Posts by glasstabels2

    Rick, yours has still blown up because of the timer issue I'm talking about. It is a very rare issue, so that is probably why you two haven't experienced it. I'm not talking about chunk loading or anything (and from my tests it seems to actually be less than the time you said earlier), but something that has happened no more than 5 blocks away while I was on far render, and happened at the edges and in other chunks as well, all at the same time. The amount of nuclear explosions all at the same time crashed minecraft for me actually. It seemed like redpower just stopped working, but I wasn't really watching so I couldn't tell.


    Other than this rare issue, my current design has never blown up either I don't think, so we're good there.


    Still working on automated breeding cycles, its pretty tough. However the reward should be amazing. For example, a pattern between this: http://test.vendaria.net/index…UXUIUIUXXXXXXXXXXXXXXXXXX


    and this: http://test.vendaria.net/index…UXUUUUUXXXXXXXXXXXXXXXXXX


    should average 440 EU/t per cycle, while only requiring the user to provide 4 uranium every 2 and 1/4 cycles, or 6 hours and 15 minutes. (remember to count the 1/3 chance of uranium turning into near-depleted cells). Granted, I'll have to provide it a full stack of coal dust as well, but with a decent charcoal plant, that shouldn't be a problem at all. This way, I'll pretty much be able to keep the thing running constantly. The only problem will be to use the energy or find enough diamonds to make enough lapotron crystals to store it lol, but I plan on having a storage system that turns off the reactor when it's too full.


    It's coming, but this takes time, as it isn't the simplest thing in the world to do. That is my real job, to make it simple enough to be able to repeat it legit.


    Lastly... Rick... what on earth are you thinking with RP not having memory cells??? dude... here: http://nemesis.evalq.net/RedPower2/recipes.html


    That has all the recipes for all the stuff RP has... why you would think something like that wouldn't have memory cells is beyond me.

    I believe I have outdone you by quite a bit :)


    http://forum.industrial-craft.…page=Thread&threadID=2187

    I agree with rick entirely, but for slightly different reasons as well. I don't mind that it can't easily be built legit, people have built massive cactus farms legit.


    However YOU USED AN EXTRA MOD. We've already discussed how easy teleport pipes would make it. Then the chunk problems melt away (no pun intended).


    Lastly, if you are using compressors to make the ice, then the 855EU/t needs to have the power it takes for the cooling system subtracted from it. If you do this, I'm fairly certain you'll have less power than us, in addition to having less space from the giant cooling system, and having used a mod that, in my mind, makes things way too easy in the first place.

    Um, First is wrong. Running on it's own a redstone engine won't blow up (but it also won't stay red) but if you boost it with a stone engine... it will go red (if you turn off the stone engine, the redstone engine will stay red for a while; however, if you leave the stone engine on, the redstone engine will explode). I tested it myself just to see I was like "will this blow up?" ~1 minute later it did. And the stone engine wasn't even yellow yet, so don't try to tell me the stone engine was the one that blew ;)

    Well kudos to you for testing the theoretical, although I'm not sure how that will ever be useful, as at that point you may as well run the thing off stone engines, which requires that you have a steady stream of charcoal, etc. A steady stream is of course possible with a self-sufficient or 0 coal cost tree farm, but not really in a single chunk, at least not easily for the purposes you're thinking of.


    Ya got me though, I suppose you can use other engines to power redstone engines uselessly, eventually causing them to blow up just for kicks.


    Anyways... the orange should still be around once per second if I remember my tests correctly, so it shouldn't matter if you can only keep it in the orange/switching between orange and red. However, you said something about them not pulling out multiple when synched with the advanced wooden's, so unless you have a brilliant idea on how to fix that, I'm stumped as to how to keep that working.


    Anyone wanna comment on whether or not they've also had the timer issue? Unless its just my computer... because I already know your reactors are susceptible, as I saw them blow up. Also, anyone wanna comment on a detection for if they screw up? If not, I'll do the minecart stuff on my own, but I'd like someone to give their ideas first before i waste my time doing something obsolete.

