While these are excellent suggestions, I'm trying not to maintain REV|3, in favor of work on REV|4. If Gwydion or someone else wants to update REV|3 configs with some of these suggestions, I'm happy to polish the update and release it.
None. That's a well-documented problem with that mod across a few packs when I looked. It's also affecting your ambient temperatures to a point where you'll permanently be unable to heat/cool certain dependent blocks.
I just discovered that RotaryCraft does not use the biome temperatures generated by this mod but instead it has is own mechanism to calculate the temperature and if the mod is present, he simulates a similar temperature variance over time like HarderWildlife does.
this means that even if seasons are disabled, the mere presence of the mod in the pack causes all reika mods(this change is in DragonAPI) that use temperature mechanics to adapt to the season system since he doesnt detect if the system is active, only if its present.
Because of this in conjunction with some biome misconfiguration that I am still trying to pinpoint, I have the fermenter reporting -5º in a Savana biome while in a Savana M it is 35º....
While these are excellent suggestions, I'm trying not to maintain REV|3, in favor of work on REV|4. If Gwydion or someone else wants to update REV|3 configs with some of these suggestions, I'm happy to polish the update and release it.
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so... an heads up anyone else living or planning to live in Savannas.
Reika hardcodes that Savanna and Savanna Plateau are not hot biomes but instead warm. This causes that the temperature variation of harder wildlife have an impact of 75% on the value temperature and it can go down as 5º
But he has not hardcoded the Savanna M and Savanna Plateau M, so this ones are read from the biomes dictionary and reported as hot, and harder wildlife will only impact 20% in the temperature.
This explains the huge difference of temperature on these biomes.
There is also a bug somewhere calculating the time of the year since I have witner temperatures in middle summer, that is, -5 in my Savanna in the middle of the day
Just because seasons are disabled it doesnt mean there arent seasons. They still exist but do not affect the weather except for Reika totally ignoring that they are disabled and still using it to affect his machines.
Welp, I tried. I really did. A couple pages back, I thought I'd gotten my power transfer problems solved, but my base has progressed in size and scope significantly since then. There is simply no feasible way to move meaningful amounts of RF power around with EnderIO being the primary RF resource in this mod pack. Short of crafting massive Vibrant Capacitor banks and pumping RF directly into them via Rotational Dynamos, keeping an advanced ME system online is an effort in futility. I currently have 4 Dimensional Transceivers sitting on the main ME Controller array just to keep it online, with multiple other Transceivers feeding power to Quantum bridges, and other various places, but it's not enough to keep up with serious power draw. Sure, I could add even MORE transceivers, but that's just silly.
Reika's RF Transfer cables are buggy as all hell. Plain and simple. I've had them randomly stop transmitting power (cost me a couple Pebble Bed cores due to cooling failure), and they refuse to connect to anything except Reika's mod machines and Dimensional Transceivers(which seems to cause it's own set of problems). With a ~20k rf/t bottleneck per transceiver, they're mostly pointless anyways. While the interaction between Electricraft and Rotarycraft work fine, utilizing the Induction Gen/Motor for getting shaft power and RF power to "big" or 1-off projects, these still bring me back to the first point. Moving RF in the large numbers created by the "core" mods of this pack is unwieldy to the point of infeasible. I have no wish to huddle machines that require RF into little bunches around Capacitor banks being fed by Rotational Dynamos, or utilizing Chromaticraft's RF Radiator with the buggy RF Transfer Cable being the only thing that can supply it with power in the amounts needed. I've not even talked about the power requirements of RFTools, which also don't play with Reika's cabling.
I've installed Thermal Foundation and Thermal Dynamics in the pack for access to Cryoducts and Tesseracts specifically to transfer power. World Rifts and Transceivers do a marvelous job of moving Fluids and Items, so there's no requirement to switch from those.
If I am blatantly missing something, I'd love to hear about it. Until then, I'm sorry to sully the mod author's vision of Revolution|3 by circumventing what I'm currently seeing as a nonviable power solution. I just can't justify not only the space requirement but also computational requirement of having 5 connection points to put 100k RF/t into an ME network, let alone the other RF-using machines of this pack.
Edit: There's also a nasty little feedback loop that occurs with Chromaticraft RF Radiators if there is any sort of storage or transmitter underneath it and within range. Specifically... Dimensional Transceivers and Capacitor banks! The Radiator will loop power through them ad infinitum. Granted, this is an issue on Chromaticraft's end, but it's still a problem for the mod pack.
