Just had a small bug using 3.0.0.2 of both CoFH Core and TE in the Direwolf20 pack. Redstone conduits I had placed suddenly refused to transfer any energy. I'm guessing it was something that happened when I upgraded to the recommended version of the pack (version 11) as all the conduits and ducts I had in chests vanished but the ones in the world remained.
The conduits that were still there were transferring power from dynamo to cell but I hooked into some old conduit to plug in a new cell, it worked for a while then just stopped transferring. I dismantled and replaced all the conduits and it seems to be working again.
Couple possible issues, but I'm not sure where they fall so looking for some confirmation before I submit to tracker.
1. Flux capacitors and powercells morphing into other tiers in inventory including creative versions. It isn't consistent but it has happened enough times to me to be an issue. Possibly related to being put into strongboxes and/or backpacks (from backpacks mod continued off Mightyporks original).
2. Pulverized iron + 2 p coal in smelter, NEI shows output of 2 steel but actual is 1. I don't know which side this is on. Are other mods recipes internal to TE3 or on the mod side using the TE API?
3. Duct interaction with MFR. Again not sure which side the issue is on so who to report it to. I know when PowerCrystals was around he was very into the TE/MFR integration but then there were no ducts back then. Liquid router works but it's a bit flaky. Problem might be on MFR end. My particular case is the sewers output mob essence and sewage (I don't even know when that change was made) so I have a router towards production end where I am trying to filter into tanks and then machines.
Couple possible issues, but I'm not sure where they fall so looking for some confirmation before I submit to tracker. 1. Flux capacitors and powercells morphing into other tiers in inventory including creative versions. It isn't consistent but it has happened enough times to me to be an issue. Possibly related to being put into strongboxes and/or backpacks (from backpacks mod continued off Mightyporks original). 2. Pulverized iron + 2 p coal in smelter, NEI shows output of 2 steel but actual is 1. I don't know which side this is on. Are other mods recipes internal to TE3 or on the mod side using the TE API? 3. Duct interaction with MFR. Again not sure which side the issue is on so who to report it to. I know when PowerCrystals was around he was very into the TE/MFR integration but then there were no ducts back then. Liquid router works but it's a bit flaky. Problem might be on MFR end. My particular case is the sewers output mob essence and sewage (I don't even know when that change was made) so I have a router towards production end where I am trying to filter into tanks and then machines.
If the sewers are outputting mob essence something else is not right, you have a conflict of some sort, somewhere (yay for vagueness) I have a couple sewers in my current world and they only output lovely steaming pre-fertiliser. I wouldn't even be sure it's on either TE or MFR's end the recent Forge fluid change has led to a fair bit of odd fluid behaviour.
If the sewers are outputting mob essence something else is not right, you have a conflict of some sort, somewhere (yay for vagueness) I have a couple sewers in my current world and they only output lovely steaming pre-fertiliser. I wouldn't even be sure it's on either TE or MFR's end the recent Forge fluid change has led to a fair bit of odd fluid behaviour.
I thought it was pretty odd myself. I don't remember this change ever being made, but I do notice there are 2 seperate "tanks" in the sewers now. So 1 side is filling with mob ess and the other sewage. I only noticed because the composter drained the sewage tank at some point and it started filling with ess. I thought I maybe crossed my plumbing to the grinder and that was when I found the sewers are indeed generating it. Possibly because they are under the breeder and grinder pens.
Yes, sorry, we realized that last night, I meant to update here but I totally forgot. It's definitely on Calc's end, we've got crashes popping up all over the place from the recent update.
I would like to submit my request that custom dynamo fuels be possible in the config. Much like the existing config where it lists the fuels and their energy densities. It could then be as easy as adding a new line or deleting an existing fuel to change its behavior. The same goes for alchemic reagents.
I would like to submit my request that custom dynamo fuels be possible in the config. Much like the existing config where it lists the fuels and their energy densities. It could then be as easy as adding a new line or deleting an existing fuel to change its behavior. The same goes for alchemic reagents.