    I tested some in SSP with buildcraft pipes for this style of reactor, figuring I could go up to 5 chambers with just an advanced wooded pipe. I was able to decently rig up the BC pipes to RP tubes using obsidian pipes, however: redstone engines work pretty quick when they're all the way red, problem is they won't get that way on their own, they'll just fluctuate between orange/red [not to mention putting an item that could explode on its own next to a reactor system that's known for exploding... probably not a good idea]. Also, was using 4 engines on the wooded pipe, eventually they all synched up making the output really slow, as 4 engines hitting at the same time would still only pull 1 item out of the reactor.


    I might try with the allocator next just to see if it can run properly on a 0.2 timer, so that I might be able to have my 1500 heat reactor back.


    Rick, I tried the schematic you linked in the first post.. It exploded. [I think it's cos the levers revert to the off position or something, cos the reactor would be on, and would explode before I could figure out how to get up to the door and open it. Though it seemed like only 2 out of 3 times it'd explode right off the bat, a couple times I was able to get in and turn the reactor off (with the lever there) but it would still explode.]

    First, redstone engines never blow up. Ever. No matter how hot they get.


    Second, all my testing so far has shown that (with normal wooden pipes), redstone engines, when firing at the same time, pull out the same number of items. Maybe its something with the extra pipes, but with normal wooden pipes, synched redstone engines are fine. It probably has something to do with the extra pipes' filters.


    Allocators can run on a .2 timer, rapid pulsar, whatever.

    Ye i just noticed its because mcedit bugs out all redpower machine stuff. I will upload one without uranium then you have to replace all machines to fix it. Its a bit of work but better than making one from scratch. I done this too and when i replaced them all it worked again. Also dont forget to replace the timer in the cooling system. Rest should work fine.


    Through this is not a problem if you make one without using mcedit.

    How many times do I have to tell you guys that you don't need to replace ANYTHING if you just have the reactor AND cooling system OFF BEFORE TAKING THE SCHEMATIC!


    Geez... You're making it way too difficult.

    Have you had any problems with timers (RP pr3b) getting wedged on your server? On mine, they work for a while, then get stuck "on" (always emitting a signal from the output). The only way to fix them is to remove and replace them. Moving even a short distance away seems to hasten their demise, but I've had it happen standing right next to them.


    On an unrelated note, I wish the Additional Pipes advanced insertion pipe would work on reactors. It always sends buckets to the reactor and drops them on the ground instead of detecting that it's full and recirculating them. :( If that worked properly, it would remove the need for a big chunk of these cooling systems.

    Eh, a single transposer or an obby pipe isn't that big a chunk to add on to the system. Not a big deal imo, zeldo's pipes make it almost too easy as it is. There'd hardly be anything left to solve if they recognized fullness etc.


    Unfortunately most servers don't use those pipes :( Thus, we're still troubleshooting this, although we're making tons of progress. As far as the timer thing, you're not the only one, but I also have absolutely no ideas on how to solve it.

    Has anyone run into an issue where after saving/reloading chunks in SMP, RedPower 2 (pr3b) timers don't seem to run at the same speed as IC2 reactors? I had a 530 EU/t CASUC design that ran at 2.5 buckets per second, and could run for a full cycle w/o problems, however after saving/loading the map (the reactor was in a safe-off state at the time), I noticed that the cooling system no longer seemed to be able to "keep up" with the reactor, to where instead of operating safely for hours the reactor would melt down after less than 10 seconds of full operation, with the cooling system still working "perfectly." There were no bottlenecks in the cooling system that could have caused the problem, it just appeared that the reactor behaved almost as though it was processing at a faster time-scale than the RP2 cooling system.


    I confirmed that all parts of the reactor (minus the control panel, but that's irrelevant) were contained within a single chunk, as well. I would be happy to provide a save-file for the reactor, as well as directions on how to work its panel.

