Does the growth chamber control unit + growth chamber need power to run or just water + earth? I put down the power lines but I noticed that even with the electric switch off, and wires clearly no longer attached, the growth chamber still works just fine. Is this intended?
Also a request (for later, I know you're busy updating now), that really can go into any of PA, SA or EA. Some sort of powered light that's able to light up a room would be nice. It seems rather backwards building this huge tech setup and still littering everything with torches. Maybe even several sources depending on the mod. Like kerosene lamps for SA and industrial size lamps or fluorescent lights for EA. Or maybe flashlights that are refilled with batteries instead of torches or even a miner's hat!. Ok i'll stop now
There's the LED bar in Electric Advantage, which is basically a glowing wire and it is quite effective at lighting up an area. Dynamic lighting like a flashlight is possible, but requires someone who is totally pro at OpenGL programming (and I am very much not).
As for the Growth Chambers, the control unit needs electricity, but the chambers just need to be touching the control unit (or another growth chamber). Under the hood, I created a power type called "greenhouse" that is generated by the control unit and flows through the growth chambers. Generating a unit of "greenhouse" consumes electricity, water, and soil.
Basically, imagine that the growth chambers are hydroponic racks and the control unit is the robot that pumps the fluids and turns on the lights.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
yes, any number of growth chambers can share a single control unit so long as they are in physical contact with each other and one of them is touching the control unit.
@Zohar: Hmm, maybe I have a bug. The control unit does have an internal energy buffer and the chambers store some "greenhouse" energy too, but they should run out after a few seconds of growing plants.
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Did you make it so you can have multiple Growth Chambers per 1 Controller?
It's on survival so I haven't made it quite that far. Just built the first control unit + chamber just to realize I did not need to expand the energy network for it after all
Has the growth chamber controller's rate of water & soil consumption changed in the 1.9.4 version? If I'm recalling correctly, in the 1.9 version I'd throw a 16 bucket tank of water (from Deep Resonance, I think) on top of it and a stack of dirt inside and be set for a good while; I tried the same arrangement last night in 1.9.4 but the water had run out and the dirt was dramatically reduced (to about mid-40s) by the time the growth chamber had cloned only 12 of the 16 sugarcane I put in there - it seems to be using more than a bucket's worth of water and a single dirt block for each item produced. Is this intended?
Does the growth chamber control unit + growth chamber need power to run or just water + earth? I put down the power lines but I noticed that even with the electric switch off, and wires clearly no longer attached, the growth chamber still works just fine. Is this intended?
Also a request (for later, I know you're busy updating now), that really can go into any of PA, SA or EA. Some sort of powered light that's able to light up a room would be nice. It seems rather backwards building this huge tech setup and still littering everything with torches. Maybe even several sources depending on the mod. Like kerosene lamps for SA and industrial size lamps or fluorescent lights for EA. Or maybe flashlights that are refilled with batteries instead of torches or even a miner's hat!. Ok i'll stop now
There's the LED bar in Electric Advantage, which is basically a glowing wire and it is quite effective at lighting up an area. Dynamic lighting like a flashlight is possible, but requires someone who is totally pro at OpenGL programming (and I am very much not).
As for the Growth Chambers, the control unit needs electricity, but the chambers just need to be touching the control unit (or another growth chamber). Under the hood, I created a power type called "greenhouse" that is generated by the control unit and flows through the growth chambers. Generating a unit of "greenhouse" consumes electricity, water, and soil.
Basically, imagine that the growth chambers are hydroponic racks and the control unit is the robot that pumps the fluids and turns on the lights.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Yeah but this is what I mean:
http://s922.photobucket.com/user/zohar101/media/Screen Shot 2016-04-19 at 11.19.42 AM_zpspohunsf4.png.html
http://s922.photobucket.com/user/zohar101/media/Screen Shot 2016-04-19 at 11.19.48 AM_zpsdxq3yyzp.png.html
And it's not just the light on. It works and grows plants the entire time like that, without me touching the switch.
As for LED I'm silly, never occurred to me to use it like a light. Will definitely try that.
Did you make it so you can have multiple Growth Chambers per 1 Controller?
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
yes, any number of growth chambers can share a single control unit so long as they are in physical contact with each other and one of them is touching the control unit.
@Zohar: Hmm, maybe I have a bug. The control unit does have an internal energy buffer and the chambers store some "greenhouse" energy too, but they should run out after a few seconds of growing plants.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Looks great. I'm always looking for stuff like this. I'll be giving it a good run once I start playing 1.8/1.9 more.
It's on survival so I haven't made it quite that far. Just built the first control unit + chamber just to realize I did not need to expand the energy network for it after all
Has the growth chamber controller's rate of water & soil consumption changed in the 1.9.4 version? If I'm recalling correctly, in the 1.9 version I'd throw a 16 bucket tank of water (from Deep Resonance, I think) on top of it and a stack of dirt inside and be set for a good while; I tried the same arrangement last night in 1.9.4 but the water had run out and the dirt was dramatically reduced (to about mid-40s) by the time the growth chamber had cloned only 12 of the 16 sugarcane I put in there - it seems to be using more than a bucket's worth of water and a single dirt block for each item produced. Is this intended?