So, I have also been researching a way past this problem but I took a different; albeit temporary (probably) tact... I am not using applied energistics. Instead, I stayed with logistic's pipes. It can do everything applied energistics can do at a MUCH more reasonable power draw. The only thing I had to grow used to was the delay when requesting something from across my base. Because of the way logistics pipes work, all my automation systems are designed to detect when the storage sink is full and turn themselves off. Almost everything is controlled by a simple RS NOR connected to a couple comparators and potentiometers in a circuit. In this way I have a "if high turn off" and "if low turn on" set of functionality. This works for liquids like jet fuel production and items like farm output and power gen. For farms specifically I use the analog wireless redstone to control rotarycraft fans and dimensional transceivers. So, when the storage fills up (comparators on barrels), a wireless signal is sent to turn the producer off. For liquids I use an intermediate tank with a comparator. In this way, if the intermediate tank has a couple buckets in it, things turn off; logistics pipes are pretty quick with pulling liquids so this state means that it can't for whatever reason. I will likely end up detecting items in transceivers and turning them on via wireless redstone only when things need to get moved. Again, saves on wasted power draw. If my farms are off and nothing is being transferred, why leave the transceiver on?
Every system I design and build for automation has an auto off feature if the intermediate buffer gets full. Additionally, everything that needs to be crafted is done so via a request system, not a push system. Meaning, I put an active supplier card into a logistics chassis on a barrel and use a crafting card on the producer. I tell the active supplier to keep several stacks in the barrel at all times and it will request of the network, craft this for me. If it is disconnected, it stops, if it is full, it stops, etc. Much safer.
In this pack I view applied energistics at scale as being punished since this pacts moto is essentially, "if what you are doing is hard, there is a better way".
I don't think I will touch applied energistics at all really... Because of that, I don't need 100k RF/t transfer from anything accept producers and those very large power producers will go directly into a draconic sphere via Reika's cables. That pairing works fine and can get you the 1.5M RF/t output of a turbine into the sphere. I tested this setup with 4 such turbines off a reactor to great effect.
The point I am in the game my base spans 8 square chunks with 2 floors. I have close to 200 barrels, alot of mod based itemsinks in chests, and autocrafting quite a bit. Everything for jet fuel is automated except for coal, that is next. Netherrack, autocrafted, soul sand, autocrafted, blaze powder too, and ethanol and magma creams. All ancillary systems to achieve that like lubricant, automated.
Under active load with my base pumping out jetfuel, smelting up ingots/ethanol, autocrafting and transporting hundreds of items at once including through transceivers, my base's power draw is a little over 300 RF/t. When the arc furnace turns on, that is another story but, that is a temporary hit to the capacitor buffer and well within the capability of ender IO. When the base is not doing anything, power draw is 24 RF/t and that is the transceiver upkeep.
Welp, I tried. I really did. A couple pages back, I thought I'd gotten my power transfer problems solved, but my base has progressed in size and scope significantly since then. There is simply no feasible way to move meaningful amounts of RF power around with EnderIO being the primary RF resource in this mod pack. Short of crafting massive Vibrant Capacitor banks and pumping RF directly into them via Rotational Dynamos, keeping an advanced ME system online is an effort in futility. I currently have 4 Dimensional Transceivers sitting on the main ME Controller array just to keep it online, with multiple other Transceivers feeding power to Quantum bridges, and other various places, but it's not enough to keep up with serious power draw. Sure, I could add even MORE transceivers, but that's just silly.
Reika's RF Transfer cables are buggy as all hell. Plain and simple. I've had them randomly stop transmitting power (cost me a couple Pebble Bed cores due to cooling failure), and they refuse to connect to anything except Reika's mod machines and Dimensional Transceivers(which seems to cause it's own set of problems). With a ~20k rf/t bottleneck per transceiver, they're mostly pointless anyways. While the interaction between Electricraft and Rotarycraft work fine, utilizing the Induction Gen/Motor for getting shaft power and RF power to "big" or 1-off projects, these still bring me back to the first point. Moving RF in the large numbers created by the "core" mods of this pack is unwieldy to the point of infeasible. I have no wish to huddle machines that require RF into little bunches around Capacitor banks being fed by Rotational Dynamos, or utilizing Chromaticraft's RF Radiator with the buggy RF Transfer Cable being the only thing that can supply it with power in the amounts needed. I've not even talked about the power requirements of RFTools, which also don't play with Reika's cabling.