    Yes, I've had a timer problem as well, they seem to all (and I mean all of them in the whole world) jam at once on very very rare occasions. I've only had this once, and even rick's reactor with the failsafes, along with many other reliable ones I had in the same world went down. All at the same exact time. In addition, I don't think the version of his which I had used a timer in the failsafe, so it's probably safe to assume that its not just the timers, but that the RP mod in general can sometimes freeze. I'm not entirely sure what's going on either, nor do I have many ideas as to something that might work as a failsafe or work-around. Fortunately, it seems to be very rare, but I really don't like rebuilding anything, I don't like to backtrack.


    In my experience though, I don't remember saving/loading the map, it just happened in game if I remember correctly. I could be wrong though. I do think I hit escape... and that does cause an automatic save...


    However it is, I really hope that eloraam fixes this one, as I don't know how to work around it. I'll look at the common reported bugs and see if its on there tomorrow, if not, I'll report it.


    The thing that makes me so pessimistic (sorry) about solving this one is that it happens to everything at once, including item detectors. As such I don't think there is a decent way of making a good failsafe to prevent against this weird bug. In addition, it is rare enough (at least for me) to be extremely difficult to study what triggers it and how to fix it, yet often enough to still be quite annoying. Imagine a server full of a bunch of CASUC reactors all crashing at once. Even if the server didn't crash from that, the energy production of the area would certainly suffer until things were rebuilt. The chunk error was quite easy to solve, as it was extremely consistent and happened extremely often when we walked away. Even the more robust early versions could be observed working oddly or worse, even if they didn't actually explode, so there was always something to observe. With this bug, its just boom everywhere all at once for no apparent reason (or at least that's what it seems like to me).

    Lols, I almost made a suggestion to Red Power that was already implemented. This may be helpful to some of you working on your RP Reactor systems. If you didn't know already, you can place redpower wires on machines with inventories using shift+right-click to place. Will probably help with wiring nightmares.

    OH



    MY



    GOD!!!!! YEESSSSS!!!!!!!! I thought you could only do transposers!!!!


    This will help a ton with all my wiring for the refilling stuff. Thank you sooo so so much.


    Rick, mcedit has worked perfectly fine for me as long as the RP machines were not running when i took the snapshot so to speak. I already explained this above.


    Edit: IT ISN'T WORKING!!! WHY ISN'T IT WORKING?!

    On my server, I built a legit one in SMP. I had the same explosion problem due to chunk boundaries it appears.


    I feel like you guys stole my credit : I've been using 2 filters for extraction with a maximum power level of 640 EU/tick the WHOLE time. It's ok, though. I considered the item detector like Rick is using, but I haven't bothered because either RedPower is going to work or it isn't. I'd prefer a more robust design, in 1 chunk apparently, that has excess cooling capacity.


    I did end up having a torch under the reactor and a wire going to it to invert that torch. So if the wire is cut, the torch turns on, and the reactor shuts down.

    Sorry if we did, didn't mean to. Congrats for being the first! I think we all came up with the ideas on our own though, so there's credit to go around, but i understand there is some meaning to being first.

    in my mind that's really not much. if you have a diamond drill and BC for quarries, it shouldn't take long. Tbh a lot of these things cost as much or more time to craft than their materials take to get, simply because of the complexity of the recipes. Thus, I don't consider the buckets much of an expense. The rest of it should just be a little brass, a little glass, a touch of gold, some cobble, and some advanced alloys and circuits (or whatever else you need for the reactor itself). Personally I think your containment thing probably costs more than the reactor itself. With these mods, acquiring materials is a piece of cake, its the use and management of materials that becomes the problem.

