Honestly the iridium is the smallest obstacle in that recipe. Its also hundreds and hundreds of tin and copper and other stuff.
Posts by Pyure
-
-
We actually had a lively chat on the 5x5 thread last week.
http://www.talonfiremage.pwp.b…sr2wbxfivpap2vu79muqueeps
Courtesy one Blackpalt.
-
-
Just because something is a valid place in the multiblock, if the multiblock itself isn't completely build then it won't do anything (unless of course you're affecting it externally anyway like with redstone). I just presumed that the hole in the wall was to show that it had a reactor inside and not how it was being used.
Ok good, I wasn't wrong. Just a miscommunication. I get how the multiblocks workNow I'm confused for a different reason as it sounds like he's forming the multiblock but trying to use it as a passive (non-fluid) reactor. But this is on me just for not following what's going on.
-
Very nice Invictra.
Do you find all the carpenters blocks have a noticeable impact on your fps?
-
Wrong, it does. You can put it anywhere apart from the outer frame. And even then you can put it there, it just doesn't do anything..
You're telling me that if the multlblock is broken, the redstone ports will still work anywhere in the 3x3 pressure vessel wall? Because that's what I'm referring to in his image. -
The redstone port is apparently like many blocks that will "transmit" a redstone signal. So the signal is reaching the reactor. You can test this by moving the redstone port one block to the left: I bet it won't power the reactor any more, even though hypothetically its a valid place for the port in the 5x5 multiblock.
However in all other respects, that is not a real multiblock. You won't be able to connect any infrastructure to the outside blocks and expect it to interract with the reactor. You'll need to (like SpwnX suggests) get rid of all the Pressure Vessel blocks and interact with the reactor directly.
-
Woh. Hmm that's really tempting, the efficiency drop isn't all that big. And you're right: thorium just lasts forever, it doesn't really harm much to go for more output.
I'll probably stick with what I have though: my thorium reactor is almost like an RTG that I just keep running full-time these days. Rather than increase the output of a single reactor, I'd likely fork out for more reactors.
I've never seen 5 quads in a Mark 1 before. Thorium heat output notwithanding
-
I'm really happy about this one. The efficiency is 6 so slighly lower than those above but damn is the output high. I managed to squeeze in 672 cooling in this reactor which is the highest any reactor i've seen reach (tied with SSD's high power high running cost reactor but with twice the efficiency).
http://www.talonfiremage.pwp.b…d38knlw05jcjr5je0rfj5imm8
Also since it uses only quad cells its easy to automate and only uses 4 reflectors.
Considering how expensive a 5x5 is to build to begin with i think this is the most bang for you buck considering efficiency, cost and output.
So in comparison with zombies max efficiency design the output is 64 Hu/s higher and uses 2/3 of the fuel, pretty darn good if i would say it myself.
I'm gonna have to try it out in creative thought, which modpack are you using?
Jebus, nice. And yeah those reflectors in particular are incredibly expensive.I'm playing the Infitech2 modpack. Its an excellent, heavily-minetweaked modpack, but it features Thaumcraft, which some hardcore techers may regard as a crutch.
-
Can you add/link a pic of your setup?
Fwiw, the new reactors are superior in terms of efficiency rather than stability. If anything, the new reactors are less stable (they're prone to more problems if you're not paying attention to your setup)
-
That depends if it is with or without gregtech. The best mark 1 design for 5x5 U235 reactor is zombies old high efficiency reactor which is the best one by quite a fair margain.
http://www.talonfiremage.pwp.b…adh05nlzbpykw84kwczan05q8
Never played around with those design much because they where pretty much already optimized by the time i started designing nuclear reactors.
I moved on quite quickly to mark 5 reactors since they are so much better if you can be bothered with the controlls.
On/off reactors are really easy to make, you need one redstone clock that outputs a redstone pulse every cycle (in this case 9 seconds). I think you can do this with vanilla minecraft but ive mostly been doing it with other addons. Then you turn that pulse into the desired lenght by using redstone repeaters.
