Can i have the schematic?
I have no idea what that even means =( all I can offer is the layout at the bottom I had from my notes.
Can i have the schematic?
I have no idea what that even means =( all I can offer is the layout at the bottom I had from my notes.
Recyclonator is the culmination of two days of planning and about 20 minutes of construction (was very happy) the only minor issue I had in construction was a batbox misplaced next to redstone torches causing issues.
But anywho, the Recyclonator is a zero overflow recycling system that runs 20 recyclers constantly with zero, ZERO overflow. Never will an item drop from this system, your CPU will CRASH before you can overload it. To test this I took 3 personal chests full of stacks of 64 of random crap, anything I could click on TMI, and with 4 orange level redstone engines pulling each chest and feeding into the system, it could not overload the system.
It is a thing of magnificence.
The way it works:
Objects of any type are inserted into the bottom of the machine through a pipe, and into a distribution pipe (which branches it into 4 pipes, the reason being my OCD with symmetry, otherwise you could just do one pipe straight up) these stone pipes take the matter to the top of the machine, where a set of distribution pipes binds these four pipes together and outputs the material evenly outwards. From here the material is dropped into another distribution to split between the 5 lines on the side, and into a personal chest, a wooden pipe with redstone engine pumps the materials from inside the chest down into an insertion pipe (and if there's room below it, into a recycler). These insertion pipes are all linked together in a band around the machine (with Cobblestone Pipes on the corners), what this means is if an item is pumped from the chest and it cannot go into the recycle (Conflicting item types, full stack size, whatever) it'll send it sideways or straight back up into the chest to be repumped later. This means overflow materials cycle in a belt around the machine constantly until they find a recycler. Due to how the output layouts work an Advanced Wooden Pipe must be used on the Recycler to pull from the bottom of it (and scrap must be set in the pipe as what is pulled). From here the newfound scrap is pumped down, and sent into the center of the machine down an output pipe and pumped from the bottom right next to the input pipe. The device itself consists of 20 of these Chest-Recycler pump combos (5 on each side) all outputting to the same pipe. From here they can be put through an automated crafter and launched in dispensers to gather from scrap boxes, or whatever your heart desires.
The machine itself has a cable running straight up the very middle of it that branches into the back of the recyclers. The batboxes in the layout need to be moved (or else they have a redstone torch blow them that causes them to default to off) this can be rectified by replacing them with a cable and putting a "facing up" batbox on the center cable column (I put a few in it myself for backup storage and lowering the loss to voltage). Then the cable itself runs out the backside of the machine to whatever you wish to power it with.
Redstone torches keep the engines behind the wooden pipes running nonstop. Simple, effective, and since there's no overflow requires no control.
That could work.
I'm just curious if the silicate compounds in clay are enough to make it a valuable resource for this as well. (screw dirt)
I would sign this if it were a petition.
I tried to do this the other night and was very sad that I couldn't.
The problem with that is that real silicon is a grown crystal that is slowly extruded. More or less a seed crystal and then a glacially paced pull only candle-dip kind of growth occurs above a painstakingly precise tempered vat of semi-molten silica. Wafers are made by slicing (or sometimes sheering if that crystal geometry is there and desired) then growing the wafers thicker though various polishing and vapor deposit phases. I guess, however, that any machine capable of making industrial diamonds could also take some input sandstone and squeeze it hard enough to force a crystal structure to line up. That might be a good way of making silicon.
Yea I had done my research well I just realized anything too complicated would require an intense series of machines, new materials, etc. that would overcomplicate things. The ability to simply "compress" silicon out of basic earthen materials seems the best way to do it for the sake of gameplay over realism.
scrap already produces 750 EU in generator so...
Really? That's kinda cool.
I do like the idea of an Incinerator device used for solely burning scrap (or random junk) for a higher EU output (as opposed to Generators doing it), and I do like the idea of some materials eing more valuable to recycling than others.
Sooo.
You are trying to say that if we dont use RedPower (Alot of people)
We are stuffed?
Thats like him saying "I decided to stop working on most of my features as theres some mods out there that does something kinda like it"
xD
This is the answer you'll get if you suggest anything on this forum usually "mod A has this, you shouldn't suggest that"
For RP/BC its understandable I guess due to the fact they are literally best used together.
Display MoreI agree that these should have a loss setup similar to copper cables; in fact those are used in the base of the recipe.
I also love (absolutely love) the idea of non-full height blocks for use as roofing; this prevents things spawning up there.
It would be excellent if these also took the shortest path to a 'receiver' (a properly rated TF used in step-up (redstone signaled) mode is my suggestion for that; though for 1eU/t panels this would imply a non-existent <32::32 TF).
Since the panel on top would count, that would allow for a 7x7 diamond (3 out from a central post) which would then integrate in an x,z off by one shift. Finally, a perfectly flat roof that's useful.