I've installed Thermal Foundation and Thermal Dynamics in the pack for access to Cryoducts and Tesseracts specifically to transfer power. World Rifts and Transceivers do a marvelous job of moving Fluids and Items, so there's no requirement to switch from those.
If I am blatantly missing something, I'd love to hear about it. Until then, I'm sorry to sully the mod author's vision of Revolution|3 by circumventing what I'm currently seeing as a nonviable power solution. I just can't justify not only the space requirement but also computational requirement of having 5 connection points to put 100k RF/t into an ME network, let alone the other RF-using machines of this pack.
Edit: There's also a nasty little feedback loop that occurs with Chromaticraft RF Radiators if there is any sort of storage or transmitter underneath it and within range. Specifically... Dimensional Transceivers and Capacitor banks! The Radiator will loop power through them ad infinitum. Granted, this is an issue on Chromaticraft's end, but it's still a problem for the mod pack.
IE has the diesel engine producing 8K RF/T. With ender IO cables, I think RF power is pretty well covered.
Also, AE is supposed to be powered with Rotarycraft power system. It is very expensive with RF and I think, very cheap with KW. At least the configs are changed to be cheaper then normal when powered with Rotarycraft
IE has the diesel engine producing 8K RF/T. With ender IO cables, I think RF power is pretty well covered.
Also, AE is supposed to be powered with Rotarycraft power system. It is very expensive with RF and I think, very cheap with KW. At least the configs are changed to be cheaper then normal when powered with Rotarycraft
Kind of a nitpick, but I don't think that's quite right. From the Revolution site:
RotaryCraft shaft power is about 4x more effective than RF for powering AE systems (yes, the energy acceptor accepts shaft power)"
Applied Energistics requires about 4x more power than typical.
So 4x more power required, but RoC power is 4x more useful - in other words, RF is super inefficient relative to defaults, but shaft power is essentially unchanged.
Kind of a nitpick, but I don't think that's quite right. From the Revolution site:
So 4x more power required, but RoC power is 4x more useful - in other words, RF is super inefficient relative to defaults, but shaft power is essentially unchanged.
Yes, basically. The specific formula is:
1. AE systems require 4x more power than default configs.
2. It takes 4 times more units of RF to equal one AE unit, compared to the default configs, whereas shaft power is unchanged.
This means you need a lot more power if you're going to go the RF way.
Regarding Logistics Pipes vs. AE system: @Ignitediris
I looked at your base pictures, and it looks like those are working well for you. That's awesome! The problem I have is that my autocrafting and requesting and mod interactions are a fair bit more complex and large-scale than what you showed in your screenshots. With that in mind, Logistics pipes isn't going to keep up. For example, have your auto-crafting system attempt to construct 40 Extra Utilities Bedrockium Ingots in a single setting. After that, have your auto-crafting system process all drops from 4 different bee species, create honey from the centrifuged droplets, slime balls from the honey, store the other item drops, delete what is not needed, and deal with the drone production from Industrial Apiaries. This is barely scratching the surface of what my AE network does, and what it can potentially do in the future. Now, place Chromaticraft Tile Accelerators around mod blocks that they work on. Advanced Rocketry and some others come to mind.
You've progressed far enough in the mod pack to produce Draconic Evolution storage and energy transfer in large amounts? Very nice. I don't know that I like the energy transfer crystals though. How well do they function indoors? Also, you mention Reika's RF cables. As I stated, they can be very buggy and unreliable when used for anything other than point A to point B energy storage, or connecting to one of his machines. They cannot be used in conjunction with EnderIO.
You're also not using Arc Furnaces to their full potential. Process a stack of Energetic Alloy through one Arc Furnace and a stack of Vibrant Alloy through a second, with every slot of the Arc Furnace filled, not as single stack. Let me know about your power generation. I'm digressing though.
@Nagapito:
I'm not being rude, but you're so far out of scope on this conversation that it's not worth continuing. The IE Diesel Generator is as early-game as you can get for power gen. It's outclassed by a single gasoline engine pumping shaft power into a Rotational Dynamo. Yes, there are smaller generators (wind/water), but the scale of the conversation is so massively beyond those that they're basically in the same class. 8k rf/t is a joke.