Regular U-235 5x5 using iridium reflectors is an entirely different matter thought and that has not been optimized to my knowledge. I'm quite certain i could make some really interesting designs that would far outperform zombies old design by a fair margain. Might look into it tonight
Thx sir, that's great.The neutron reflectors are definitely buff, that's for sure.
-
I can't find any good info on how to calculate the optimal flow and durability of a turbine. I noticed different tiers made by different tool rods/EU voltages and that dictates the optimal flow but what impact does the material have? Is there a list of material durability for tools and turbines?
For optimal flow, see http://ftb.gamepedia.com/Large_Turbine_(Block)I'll be the first to admit that this doc needs a lot of cleaning up (I wrote most of it).
For the second part, the turbine rotor durability is a direct factor of the material and size of the rotor. Its something like durability = Size * MaterialBonus * 20 or some such, where size is 1-4, and MaterialBonus is the durability number you see on a tooltip for a tool made with that material.
-
If you're still working on TC integration of the magic thingies, I have a suggestion:
Allow magic converter (not absorber) use vis from wands placed in the fuel slot (completely draining the wand/staff/sceptre).
It would produce 128 EU per vis of whichever aspect drained.
The absorber may be more appropriate.The converter actually consumes items like a furnace when it generates power. The absorber draws power from the environment and enchanted items, without destroying them.
(Tested all this last night prior to release)
-
If i don't need an even amount of vents i could produce this little thing
http://www.talonfiremage.pwp.b…ui5qofjkrp3ib3rgaxyh5hvr4
5 seconds on and 4 seconds off. And if it is like you said this would produce 840 eu/tick. Don't think its possible to go bigger than this with a single thorium reactor.
Funny thing is that this one would never go above 0 in heat. it produces 1008 heat which is the precise amount the overclocked heat vents pull. The extra heat they accumulate over those 5 seconds is then removed during the 4 seconds they are off
Dunno if I have the requisite anatomy to do an on/off reactor.Out of curiosity, what's the best U235 5x5 Mark I you've come up with?
-
Found that as an Integer/Float converaion bug yesterday. But there is still another bug, so it might take until tomorrow until i finish the next update.
Long weekend in Canada and my wife's outta town. Best time for testing ever, I'll be at your disposal. That includes any pre-release builds if you have some stress-testing that needs doing. -
So it seems a few people are having issues with the Large Steam Turbine where the spinning animation plays but no steam is consumed and no power is generated.
Does anybody know the last version they had it working?
Doesn't really address your question, but just as a knowledge-base item, I can sorta get it to work if I give it a bit more steam than I calculate is necessary. -
Or you can simply have 2A 32V and not worry about it.
I didn't think of that. Good point. -
Z is the internal loss on the generator transfer (this also applies to transformers and battery buffers!), which is compensated by using a bit more fuel in this case.
Z = 2^tier of machine (2 for LV, 4 for MV, 8 for HV, 16 for EV ...)
Z is the internal loss on the generator transfer (this also applies to transformers and battery buffers!), which is compensated by using a bit more fuel in this case.
Z = 2^tier of machine (2 for LV, 4 for MV, 8 for HV, 16 for EV ...)
Increasing Z would also sorta solve the op's problem, but a lot of the recipe energy costs assume Z won't ever be higher than it currently is. For instance, any recipe that costs 30 (32?) eu/t would probably have to be lowered. -
-
I agree with the concerns here in principal...Greg broke a bad game design principal by mixing up the notions of overclocking (a lateral-improvement) and upgrading (a linear improvement). The result is....that improved tech in GT is in fact completely stupid. GregTech Intergalactical's business revolves around somehow making machines progressively less efficient.
That said, there's not a lot you can do about it without undertaking a massive overhaul. For instance, you can't just reduce the amount of power the machines draw because you'd have to make changes to how LV, MV, HV etc work.
You could consider speeding things up further, but by the top-tiers, machines are already running stupidly fast in a lot of cases. There's not enough room for improvement.
The "simplest" solution, with a massive number of quotation marks, would be to improve "yields" on all machines as you go up the tiers. And even this is essentially a deal-breaker: nobody wants to design all those yield improvements, nevermind code them.