I like both the idea of using an Extractor or Compressor to make Silicon and then Silicon Plates. Should be able to use an Extractor on Sand, Clay, or Dirt or something like this and it pulls Silicon out of it then compressing Silicon makes Silicon plates. (Would like to see Solar Cells too that are used to make them but that could be too many items solely for making a Solar Panel)
Throwing a stack of Coal in a generator lasts a long time, sure it requires maintenance but its still a long time running for the output.
My point is, Solar Panels are meant to be a low output device of .5 Eu/T (assuming no sleeping, I play on SMP). There are times when you need higher power for a short time, you grab a generator (cheaper, requires maintenance) throw some fuel in it, and get some power.
Generator + 2 cable + 3 Glass + 3 coal = constant .5
Generator + 3 Coal = 12000 EU at a rate of 5 EU/t
If you have a nice charcoal generator (Minefactory/Buildcraft together ftw) you have permanent 5 EU/t from Generators, but that's not really part of the argument due to it being other mods
Thanks guys for all the support!
Ive been really damn busy lately with a lot of stuff IRL, trying to refine the set in my spare time. 1.2 is coming with some new features for texture packs, and I think I might wait for it to release my pack.
Display MoreIf they still used 2 circuits instead of 2 wires, I would agree. But they do not.
You need 3 generators to pass the output of 25 solar panels. Each generator produces 5 EU/s while active, and hence matches 10 solar panels (averaging and assuming either no sleep-scumming, or Somnia is installed)
The water wheels and windmills randomly add some furnace energy, that on average lasts shorter than the average rate it is added. The change is proportional to the number of water/air blocks around it. That is also why they have fluxuating output. A similar system would work for solar pannels, but it would make the rate non-linear.
My point is it took 25 Generator sto make those 25 Solar Panels.
I'd rather throw a stack of charcoal in each of the 5 generators and do the same output for much cheaper initial cost and space saving purposes.
Btw 3x3 Solar Array sconstructed inside nice housing make for very cool looking scenery.
I would like to politely disagree with OP about solar panels being OP (lol). I think that currently you pay a lot of resources for this thing that grants power very slowly, and uses a lot of space. I find them very helpful, even if they are a bit UNDER-powered.
A stack of coal in a Generator (which is much cheaper as an object than a solar panel) creates way more energy in a shorter period.
I'd rather keep Solar Panels useful, even with a full 5x5 array of Solar Panels I'm generating 12.5 EU/t (counting the half the day they're off), my Generator outputs way more than that..
I think Al should not make this. There will be CPU in RP2 and its Useless to have 2 CPUs.
Best would be to have RP2 CPU and IC2 addon which will make the RP2 CPUs able to control reactors,get heat value of reactors,see how much energy is left...
Or you can make an (Massive UBER Ultra Awesome Epic) mod with El which will contain things from IC2 & RP2.
Plus Al havent started CPUs yet but El has started to make CPUs so Al could do other things while he will be coding CPUs. (Like new machines)
Btw if you dont know what i am talking about check Industrial BlaBla.
I disagree, having seen notes on both systems Al's will be completely different (although similar) and I'd much rather prefer Al make one that works with all the industrial machines than Elo who's system will probably only be redstone based.
Alright, like I said, I can wait. I'll figure something out to do in the mean time.
Due to some discussions with player, in 1.20 they are changing how textures work ingame which will make my life soooo much easier. For right now Solar Panels, Wind Generators, and Geothermal are screwy as hell with active animations. Also he's adding active animations for Transformers/Storage units, which means I can make a Transformer that lights up red on the side its outputting but black on inputs, and for Storage it can light up when actively outputting, but off when not!
I may just wait for 1.20 to redo it all at once and release it. In the meantime continuing to do other sprites (like my new Recycler)
Recycler
Macerator
I'm going to be going through and redoing a lot of the older ones today that are too similar, hopefully I can get some nice results.
Damn... I was just about to download these to use, then I see that the downloads have been snipped.
Oh, well, I can wait till the release.
Good job!
Yea I had posted one but it was sloppy, trying to get a solid release out that'll work.
drills and chainsaws. Not the electric wrench though.
Aww that's depressing, was hoping it would too.
I'm trying to figure out exactly how to get it working properly, the download link from Talon is an older version.
I'll be home in three hours and look into figuring it out, will have to harass Talon to explain xD
I think Chemistry will involve taking potion ingredients and running them through a centrifuge or separator, super focusing them into potent forms, then making more powerful potions using them. Would be interesting if Potions were replaced with Stims (Stimpacks) made from syringes instead of bottles, then Splash Potions became Grenades.
I would be willing to give a hand at making HD versions.
Anyone's more than welcome to make an HD version using mine as a base, as long as they relink to this thread and give credit where credit is due for the original. I just barely have the time to work on this one, nonetheless a higher rez =(
You could make a lava trap for those that break your doors.
Haha put a wall of lava 1 thick behind the wall, then if someone tries to mine around it, BAM.