    Yeah, I noticed this as well (on accident when trying to use a transposer to suck up buckets that could land on a tube, and it would pull all (if not most -because of placement) of the buckets that were spit out of the reactor. My system still ran 2 but one was really just a unpowered failsafe one. *confused look @ problems trying to get it to fit into one chunk*
    I'm still a bit annoyed about the slowdown going from pr2 to pr3b :( It's like, you can add a second filter to pull... which increases the cooling to 5 buckets / sec... I'm tempted to fool around with Zeldo's advanced wooded pipe, but that would cause even more problems as the redstone engines would always have to be hot. [And I'm not sure what the max speed on redstone engines is...] If I use just buildcraft for the cooling system and redpower to fill buckets... I could go up to 5 chambers on the reactor.... [Then again I could pretend the RP machines can be connected to buildcraft pipes by using an obsidian pipe next to the RP machine? :)]

    Redstone engines run ever so slightly faster than once per second when hot, or at least thats what i got when testing. I'd just assume they're probably more exact and 1 per second. Hope that helps.

    150 buckets = 450 iron thats alot more than 150 :)

    I was talking about my design. Still, 450/64 means only a little more than 7 stacks. still not bad in my mind. do you not have that much iron or the copper and tin to make it in your world? I have way more than enough, as there isn't a whole lot that you need after a certain point.


    Edit: As far as breeding goes, ya, it would take a lot to keep the heat constant and above the equilibrium 4000+ ~1500 or so, depending on your uranium setup. However, I believe the heat only matter for how much is actually going into the component itself, and that the hull heat doesn't matter, or at least that's what my testing has shown. Therefore, only the pattern in which the cells are in should matter. I think I could make a pattern of every other row without a problem, but surrounding the isotope cells with more than two uranium (one on the top and one on the bottom) would be extremely difficult. Not to mention that such a setup would require stopping the reactor 3 times in the middle of its operation, whereas surrounding them by 2 only requires 1 stop in the middle. Having each isotope cell only touch 1 uranium leads to no necessary stops, so it would be the easiest solution, at least to do automatically. I figure that if I'm going to have an automatic reactor, I should at the very least have something to deal with all the near-depleted isotope cells that keep popping up, especially since they seem to have about a 1/3 chance of appearing, which is fairly significant when you consider that one of our efficient reactors can get up to 4,270,000 EU out of it in the end.


    Edit 2: also, I don't consider this much of an endgame reactor really, in fact, it will be the first one I build in my legit world, as its been the main thing I've been focused on. I barely even have a house in my legit world.


    Edit 3: apparently deployers can't suck through tubes which they aren't connected to, even though they can suck through all other transparent blocks :( So I've only been able to reduce it to 2 transposers, which is still an improvement, but its still annoying.

    Btw this will be freaking expensive to make legitemaly. I mean just looking at the buckets. 2 full chests + all those buckets in the pipes that is over 150 buckets. More cost more reward :).

    Mine now has only 1 double chest because of the delay being taken out of the time in the air/tubes from transposers. Also, that really isn't too much considering the resources we're using. I mean, mine would take only 162 iron. now that sounds like a lot, but thats only about 2 and a half stacks. I don't know about you, but I have so much iron I barely even know what to do with it. Uranium, on the other hand, I have plenty of, but now I know what I'm doing with it. Figuring out a machine that can calculate the optimum amount of near-depleted isotope cells is proving very difficult, so i think i'll just focus on basic refilling for now, and build in the option for such a machine. I'll need a lot of help from you to figure out the calculating machine afterwards.


    Edit: The reward is also insane, like you said. If this thing were to only create UU matter, and the MF was supplied with the appropriate amount of scrap, you could make about 2.2 stacks of diamonds with all the UU, and you'd have pretty much exactly 19 stacks of UU matter. stacks.

    I recently found out that transposers can take a seemingly infinite amount of items from the air in one pulse. This doesn't allow for any more speed in empty buckets being taken out, but helps a ton with my refill stuff, and wiring what was becoming a complicated and jam packed area. I have reduced my transposers to 1 now, and reduced the amount of time it takes for buckets to get from the transposer to the buffer chest to 0, improving my design greatly. I'll post it when I have the rest of the refilling stuff figured out, but figured you guys could benefit from the information, as it might be a little while before I get the rest of the refilling stuff figured out. If everything goes as planned it will be out tonight, but to be realistic it will probably be tomorrow, especially since I'm trying to get it to fit in one chunk as well.