You can already add fuels with that config. Unfortunately there's no great way to support deleting them.
There's also no good way to support adding solid things, as they are ID:meta based.
Another deal- I'm updating a world, and of course am redoing the plumbing. Previously, if fluiducts contained liquid and I placed a new duct next to it, they would not connect. I could then choose to join them using the wrench. In the update, new ducts get connected to whatever pipes they touch first. This makes running parallel lines tough (sometimes impossible) to make as I do not have microblocks to prevent their connection. Would it be possible to return this mechanic to the previous method where empty pipes only connect to other empty pipes, instead of affiliating with the first liquid they find?
Another deal- I'm updating a world, and of course am redoing the plumbing. Previously, if fluiducts contained liquid and I placed a new duct next to it, they would not connect. I could then choose to join them using the wrench. In the update, new ducts get connected to whatever pipes they touch first. This makes running parallel lines tough (sometimes impossible) to make as I do not have microblocks to prevent their connection. Would it be possible to return this mechanic to the previous method where empty pipes only connect to other empty pipes, instead of affiliating with the first liquid they find?
Afraid not, sorry. The old mechanic had a lot of kludge to make that work.
The big reactors mod supports RF, I believe that the UE mods can export it( not certain though)
I do not see how you can need 24 dynamos for just TE machines, at 1760 RF/t total.
For power generation, if you want a minimalistic setup, you dont need more then a couple dynamos for TE machines, Pump+ tesseract/enderchest/other lava transport method into magmatic dynamos.
No tech mod will be without automation, pipes, wires, and some clutter around the factory.
Use tesseracts to move the power generation offsite, or away from the main room?
Also, compare automating and powering TE machines to say... IC2, add in different levels of power, transformers, and pipes to move the items, you are looking at a larger space then TE.
When you connect a Fluiduct to a Golden Fluid Pipe from Buildcraft, sometimes it renders/appears as not connected if you leave the chunk and come back.
Is there any chance of a stronger type of power generation? I only ask because plenty of mods are switching over to RF, and TE's dynamos generally don't cut it with the power requirements some of these mods ask for. MineChem is the first example that comes to mind.
I think it's a shame that everyone is abandoning Buildcraft power and jumping onto RF, but no-one's taking on board that TE's dynamos are designed to power TE, not every other mod out there. RF power gen cannot cope with or tolerate the higher power demands other mods tend to ask for. Frankly, I think the modders who switch to RF and leave users no other power options are cutting off their nose to spite their face. I have been told by modders that they are using RF because it's easier to implement and use in their mods and code. That puts users in a situation where they have to use power apparently designed and intended purely for use within it's own mod, and not for other mods. The end result is a big deficit in power needs that cannot be maintained by TE's dynamos alone, unless you make a veritable army of dynamos that fill half your factory/work area before you even put machines in. If these mods were to add their own generation for RF that meets their own power requirements, that would be ok, but so far they are using only TE's dynamos, or another mod that can produce RF, but if someone doesn't have this other mod that produces RF, they are stuck with dynamos that can only just power a small TE factory.
I recall it being said that TE was about compactness and using minimal space. What's so minimal about using two dozen dynamos to power twelve machines (that's one of each TE machine and an energy cell)? On top of the 36 block spaces required just for the machines and dynamos, what of the infrastructure required to efficiently and effectively power the dynamos? For example, the steam dynamos are inefficient and chew through coal at an alarming rate. If you wish to run the steam dynamos more efficiently, that would require another method of producing steam to directly pump into the dynamo. For example, a Railcraft steam boiler; that's more space taken. My factory's looking pretty cluttered already. How about one of the other dynamos? Well, unless you feel like jumping and stepping over machines and conduits, you'll need a pipe system to pump in the required fuel. More room required. Let's not forget some of this fuel needs processing or refining; more machines, so more dynamos, so more space. Oh, and if we want more power than coal provides; sugar, gunpowder or blaze rods. So either, a sugar cane farm (let's automate that with say, Forestry or MFR), and a crafter to make the sugar, or a mob farm for the gunpowder or blaze rods. Oh, and coolant too? Railcraft/Mekanism tanks. Making this run efficiently sure takes up alot of space, and other mods. So far, this "efficient" and "space-saving" mod seems to need other mods for maximum efficiency, and takes up a fair deal of space thus far.