Regarding using RoC shaft power to power an AE system:
I would love to see a power setup utilizing RoC that can power an AE system using multiple Quantum Network Bridges that is both aesthetic and compact. To wit, make it fit in this size room without looking ridiculous or burying it under the floor. http://imgur.com/a/egi8O
A fair bit has changed since those pics. I have moved into my tower and scaled out.
I have a fair few bee's going at the moment but to be fair, they are not my thing. A teammate is working with that. All controlled by logistics though and that is where I am helping him.
Logistic's has no problem with scale crafting. That tower uses over 150,000 blocks of various types. Every single one was autocrafting with the logistics system in those pics you saw and fed into a buildcraft builder which was over 200 blocks away. No issues whatsoever and no intervention on my part. I did make sure I had enough iron, redstone and glowstone before starting it but it would have happily waiting on those resources. As far as mod interactions go... Not sure I buy that either as this system is tied into chisel, forestry, immersive engineering, rotarycraft, reactorcraft (in a test world), ender IO, vanilla, and likely more. Additionally, it is crafting things from all of those mods too including liquids.
Logistics transfer is incredibly quick. The composter from rotarycraft is currently producing (when needed), an operation every 2 ticks. Mighty quick and again, no problems. The only issue with logistics is the travel time and this is a realism aspect I enjoy. Forces you to think creatively to over come it.
Oh, and I am producing slime from honey, am deleting things, and I am processing the other drops. Along with auto analyzing. Again, no problems. I also have a cursed earth mob farm going and am handling all those drops too in addition to my enderman and blaze powered spawners being fed from performance engines.
I have not progressed far enough to get into draconic yet. That was a test world and Reika's RF cables were used point to point as I described; producer to storage sphere directly as they are indeed a bit wonky.
In any case. Both logistics and AE are equals with what they can do. I have not yet encountered anything logistics cannot do; even gregtech...
I suppose your right though... it can't keep up and my world is a fluke
Just trying to offer a different, workable approach.
A fair bit has changed since those pics. I have moved into my tower and scaled out.
I suppose your right though... it can't keep up and my world is a fluke
Just trying to offer a different, workable approach.
Oh cool! I'd based my response on the pictures you'd posted to the thread earlier. Glad to hear that Logistics pipes are capable of handling what you're doing! No offense intended.
- Are you producing Lubricant from canola seeds? In what quantities and how is it stored/moved to machines that require it?
- How advanced is your test world into Reactorcraft? Are the logistics pipes capable of keeping up with Pebble Bed and the logistics of running Fission/Breeder reactors?
Logisitics pipes were super fun back in the day. If they're as capable as it sounds like you've used them to be, I may center around them for when I eventually play Rev|3 ver. 3.5 or Rev|4 (when it comes out/if they're still in the pack).
Oh cool! I'd based my response on the pictures you'd posted to the thread earlier. Glad to hear that Logistics pipes are capable of handling what you're doing! No offense intended.
- Are you producing Lubricant from canola seeds? In what quantities and how is it stored/moved to machines that require it?
- How advanced is your test world into Reactorcraft? Are the logistics pipes capable of keeping up with Pebble Bed and the logistics of running Fission/Breeder reactors?
Logisitics pipes were super fun back in the day. If they're as capable as it sounds like you've used them to be, I may center around them for when I eventually play Rev|3 ver. 3.5 or Rev|4 (when it comes out/if they're still in the pack).
No, no offence taken. I was a little snippier then I intended to be. I had to put my dog down this past weekend and I may be a bit more passive aggressive then usual.
In any case. I am producing lubricant from canola and husks. I move them from barrels using provider and active supplier cards. The machines always stay full and I use a comparator on the grinder to only turn on the engine when there is work to do. I am only using gasoline engines as I don't use lubricant in any appreciable quantity yet. If I need to scale up, I'll use micro turbines and/or duplicate the setup as it is modular. The liquid goes into an open blocks tank collocated with the producers. Logistics liquid extraction pipes are on that tank and move it to my large centralized storage room. There is also a comparator on that collocated tank. If it gets more then half full, everything shuts down. This either indicates that the storage is full or logistics cannot move the liquids for some reason. All my automation setups have this safety feature.