    Atm my reactor got 3 lamps:
    -red lamp for the reactor being off
    -orange lamp for the reactor being on but still in the 5 secs heat up phase
    -green lamp for the system being fully opperational.


    I can imagine something like a tower with a light on it to show whether the reactor is on or off can come in handy (since i do not know yet if the shutdown triggers upon loading/unloading chunks). As for noteblocks they are nice but it would also increase the space my reactor takes. Cant think of a reason other than 'coolness' that you would need them.


    Also have to modify my design a bit its still using 1 filter to pull out the buckets. Through its only 50 eu/tick more its still a improvement :). Also changed the first post to be more up to date to current designs.

    yup, and it leads to a convenient amount of EU/t like I said earlier. I don't know what you mean by noteblocks increasing the speed, could you clarify? The reason other than coolness would be that you can hear note blocks from 48 blocks away, and if they are in the corners of the chunk, you'd be able to hear them while digging or messing around in general in your base, such that you don't have to always look for a light, although still the tower is nice. I don't think I'd have noteblocks going off though while it was running, I think they'd only be when it had a problem, and only every couple minutes so they don't annoy the crap out of you if you can't get there right away.


    Edit: I don't know how many times I read "space" as speed, but I understand now. Sorry about that.

    I know what mcedit can do to redstone and lights so you always have to put some redstone torches and/or lights to update the blocks so they work normally. Through in complicated redstone circuits this can be a problem sometimes. Also dont forget to put it in 1 chunk i forgot that the first time and now I got another nice hole in my test world and destroyed that pesky npc village.


    As for the classification part i dunno how you want to test it in a less time consuming way. I tested mine about 20 times and if i look to what it should do in theory it should never ever blow up so if we are going to make such classification there should be a cap at which it will be declared failsafe. But it will still take lots of time.


    Also if a filter is wired to a 0.4 sec timer it can only cool 1250 max per tick. This is just simple maths since 0.4 sec means 2.5 buckets per second and each bucket cools 500 heat so 500*2,5=1250.

    I've tried torches before and my deployers were just permanently stuck after mcediting a working version, so what I did was always take an mcedit version before testing any of my designs, then ran it and found out if it was good enough to use. Taking the mcedit before running it wasn't usually too much of a problem though, as I usually had to mcedit it all into one chunk before beginning testing anyways, as my usual building process looks something like this:


    1)generate new world
    2)find flat spot wherever
    3)use TMI and creative mode to build something


    As you can see I don't pay too much attention to where or which chunk I'm in, as long as its flat. I used to keep an empty test world around, but I stopped worrying about that a while ago.

    I know what mcedit can do to redstone and lights so you always have to put some redstone torches and/or lights to update the blocks so they work normally. Through in complicated redstone circuits this can be a problem sometimes. Also dont forget to put it in 1 chunk i forgot that the first time and now I got another nice hole in my test world and destroyed that pesky npc village.


    As for the classification part i dunno how you want to test it in a less time consuming way. I tested mine about 20 times and if i look to what it should do in theory it should never ever blow up so if we are going to make such classification there should be a cap at which it will be declared failsafe. But it will still take lots of time.


    Also if a filter is wired to a 0.4 sec timer it can only cool 1250 max per tick. This is just simple maths since 0.4 sec means 2.5 buckets per second and each bucket cools 500 heat so 500*2,5=1250.