Seriously, a stronger powergen option would help alot here.
We could also do with a tooltip, or a piece of info (in, say, the fuels config file) about what reactants/catalysts/whatever the reactant and compression dynamo uses. Also, would it be possible for peat from Forestry to be used in a dynamo, too? And, will Liquifacted Coal have any other uses in future?
I use Big Reactors for monster power needs. Seems to work pretty well now that it's been rewritten, and the idea of a huge multiblock structure powering my whole lab sounds nice. :). Or, if that isn't your cup of tea, you could always install Industrialcraft and convert over the EU from a Compact Solar or somesuch. That might be overdoing it if you're not an IC2 person or interested in potentially installing half dozen mods just to replace a line of dynamos, but it's there. If you find a different solution, please share.
For moar power build moar dynamo's, they have a low footprint and you can definitely spam them quite easily providing fuel for them however means you have to build more systems.
I just got my Reactant Dynamo's stable as far as fuel goes, damn do the super trees from Forestry go nuts I was gaining 1k saplings that turned into half a bucket of Biomass every few minutes and the same trees were producing more apples than I will ever use from 2 7x4 planted areas harvested by Golems. The Ghast tears are from a MFR auto spawner which is provided with mob essence from a cursed earth spawner. Basically I'm loving it since I have to use all the things rather than build a simple treefarm, run boiler on charcoal, ignore.
I actually mixed up the words a little there. I meant it the other way around; 12 dynamos for 24 machines (two of each, since no factory has just one furnace, grinder, etc). And my point was, people who don't have these mods that add mega-RF gen are stuck with the regular amount of power gen to power a still-growing amount of mods. Some people, like myself, prefer their powergen area to be close by for maintenance, checks, etc, and cramming all that lot into one factory is far from ideal. I'm definitely pleased that KL doubled the power gen, but a dynamo that produces more would be helpful for the other mods that use RF. For example, if possible, that dynamo is only available if TE/CoFHCore detects such a mod installed. The current gen from TE alone is insufficient for these other RF-using mods.
Worgslarg, I'm aware that IC2 requires more space than TE, I was commenting on the fact that TE is claimed to focus on space-saving and efficiency, and so far in my experience, it doesn't manage either very well.
True, from what i have seen, no tech mod is very compact, but TE does the best job I have seen.
It seems that the 4 dynamos have everything covered materialwise to me, with the ability to add fuels in the config.
On another note, would infusing stone(netherrack, obsidian, whatever) with pyrothium( or redstone) in the transposer, and getting something to pulverize to get cinnabar be an option? Its a bit annoying to need a silk touch pick to get ore tripling, without a alternate high-cost option.
If you don't want to use another mod that adds generation options (like Big Reactors or Mekanism) then build some energy storage. I don't understand all the people who whine about how it takes so many dynamos. Do y'all have everything running all the time? I've had 3 dynamos power an entire shop + some MFR farms but once I've got a redstone cell or just a couple hardened I'm gtg until I get really big.
That being said I do move on to a Big Reactor myself when I am able (and large enough)
I actually mixed up the words a little there. I meant it the other way around; 12 dynamos for 24 machines (two of each, since no factory has just one furnace, grinder, etc). And my point was, people who don't have these mods that add mega-RF gen are stuck with the regular amount of power gen to power a still-growing amount of mods. Some people, like myself, prefer their powergen area to be close by for maintenance, checks, etc, and cramming all that lot into one factory is far from ideal. I'm definitely pleased that KL doubled the power gen, but a dynamo that produces more would be helpful for the other mods that use RF. For example, if possible, that dynamo is only available if TE/CoFHCore detects such a mod installed. The current gen from TE alone is insufficient for these other RF-using mods.
