^That'd also help quite a bit~
Posts by Knightmare
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Try hooking a wire up to the mfe FROM the mfe itself, and see if it's sending power into the cable, then check the wiring conencting the LV to the machines.
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Is the transformer facing the right way, and with no redstone signal being applied to it?
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..Does the server happen to have compact solars?
If so, a 32x32 of HVs would cover your UU needs~
If not, try the windmill design on gregorius's lagfree base post.
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mm, Rick, may I ask if my design is sufficient enough to be listed on the designs page?
Perhaps, with duals and quads running out 4 times as fast nowadays, that you could make a special category for designs that can run a full 10,000 second cycle, such as single-celled ones? Simply speculating.
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So far yes but we havent seen much designs yet.
I've given my best design so far somewhere on page 2~Right now I'm working on a 12 single-cell MK1 design, trying to bring it down from a MK5 right now.
EDIT: Bingo! a 12 cell, Single-Celled, MK1, 230EU/t design
http://www.talonfiremage.pwp.b…y83lqtrcw2iqysvjan82i4n40
Just cut down even further on the costs of it. -
Just simplified your design, and and cut down a good bit on the resources for it, RockRaider.
http://www.talonfiremage.pwp.b…xtb6x7xmib3e4ivum72s2qlae
EDIT: Just took your lunacy design and gave it the ability to cool itself off, and not explode in 1 button push
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Just made a starters design, pretty cheap resource-wise, MK1 single-celled, and a pretty good EU output
http://www.talonfiremage.pwp.b…tv4ornnr0wvautvwdee4jwgsg
(Really abusing this reactor planner now that it's out, thank you Talonius for updating it!)
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you only need 5 surrounded overclocked heat vents to cool those uranium cells =)
EDIT: take back my words. was thinking wrongly. need 9 =)
Also I would recommend if you are trying to keep it cheaper, to make every Component Heat Exchanger that is only touching 1 side of an Overclocked Heat Vent into a Basic Heat Exchanger / Basic Heat Vent combo, since that is way cheaper.you only need 5 surrounded overclocked heat vents to cool those uranium cells =)
EDIT: take back my words. was thinking wrongly. need 9 =)
Also I would recommend if you are trying to keep it cheaper, to make every Component Heat Exchanger that is only touching 1 side of an Overclocked Heat Vent into a Basic Heat Exchanger / Basic Heat Vent combo, since that is way cheaper.Thanks to your help, I just made the design a good bit cheaper, and woot for my first design on the new reactor planner!
http://www.talonfiremage.pwp.b…9r9266jks4csdc6qj960iic5c
EDIT: Just made the design a tad bit cheaper. http://www.talonfiremage.pwp.b…238ai7ikrpyeoe1kkar9wqku8
I think this is my favorite design yet, I may just use this to power my base~On a side note, anyone care to try making it even cheaper, without changing it from MK1 and single-cell design?
EDIT#2: Well, the 2nd design is a bit cheaper in iron.....
I'm still happy with it. -
mm, I made myself a nice Single Celled, MK1, 6 chamber design
Outputs 330EU/t(165EU/t standard), can run indefinitely, and only uses single cells, which means no mass compressing of copper and actual 10,000 second cycles
Currently working on a more compressed/less resource-intensive design.
EDIT: Just replaced the design, as I realized a vent that seemed like it wasn't being used actually WAS, which made it start heating up when I removed it...
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Bit late in seeing this post, but thanks for the awesome tutorial, Direwolf
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mm, I'd like to Post a bug report.
It occurs occasionally when opening the interface of the Adjustable power source thingie.
