots of resources up front, but since it's easier to push fluid through a large diameter pipe, you get the ongoing benefit of less power leeched from your reactor. Or, you can use the smaller, cheap pipes that have much less of an impact initially, but have higher running costs. On a 2kEU reactor, the savings would be 30MEU per run using all EV pipe instead of LV. I would support the ability to toss pipes into a furnace and get 100% of your metals back, though...

    A fifth type of pipe, maybe a finned LV or MV pipe that uses iridium plates as cooling fins to double heat transfer would be another alternative...

    Edit: I also just realized that using cooling cells to fill the system (1000 cells that don't stack!?) is a terrible idea...

    Maybe use normal water cells that give you 50% effectiveness (up to 1024/reactor tick), or liquid sodium for 100% effectiveness. You'd need a new machine to get the sodium coolant, though... Maybe a "mineral extractor" that takes any maceratable ore and empty cells, and gives you sodium cells and ore dust back (with a chance to only get n-1 dust instead of the normal amount).

    All of the heat numbers should be in reactor ticks (seconds).

    The EV pipes don't need to be that expensive, simply because they're not any more effective at cooling than the smaller ones are. That recipe is already 18 iron per section - are you really going to make the whole thing out of EV pipe? That's 18,000 iron... If anything, it might need to be cheaper. :)

    The bigger pipes are really just intended for going from the reactor to the cooling tower & back.

    I believe Alblaka recently mentioned that he wants to get rid of CASUC type reactors . I had an idea that might allow similar levels of cooling without (hopefully) a lot of extra work for the coders, since it might be able to re-use a lot of the energy net code.

    Basically, instead of moving actual coolant around, you'd just use "heat units" (similar to EU).

    At a high level, it would work like this:
    - Attach a heat exchanger block to the reactor in place of a chamber. This would have a 16-slot inventory that accepts heat dispensers. Each one would allow the transfer of 128 HU (heat units) per reactor tick from the hull to the heat exchanger for a max of 2048/tick. The heat exchanger would be similar to an MFE or MFSU with a storage of 2048, and input and one output face.

    - Create a coolant loop. The pipe blocks would work similar to cables, except you'd have extreme, high, medium, and low volume instead of voltage, capable of carrying the corresponding amount of heat units per tick (not exploding, just unable to carry more than that). It could require transformer analogues or just allow connecting smaller pipes to bigger ones. The loop has to start at the heat exchanger's output face, and return to an input face(s).

    - Each section of pipe would dissipate 0.125 HU/t to air or stationary water, and 0.5 HU/t to flowing water, for 0.5-2HU/t per pipe section. Pipes carrying more than 128HU/t have a chance to evaporate adjacent water (maybe not... might create a lot of CPU load). This means to reach current CASUC cooling levels you'll need huge cooling towers (flowing water, remember), just like real reactors, with at least 1024 pipe sections (or over 1/2 cubic chunk in the most efficient configuration).

    - Any heat left in the coolant is returned to the heat exchanger, reducing the amount it can take from the reactor next cycle.

    - Charge the cooling system. The heat exchanger interface would have a slot that accepts cooling cells. It would take one cell for each pipe segment connected to the system. (no, you don't get the empties back) Any time you make ANY changes to the cooling loop, you'll have to repeat this step from the beginning, which makes it very expensive to fiddle with large reactors.

    - The heat exchanger would reduce reactor output by 1EU (HV & EV pipes), 2EU (MV pipe), or 4EU (LV pipe) per reactor tick for every pipe section in the system to run the pumps. This translates to about a 10% loss on a 2kEU, 2kHU reactor.

    Hopefully it would be possible to calculate the heat loss of the heat exchanger just once, and thereafter when it changes. That would mean that the only ongoing calculation is the heat exchanger block subtracting the loss number from storage, then transferring heat from the reactor.

    :Advanced Machine: = iron block
    :Intergrated Plating: = nothing

    :Advanced Machine: :Advanced Machine: :Advanced Machine:
    :Advanced Machine: :Intergrated Plating: :Advanced Machine: = 4 EV pipe
    :Advanced Machine: :Advanced Machine: :Advanced Machine:

    :Intergrated Plating: :Advanced Machine: :Intergrated Plating:
    :Advanced Machine: :Intergrated Plating: :Advanced Machine: = 4 HV pipe
    :Intergrated Plating: :Advanced Machine: :Intergrated Plating:

    :Refined Iron: :Copper Ingot: :Refined Iron:
    :Copper Ingot: :Intergrated Plating: :Copper Ingot: = 4 MV pipe
    :Refined Iron: :Copper Ingot: :Refined Iron:

    :Intergrated Plating: :Copper Ingot: :Intergrated Plating:
    :Copper Ingot: :Intergrated Plating: :Copper Ingot: = 4 LV pipe
    :Intergrated Plating: :Copper Ingot: :Intergrated Plating:

    :Extractor: = pump
    :Nuke TNT: = reactor chamber
    :Mining Pipe = EV pipe

    :Intergrated Heat Dispenser: :Extractor: :Intergrated Heat Dispenser:
    :Mining Pipe :Nuke TNT: :Mining Pipe = heat exchanger
    :Intergrated Heat Dispenser: :Coolant Cell: :Intergrated Heat Dispenser:

    I doubt I'll be using much silver for glass cables... everything in RP2 that generates, transmits, or uses power requires it, so I'll probably be saving it for that. My mention of that recipe was just to point out that they seem to have been able to add it without creating a dependency on RP2, so why not an UUM recipe, also. There should be plenty of extra "address space" in the 5-UUM recipes for it.

    I'm guessing that with the ore dictionary, it would work for any Forge mod that provides/uses silver, not just RP2...

    Since there's a glass fibre cable recipe that uses silver if you have RP2 installed, does that mean it would also be possible to add a UUM recipe for silver ore? Something on par with the gold & iron recipes...

    maybe this for 2 ore
    :Matter: :Matter: :Intergrated Plating:
    :Intergrated Plating: :Matter: :Intergrated Plating:
    :Intergrated Plating: :Matter: :Matter:

    All power transmission in RP2 requires silver, so this would be very handy :)