Worgslarg, I'm aware that IC2 requires more space than TE, I was commenting on the fact that TE is claimed to focus on space-saving and efficiency, and so far in my experience, it doesn't manage either very well.
TE is actually quite compact. Machines can hand items off to each other; I assume you are aware of that? A 28-block space investment can net you a completely automated material generation facility with minimal effort.
So, given that...you seem to have a rather warped view of what compact is. It's easily possible to set up an entire processing line in a single chunk.
As far as efficiency goes, the emphasis is on cpu efficiency, although again - the machines essentially multiblock with each other to form process chains. I'm really not sure what else you want there.
12 dynamos and 24 machines is *entirely* reasonable, especially since the context there is that people have 4 to 8 quarries being handled by it. And yet, nobody complains about needing 16 BC combustion engines per quarry.
There will likely be more power gen options in the future, but quite frankly the existing stuff works very well. If mods are swapping over to it and have absurd power requirements, then they better be providing some generation as well. There wasn't any sort of magic shift, as if there was a 5000 MJ/t BC gen, and the switch to RF has ruined it. The most powerful MJ source available was RC's boiler, which is still compatible with RF. So, I'm just not seeing your argument here.
BigReactors is RF-based, and UE supports RF as well. Yes, dynamos are balanced roughly around the needs of TE. And you may notice, they're actually *quite* powerful. Dynamos are the equivalent of 8 MJ/t.
Can someone please assist me with making a tesseract frame, or more importantly endermium? i've been following the recipe the best (that I can see) and it doesn't seem to be working for me, can someone clarify the recipe please? Thanks in advanced.
The conduits that were still there were transferring power from dynamo to cell but I hooked into some old conduit to plug in a new cell, it worked for a while then just stopped transferring. I dismantled and replaced all the conduits and it seems to be working again.
Just thought I'd put this here just in case.
1. Flux capacitors and powercells morphing into other tiers in inventory including creative versions. It isn't consistent but it has happened enough times to me to be an issue. Possibly related to being put into strongboxes and/or backpacks (from backpacks mod continued off Mightyporks original).
2. Pulverized iron + 2 p coal in smelter, NEI shows output of 2 steel but actual is 1. I don't know which side this is on. Are other mods recipes internal to TE3 or on the mod side using the TE API?
3. Duct interaction with MFR. Again not sure which side the issue is on so who to report it to. I know when PowerCrystals was around he was very into the TE/MFR integration but then there were no ducts back then. Liquid router works but it's a bit flaky. Problem might be on MFR end. My particular case is the sewers output mob essence and sewage (I don't even know when that change was made) so I have a router towards production end where I am trying to filter into tanks and then machines.
If the sewers are outputting mob essence something else is not right, you have a conflict of some sort, somewhere (yay for vagueness) I have a couple sewers in my current world and they only output lovely steaming pre-fertiliser. I wouldn't even be sure it's on either TE or MFR's end the recent Forge fluid change has led to a fair bit of odd fluid behaviour.
I thought it was pretty odd myself. I don't remember this change ever being made, but I do notice there are 2 seperate "tanks" in the sewers now. So 1 side is filling with mob ess and the other sewage. I only noticed because the composter drained the sewage tank at some point and it started filling with ess. I thought I maybe crossed my plumbing to the grinder and that was when I found the sewers are indeed generating it. Possibly because they are under the breeder and grinder pens.
Yes, sorry, we realized that last night, I meant to update here but I totally forgot. It's definitely on Calc's end, we've got crashes popping up all over the place from the recent update.
You can already add fuels with that config. Unfortunately there's no great way to support deleting them.
There's also no good way to support adding solid things, as they are ID:meta based.
http://pastebin.com/7MK7BKTR
You have another problem entirely. Your version of TE is ancient. Update.