    I agree, it does take time. I think we may have just crossed the point where we can't fail it right before I created the test lol. I think maybe we should just use a standard frequency which is very, very small (like a tiny circle overlapping the two chunks) and count the amount of time it takes to blow up, maybe not beyond like 10 minutes, because it's probably fine if it can handle being unloaded/reloaded pretty much once every second for 5 or 10 minutes straight. After thinking about it for a while, this test really only satisfies people on a true/false basis, as in, noone is really gonna wanna risk a reactor that has a chance of blowing up if they walk along the border, no matter how many times it takes. Also, hardly any of these designs blew up if they made it past 5, so its probably safe to assume that they just work after a short test (like I said, 5 to 10 minutes). Seems like they either work or they don't, and in the end that's all people care about, including me. So maybe we'll just use this as a standard pass/fail test instead of a measurement test. This way also doesn't require you to wire something 300 blocks away, you can just walk back and see, which is much better for people who play legit. Still, in my mind there are actually three results to the test: those which don't stop running nor explode, those which stop running, but don't explode (because a failsafe worked properly), and lastly those which explode. I think people would be willing to build either of the first two legit, but personally, I would only build the 2nd if it had a way of starting itself up again, because I don't always want to have to check on it. I check on mine often now because I'm still excited about it, but eventually it will be a pain if I have to check up on it whenever I go 300 blocks away.


    Anyways, I've gotta get going on the next improvements to my design, I'll take a look at yours soon rick, maybe it'll give me some ideas as far as alert systems go. Do you plan on having a note block alarm as well? I do, along with all the debug lamps etc.

    I think eloraam putted a cap on how fast the machines can work else it would be too op maybe. Maybe ask him (or her i dont know) :).

    Did you guys read my post or not? I already told you guys, yes, there is a cap on how fast they go, but they can respond to either half of a .2 timer, so putting a .2 timer on it is still better, but it still doesn't always pull out 2.5 buckets per second, because the appearance of empty buckets doesn't always exactly coincide with even a .2 timer, leading to a delay of 0 to .15 seconds before the filter pulls the bucket out, which varies each time, and accounts for how it slowly falls behind in a weird way, that may even take more than a cycle to fall that far behind because it is so infrequent.


    Also, what I've been trying to tell you is that I can fit the same amount of uranium in and generate slightly more EU/t with one more chamber missing, and I'm not sure how you aren't seeing what I mean yet. I'll show you the internal reactor design again... http://www.talonfiremage.pwp.b…d0=1010101011301521s1r11r


    See what I mean? It can produce more without the extra chamber anyways because of how it needs cooling, and can be much more stable and robust at the same time, so until there is a faster/better way of interacting with the reactor (being able to interact with chambers/being able to use machines faster) having two chambers missing is optimum, and there's no point fiddling around with a single filter extraction design, because even if it worked perfectly, it couldn't handle any more heat than a double filter extraction design anyways.

    One. [The other four just move filled buckets around like your system. Like I said it's limited to 2.5 buckets per second using a similar wiring method to yours. So 1250 heat cap.] It's a 4-chamber reactor I was able to get it to handle this much Uranium:
    http://www.talonfiremage.pwp.b…yc=1210101011301521s1r11r
    [But didn't feel safe enough to try to unload/load the chunk in that state]


    Ed: Um, as far as loading times and such, I know before my filter would extract faster... making it fill the deployer and then bounce the empties back into the reactor... causing the reactor to not be able to take in full buckets... then BOOM! [least I expect that's what happened considering I was able to reproduce the results with non-reactor tests; as well as by the amount of empty buckets I found in the crater] -- I should test if 1 filter feeding 2 deployers would fix the situation. Cos it might [or would at least give twice the storage before catastrophic failure].

    personally I wouldn't worry about 1 filter designs, simply because of all that theoretical stuff, but in addition because even if they ran at the theoretical maximum, the extra chamber you gain does you no good because you can only handle 1250 heat. The only way I can think of to increase it further would be to have overheated redstone engines on a wooden pipe, and use the pipe for both extraction and insertion, but without a filter on the wooden pipe, it would be near impossible to get working and keep working, as it would pull out the wrong buckets all the time, and be really unstable. Of course there's probably a mod that has wooden filter pipes, but none popular for SMP servers that I know of, and I want this to be possible for more than a few people, and on the server I play on.


    Edit: also, I found that each filter/deployer system does much better if there is an extra deployer for each filter, but it doesn't actually complicate it much or make it much bigger because of how they can share water troughs.