My reactorcraft test world does use AE but a tiny network dedicated only for a single reactor. Reason is because it plays really nice withe ender IO and the space available near a reactor is crazy tight once you account for all the safety systems one needs. I only use AE in this case for fuel availability. I keep 1 piece of uranium in an interface available at all times (AE is not strictly necessary either in this case. I could bump the top pipes up another block or 2 and fit regular logistics pipes with active supplier cards and vanilla chests. It is creative and I thought I try it this way first. I'll post pics the other way too later on.) Then i use buildcraft autarchic gates to ensure that, when I want it, exactly 1 piece of fuel gets inserted into each of the reactor cores.
The reactor in the pics is a tritium breeder. There are several safety features. It will only turn on if there is enough water, dueterium, space for more tritium and I want it on. It will only cycle 1 piece of uranium in each core at a time.
Waste is handled in pools filled with buildcraft floodgates.
I can also use the same design without dueterium to power 6 turbines at full speed. Combine that with a turbine generator on each and u get 9 million RF/t.
This is my first attempt and I heavily relied upon ender IO, but, looking at it now, there is nothing that ender IO is doing in that reactor that logistics pipes cannot... time to rebuild and prove it I think. Will post more pics of that kind of setup later on.
In the pics you can also see the auto sensing signalling for things like the pressurizer. It does not turn on unless it needs to.
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Logistic pipes now have a new pipe, unrouted transfer pipe that removed the dependency on buildcraft pipes and has no drag opposite to the low-drag of gold pipes. They might also be cheaper... Haven't checked the recipe yet.
But they look quite nice since they look like routing pipes without the green and other marks
Close up of the signalling barrels as I call them. Some things cannot be "requested" and instead must be "pushed" into the network. They need additional signalling to shutdown (think cobble gen). There will be more wireless transmitters for things like enderpearls and blaze rods so that the mob farms shutdown when not needed. Right now, I am using redstone cabling for the whole run (just discovered the analog wireless stuff).
Logistic pipes now have a new pipe, unrouted transfer pipe that removed the dependency on buildcraft pipes and has no drag opposite to the low-drag of gold pipes. They might also be cheaper... Haven't checked the recipe yet.
But they look quite nice since they look like routing pipes without the green and other marks
Close up of the signalling barrels as I call them. Some things cannot be "requested" and instead must be "pushed" into the network. They need additional signalling to shutdown (think cobble gen). There will be more wireless transmitters for things like enderpearls and blaze rods so that the mob farms shutdown when not needed. Right now, I am using redstone cabling for the whole run (just discovered the analog wireless stuff).
I see what you have on that upper left corner........
Glad to see I am not the only one. Now I dont feel so bad even if I use it more for solving problems then to abuse
Ps: What version are you using? I am using the 33 but has the stupid bug of not fully rendering some chunks and I never bothered to try the latest since it was not working at all in GregTech InfiTech pack...
I see what you have on that upper left corner........
Glad to see I am not the only one. Now I dont feel so bad even if I use it more for solving problems then to abuse
Ps: What version are you using? I am using the 33 but has the stupid bug of not fully rendering some chunks and I never bothered to try the latest since it was not working at all in GregTech InfiTech pack...
Only a matter of time until someone commented
Finding ore has never been my thing and a pack like this where mother loads are scattered hundreds to thousands of blocks away, not every swamp has bauxite, sieve is not reliable, etc. Just tedium in my mind.
Going to get it, mining it, transporting it, surviving the trip, processing it, etc. Those are the problems I want to work on. Exploration, not really my thing.
The first thing I do when I load up a new map is to locate all the ores and all the chromaticraft structures and mark them on my map. Then, in survival, I proceed as usual. I only started doing that with gregtech which has a similar ore spawn setup. The common method of locating ore for gregtech was to dig straight down every other chunk and hope to get lucky. Really boring.
Don't get me wrong, I love the ore distribution and wouldn't trade it for anything. Keeps me from setting up a mobile mining drone with frames as I have done in the past.
EDIT: I am using All-Versions-1.10.2 actually... seams to work fine. it does still have that render issue where, on occasion, it will just lose part of the rendering and you have move around a bit to get it back.
Gregtech ore is tricky; I too played InfiTech2. I does not change texture until it is exposed to an air block. So, you won't ever see the mother load that way. I used a combination with cofh countblocks to zero in.