Afraid not, sorry. The old mechanic had a lot of kludge to make that work.
Someday, sure. It's not something I work on, however. Or, use NEI - everything is in there.
The big reactors mod supports RF, I believe that the UE mods can export it( not certain though)
I do not see how you can need 24 dynamos for just TE machines, at 1760 RF/t total.
For power generation, if you want a minimalistic setup, you dont need more then a couple dynamos for TE machines, Pump+ tesseract/enderchest/other lava transport method into magmatic dynamos.
No tech mod will be without automation, pipes, wires, and some clutter around the factory.
Use tesseracts to move the power generation offsite, or away from the main room?
Also, compare automating and powering TE machines to say... IC2, add in different levels of power, transformers, and pipes to move the items, you are looking at a larger space then TE.
I use Big Reactors for monster power needs. Seems to work pretty well now that it's been rewritten, and the idea of a huge multiblock structure powering my whole lab sounds nice. :). Or, if that isn't your cup of tea, you could always install Industrialcraft and convert over the EU from a Compact Solar or somesuch. That might be overdoing it if you're not an IC2 person or interested in potentially installing half dozen mods just to replace a line of dynamos, but it's there. If you find a different solution, please share.
-edit- I am Jack's ninja'd forum post.
I just got my Reactant Dynamo's stable as far as fuel goes, damn do the super trees from Forestry go nuts I was gaining 1k saplings that turned into half a bucket of Biomass every few minutes and the same trees were producing more apples than I will ever use from 2 7x4 planted areas harvested by Golems. The Ghast tears are from a MFR auto spawner which is provided with mob essence from a cursed earth spawner. Basically I'm loving it since I have to use all the things rather than build a simple treefarm, run boiler on charcoal, ignore.
True, from what i have seen, no tech mod is very compact, but TE does the best job I have seen.
It seems that the 4 dynamos have everything covered materialwise to me, with the ability to add fuels in the config.
On another note, would infusing stone(netherrack, obsidian, whatever) with pyrothium( or redstone) in the transposer, and getting something to pulverize to get cinnabar be an option? Its a bit annoying to need a silk touch pick to get ore tripling, without a alternate high-cost option.
If an external mod can take RF, and it needs too much RF, it's the responsibility of that mod's author to tune the power demands. Don't you think?
If you don't want to use another mod that adds generation options (like Big Reactors or Mekanism) then build some energy storage. I don't understand all the people who whine about how it takes so many dynamos. Do y'all have everything running all the time? I've had 3 dynamos power an entire shop + some MFR farms but once I've got a redstone cell or just a couple hardened I'm gtg until I get really big.
That being said I do move on to a Big Reactor myself when I am able (and large enough)
Absolutely.
TE is actually quite compact. Machines can hand items off to each other; I assume you are aware of that? A 28-block space investment can net you a completely automated material generation facility with minimal effort.
So, given that...you seem to have a rather warped view of what compact is. It's easily possible to set up an entire processing line in a single chunk.
As far as efficiency goes, the emphasis is on cpu efficiency, although again - the machines essentially multiblock with each other to form process chains. I'm really not sure what else you want there.
12 dynamos and 24 machines is *entirely* reasonable, especially since the context there is that people have 4 to 8 quarries being handled by it. And yet, nobody complains about needing 16 BC combustion engines per quarry.
There will likely be more power gen options in the future, but quite frankly the existing stuff works very well. If mods are swapping over to it and have absurd power requirements, then they better be providing some generation as well. There wasn't any sort of magic shift, as if there was a 5000 MJ/t BC gen, and the switch to RF has ruined it. The most powerful MJ source available was RC's boiler, which is still compatible with RF. So, I'm just not seeing your argument here.
BigReactors is RF-based, and UE supports RF as well. Yes, dynamos are balanced roughly around the needs of TE. And you may notice, they're actually *quite* powerful. Dynamos are the equivalent of 8 MJ/t.