[noparse]---- Minecraft Crash Report ----
// Why did you do that?Time: 9/21/12 11:12 PM
Description: Unexpected errorjava.lang.ArrayIndexOutOfBoundsException: -999
at java.util.ArrayList.elementData(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at gregtechmod.common.containers.GT_Container_AESU.a(GT_Container_AESU.java:33)
at atc.a(PlayerControllerMP.java:423)
at aqh.a(GuiContainer.java:392)
at codechicken.nei.forge.DefaultSlotClickHandler.handleSlotClick(DefaultSlotClickHandler.java:17)
at codechicken.nei.forge.GuiContainerManager.handleMouseClick(GuiContainerManager.java:562)
at aqh.a(GuiContainer.java:355)
at apn.d(SourceFile:112)
at aqh.d(GuiContainer.java:458 )
at apn.m(SourceFile:100)
at net.minecraft.client.Minecraft.l(Minecraft.java:1491)
at net.minecraft.client.Minecraft.J(Minecraft.java:843)
at net.minecraft.client.Minecraft.run(Minecraft.java:773)
at java.lang.Thread.run(Unknown Source)Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows Vista (x86) version 6.0
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 141059824 bytes (134 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.1.15.378 Minecraft Forge 4.1.4.272 Optifine OptiFine_1.3.2_HD_B3 21 mods loaded, 21 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Mystcraft [Mystcraft] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.3.2]ReiMinimap_v3.2_05) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forestry [Forestry for Minecraft] (forestry-A-1.5.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
LogisticsPipes|Main [Logistics Pipes] (LogisticsPipes-0.5.1.pre3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CompactSolars [Compact Solar Arrays] (mod_compactsolars-main-3.0.1.13.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IronChest [Iron Chest] (mod_ironchests-client-4.0.2.44.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.1.7.0.15.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Railcraft [Railcraft] (Railcraft_6.1.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
GregTech_Addon [GregTech-Addon] (gregtechmod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
- LWJGL: 2.4.2
- OpenGL: GeForce 6150SE nForce 430/integrated/SSE2/3DNOW! GL version 2.1.2, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Parkour Academy Pack.zip
- Profiler Position: N/A (disabled)
[/noparse]All relevant info included in the spoiler.
If i was a derp and missed anything, do say do ^^.Also, I put a space between an 8 and ) to avoid the creation of a smiley in my spoiler.
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Is the LV Transformer placed correctly, and not receiving a redstone signal?
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Until the Onlineplanner is updated, i would suggest the use of my EU-Consuming Ingame-Nuclearreactor-Planner. [/GregTech-Advertisement]
Actually, I do plan to get your mod to help me with designing reactors
By the way, could you link a description for your fancy EU storage system?
It looks great as a way to store massive amounts of EU on my soon to be world-ruling, self sufficient, fully armed frame machine
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I'd wait for the reactor planner to be updated to ask for something as complicated as that.
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Hmm.
Try changing the house to stone, unless you like the look of wood a ton.
Planks can burn, and if a fire was to somehow start(Overheating nuclear Reactor perhaps) Your whole house would go up in smoke.Also, you could make a small frame quarry to fit inside that dirt room, then when you need resources just go over to that room,get in the quarry machine, and go find a spot to mine.
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How does one acquire such a powerful device?
(What mod does this come in, if any) -
Indeed, inucune.
I had what I thought was a relatively inexpensive, 100EU/T Reactor design, and as the components needed to cool down, I turned it off.
I thought 'Wow, this design is good, no smoke so far and only a small cooldown time!'
5 seconds later, it went boom.
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Alright, did some proper testing. I opened a creative map, and I lined up a macerator, extractor, compressor, electric furnace, and a recycler. I gave each one a stack of random material to process, and fueled them with one-shot batteries. None of them produced any sound, EXCEPT for when the material they were processing was removed mid-operation, inducing the "wrooonk" sound of the aborted job.
Then, I tested the generator types, by hooking up a regular generator, a geo, and a reactor to the working macerator (via glass cable, naturally). I fueled each of them in turn, and not one produced any sound at all. I then blew up the reactor for shiggles, and... No explosion sound. The crater simply materialized before my eyes.
The "wrooonk" proves that the mod is indeed producing sound. I performed these tests with all the other mods removed from my \mods folder, to make sure it wasn't some cross-mod calamity. I also checked the IC2.cfg file just to make sure that sounds were in fact enabled, and found that yes, they are. I suspect this may be an issue with Forge; some months ago, we had a similar audio problem wherein explosions were producing no sound, and the issue resolved itself with a later Forge update. I'm currently using Forge 4.1.1, if anyone's wondering. Any other thoughts or suggestions on this?
I'm also having the issue, sadly.
Currently I'm hoping that a later version of either forge or IC2 fixes it, but until then I'm playing around with the new reactors and waiting for my favorite addons and Redpower 2 to update~
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I could use the recipe code for [REDACTED] to allow CF sprayer refilling with any amount of pellets.
EDIT: And done.
Curse you and your Redacting everything~