Your Tritium reactor layout for core/boiler/rad chamber looks like the one I'm using as well. 9x5 with the rad chambers in a "plus pattern" around the cores? I do hope those black blocks are a combo of reflector and bedrock, and not just double reflectors with steel on the end. You're going to have a bad time w/neutrons if not! Not sure what all the other wiring is for though. Seems a bit over-engineered. If you are running that 9x5 setup, it runs so cold that it never needs to be shut down, unless you're worried about waste processing. If you ever plan on setting up a Tokamak, you'll need to keep that reactor on 24/7 anyways for the Tritium. More power to ya though, if you're havin' fun with it!
6 turbines should have you closer to 11M rf/t. You may not be producing enough steam to spin up all 6 to full power. Turbines should be fluctuating around 1.8M for full speed running water-based steam, steady w/flywheel attachment. I'm in the process of setting up a Fission reactor for steam production to test that configuration out currently.
Your storage pictures show me that you are indeed on a smaller scale than what I'm talking about for storage and power requirements. You do not appear to suffer from the ailment that I do (I had to stop playing Cookie Clicker and Clicker Heroes). Minecraft hoarding! I like the numbers, you see...
There's no canola in the picture I've linked because I've capped a CrC tank at ~2B and let the supply dwindle. It would number in the millions like the other large-scale items, if I turned the farm back on. The sugarcane and carrots are a byproduct of that...
The mining system has been shut off for about a week now, but I had about double the amount of iron before the projects I started working on. Steel is expensive! Couple million cobble less as well, but I crafted a fair amount of Bedrockium in preparation of Draconic Evolution when I decide to play with it.
The engineering to get all that you've described to work w/logistics pipes sounds pretty crazy. I like it! Is it capable of handling a scaled-up type situation, where the inputs were increased by a couple factors and the barrel storage was upgraded in stack size completely?
Crazy idea, ditch enviromine in detriment of TFC.
"Revolution 4.0+++, now with TFC"
And the scents on ZombieAwareness since the scent tracking system is disabled.
I just discovered that RotaryCraft does not use the biome temperatures generated by this mod but instead it has is own mechanism to calculate the temperature and if the mod is present, he simulates a similar temperature variance over time like HarderWildlife does.
this means that even if seasons are disabled, the mere presence of the mod in the pack causes all reika mods(this change is in DragonAPI) that use temperature mechanics to adapt to the season system since he doesnt detect if the system is active, only if its present.
Because of this in conjunction with some biome misconfiguration that I am still trying to pinpoint, I have the fermenter reporting -5º in a Savana biome while in a Savana M it is 35º....
A new version? Can you tell us any specifics?
so... an heads up anyone else living or planning to live in Savannas.
Reika hardcodes that Savanna and Savanna Plateau are not hot biomes but instead warm. This causes that the temperature variation of harder wildlife have an impact of 75% on the value temperature and it can go down as 5º
But he has not hardcoded the Savanna M and Savanna Plateau M, so this ones are read from the biomes dictionary and reported as hot, and harder wildlife will only impact 20% in the temperature.
This explains the huge difference of temperature on these biomes.
There is also a bug somewhere calculating the time of the year since I have witner temperatures in middle summer, that is, -5 in my Savanna in the middle of the day
Just because seasons are disabled it doesnt mean there arent seasons. They still exist but do not affect the weather except for Reika totally ignoring that they are disabled and still using it to affect his machines.
Welp, I tried. I really did. A couple pages back, I thought I'd gotten my power transfer problems solved, but my base has progressed in size and scope significantly since then. There is simply no feasible way to move meaningful amounts of RF power around with EnderIO being the primary RF resource in this mod pack. Short of crafting massive Vibrant Capacitor banks and pumping RF directly into them via Rotational Dynamos, keeping an advanced ME system online is an effort in futility. I currently have 4 Dimensional Transceivers sitting on the main ME Controller array just to keep it online, with multiple other Transceivers feeding power to Quantum bridges, and other various places, but it's not enough to keep up with serious power draw. Sure, I could add even MORE transceivers, but that's just silly.
