Posts by Talonius

    When used to fill a fuel can for the first time a canning machine will immediately consume one cell and then consume 6 more during the process. The EU isn't lost, the resulting can will have the power of 7 cells.


    Additional fuel cans filled in the same machine will consume 6 cells as normal.

    Because it's easier to explain with picture --> Yay, Diagram!


    The orientation of the transformer is important, the 3-dot side always handles the higher current. So for downscaleing the 3-dot side is the input and for upscaling the 3-dot side is the output.


    In this setup, the generator's power pulses into the batbox roughly every 20 seconds as it takes time to give enough EU to the upscaling transformers.


    I hope this makes things nice and clear :)

    Mark II-1s seem to be good for fairly efficent yet low fuss power (even if it's not your prefered power source it's better than letting your uranium collection gather dust in some chest), you can squeeze in a little extra cooling in this one but you'll still need to wait 76 minutes for it to cooldown after one cycle (or use 24.5 stacks of Ice blocks or 600 water buckets, hehe).


    This makes the reactors overall output ~41 EU/t and you'll only have to replace the uranium cells every 4 hours (167 minutes generating, 76 minutes cooldown)

    if you needed high accuracy for something like breeders you split off the wire going to the reactor and connect that to a timer, thus when the reactor has power and is off, so is the timer.


    It kinda already is, the counter ticks at the end of the generation phase.


    Idealy I'd want a timer set to 10000 seconds, but I can't because a timer resets to 0 when told to stop. Another way would be to have a 1 second timer sitting infront of a 10000 counter, but the endless clicking would drive me crazy. So the way I did it was a compromise, a low amount of clicks but only a fair amount of acuracy.

    Here's a little 'addon' circuit' that'll mercilessly chime at you after a set time --> Clicky!


    The Counter is set to how many turns the 'Generation Timer' has to do until the reactor has done a full cycle (10000 seconds).
    For Example: If the Generation Timer was set to 25 seconds, the "Decrement" and "Max. Count" on the noteblock counter should be set to 400 (10000 / 25).


    The noteblock timer sets how often the noteblock will chime.
    The button on the front will reset the counter.


    It's not completely 100% accurate, there are ways for things to get slightly out of sync but atleast it'll give a good idea of when the reactor is finished.

    Serg's reactor works fine too, all cooling cells have atleast one dispenser sitting next to them :)


    While Cooling Cells don't transfer any of their given heat to it neighbours, Heat Dispensers will withdraw heat (upto 6 heat per reactor tick) from Cooling Cells in an effort to balance heat levels out.

    After puzzling for quite will with the RedPower mod I've been able to cram an adjustable timing circuit into a 3x3x4 room, with controls and indicators too! :)


    Edit!: Introducing a much smaller and simpler timer circuit! --> Yay, simpler!


    This little 3x3x2 block thing is so much easier to program:
    - Set the 'Generation' timer to whatever you want.
    - Set the 'Cooling' timer to whatever you want.
    - Profit!


    Edit, again: Damn it!.. The connection to the back reactor doesn't work properly, best ignore that part.


    Since it's not clear on the pic, one of the torches on the RS Latch is pointing between the indicators and the other is pointing between the timers.
    Also, the orientation of the timers is important.


    The 'optional' wires can be any length or be removed entirely and have the Buffer/NOT gates right up against the circuit. The wires dont even need to be insulated.


    Slight bug: While the timers are switched off, pressing the button on the red 'generation phase' indicator will activate the reactor connected on the left for a second.

    While the 'Energy-O-Mat' already serves this purpose, it might be an idea to transplant the restone powering feature from the Energy-O-Mat into the Machine Block. Thus reducing the code complexity of the Energy-O-Mat and maybe make the code a little easier to maintain?


    Plus this would open up the idea of using the Adv. Machine block for a fanicer redstone related task. (like an EU powered redstone clock)