Reika's RF Transfer cables are buggy as all hell. Plain and simple. I've had them randomly stop transmitting power (cost me a couple Pebble Bed cores due to cooling failure), and they refuse to connect to anything except Reika's mod machines and Dimensional Transceivers(which seems to cause it's own set of problems). With a ~20k rf/t bottleneck per transceiver, they're mostly pointless anyways. While the interaction between Electricraft and Rotarycraft work fine, utilizing the Induction Gen/Motor for getting shaft power and RF power to "big" or 1-off projects, these still bring me back to the first point. Moving RF in the large numbers created by the "core" mods of this pack is unwieldy to the point of infeasible. I have no wish to huddle machines that require RF into little bunches around Capacitor banks being fed by Rotational Dynamos, or utilizing Chromaticraft's RF Radiator with the buggy RF Transfer Cable being the only thing that can supply it with power in the amounts needed. I've not even talked about the power requirements of RFTools, which also don't play with Reika's cabling.
I've installed Thermal Foundation and Thermal Dynamics in the pack for access to Cryoducts and Tesseracts specifically to transfer power. World Rifts and Transceivers do a marvelous job of moving Fluids and Items, so there's no requirement to switch from those.
If I am blatantly missing something, I'd love to hear about it. Until then, I'm sorry to sully the mod author's vision of Revolution|3 by circumventing what I'm currently seeing as a nonviable power solution. I just can't justify not only the space requirement but also computational requirement of having 5 connection points to put 100k RF/t into an ME network, let alone the other RF-using machines of this pack.
Edit: There's also a nasty little feedback loop that occurs with Chromaticraft RF Radiators if there is any sort of storage or transmitter underneath it and within range. Specifically... Dimensional Transceivers and Capacitor banks! The Radiator will loop power through them ad infinitum. Granted, this is an issue on Chromaticraft's end, but it's still a problem for the mod pack.
So, I have also been researching a way past this problem but I took a different; albeit temporary (probably) tact... I am not using applied energistics. Instead, I stayed with logistic's pipes. It can do everything applied energistics can do at a MUCH more reasonable power draw. The only thing I had to grow used to was the delay when requesting something from across my base. Because of the way logistics pipes work, all my automation systems are designed to detect when the storage sink is full and turn themselves off. Almost everything is controlled by a simple RS NOR connected to a couple comparators and potentiometers in a circuit. In this way I have a "if high turn off" and "if low turn on" set of functionality. This works for liquids like jet fuel production and items like farm output and power gen. For farms specifically I use the analog wireless redstone to control rotarycraft fans and dimensional transceivers. So, when the storage fills up (comparators on barrels), a wireless signal is sent to turn the producer off. For liquids I use an intermediate tank with a comparator. In this way, if the intermediate tank has a couple buckets in it, things turn off; logistics pipes are pretty quick with pulling liquids so this state means that it can't for whatever reason. I will likely end up detecting items in transceivers and turning them on via wireless redstone only when things need to get moved. Again, saves on wasted power draw. If my farms are off and nothing is being transferred, why leave the transceiver on?
Every system I design and build for automation has an auto off feature if the intermediate buffer gets full. Additionally, everything that needs to be crafted is done so via a request system, not a push system. Meaning, I put an active supplier card into a logistics chassis on a barrel and use a crafting card on the producer. I tell the active supplier to keep several stacks in the barrel at all times and it will request of the network, craft this for me. If it is disconnected, it stops, if it is full, it stops, etc. Much safer.
In this pack I view applied energistics at scale as being punished since this pacts moto is essentially, "if what you are doing is hard, there is a better way".
I don't think I will touch applied energistics at all really... Because of that, I don't need 100k RF/t transfer from anything accept producers and those very large power producers will go directly into a draconic sphere via Reika's cables. That pairing works fine and can get you the 1.5M RF/t output of a turbine into the sphere. I tested this setup with 4 such turbines off a reactor to great effect.
The point I am in the game my base spans 8 square chunks with 2 floors. I have close to 200 barrels, alot of mod based itemsinks in chests, and autocrafting quite a bit. Everything for jet fuel is automated except for coal, that is next. Netherrack, autocrafted, soul sand, autocrafted, blaze powder too, and ethanol and magma creams. All ancillary systems to achieve that like lubricant, automated.
Under active load with my base pumping out jetfuel, smelting up ingots/ethanol, autocrafting and transporting hundreds of items at once including through transceivers, my base's power draw is a little over 300 RF/t. When the arc furnace turns on, that is another story but, that is a temporary hit to the capacitor buffer and well within the capability of ender IO. When the base is not doing anything, power draw is 24 RF/t and that is the transceiver upkeep.
Food for thought anyway...
IE has the diesel engine producing 8K RF/T. With ender IO cables, I think RF power is pretty well covered.
Also, AE is supposed to be powered with Rotarycraft power system. It is very expensive with RF and I think, very cheap with KW. At least the configs are changed to be cheaper then normal when powered with Rotarycraft
Kind of a nitpick, but I don't think that's quite right. From the Revolution site:
So 4x more power required, but RoC power is 4x more useful - in other words, RF is super inefficient relative to defaults, but shaft power is essentially unchanged.
Yes, basically. The specific formula is:
1. AE systems require 4x more power than default configs.
2. It takes 4 times more units of RF to equal one AE unit, compared to the default configs, whereas shaft power is unchanged.
This means you need a lot more power if you're going to go the RF way.
Oh good, some conversations!
Regarding Logistics Pipes vs. AE system: @Ignitediris
I looked at your base pictures, and it looks like those are working well for you. That's awesome! The problem I have is that my autocrafting and requesting and mod interactions are a fair bit more complex and large-scale than what you showed in your screenshots. With that in mind, Logistics pipes isn't going to keep up. For example, have your auto-crafting system attempt to construct 40 Extra Utilities Bedrockium Ingots in a single setting. After that, have your auto-crafting system process all drops from 4 different bee species, create honey from the centrifuged droplets, slime balls from the honey, store the other item drops, delete what is not needed, and deal with the drone production from Industrial Apiaries. This is barely scratching the surface of what my AE network does, and what it can potentially do in the future. Now, place Chromaticraft Tile Accelerators around mod blocks that they work on. Advanced Rocketry and some others come to mind.
You've progressed far enough in the mod pack to produce Draconic Evolution storage and energy transfer in large amounts? Very nice. I don't know that I like the energy transfer crystals though. How well do they function indoors? Also, you mention Reika's RF cables. As I stated, they can be very buggy and unreliable when used for anything other than point A to point B energy storage, or connecting to one of his machines. They cannot be used in conjunction with EnderIO.
You're also not using Arc Furnaces to their full potential. Process a stack of Energetic Alloy through one Arc Furnace and a stack of Vibrant Alloy through a second, with every slot of the Arc Furnace filled, not as single stack. Let me know about your power generation. I'm digressing though.
@Nagapito:
I'm not being rude, but you're so far out of scope on this conversation that it's not worth continuing. The IE Diesel Generator is as early-game as you can get for power gen. It's outclassed by a single gasoline engine pumping shaft power into a Rotational Dynamo. Yes, there are smaller generators (wind/water), but the scale of the conversation is so massively beyond those that they're basically in the same class. 8k rf/t is a joke.
Regarding using RoC shaft power to power an AE system:
I would love to see a power setup utilizing RoC that can power an AE system using multiple Quantum Network Bridges that is both aesthetic and compact. To wit, make it fit in this size room without looking ridiculous or burying it under the floor. http://imgur.com/a/egi8O
A fair bit has changed since those pics. I have moved into my tower and scaled out.
I have a fair few bee's going at the moment but to be fair, they are not my thing. A teammate is working with that. All controlled by logistics though and that is where I am helping him.
Logistic's has no problem with scale crafting. That tower uses over 150,000 blocks of various types. Every single one was autocrafting with the logistics system in those pics you saw and fed into a buildcraft builder which was over 200 blocks away. No issues whatsoever and no intervention on my part. I did make sure I had enough iron, redstone and glowstone before starting it but it would have happily waiting on those resources. As far as mod interactions go... Not sure I buy that either as this system is tied into chisel, forestry, immersive engineering, rotarycraft, reactorcraft (in a test world), ender IO, vanilla, and likely more. Additionally, it is crafting things from all of those mods too including liquids.
Logistics transfer is incredibly quick. The composter from rotarycraft is currently producing (when needed), an operation every 2 ticks. Mighty quick and again, no problems. The only issue with logistics is the travel time and this is a realism aspect I enjoy. Forces you to think creatively to over come it.
Oh, and I am producing slime from honey, am deleting things, and I am processing the other drops. Along with auto analyzing. Again, no problems. I also have a cursed earth mob farm going and am handling all those drops too in addition to my enderman and blaze powered spawners being fed from performance engines.
I have not progressed far enough to get into draconic yet. That was a test world and Reika's RF cables were used point to point as I described; producer to storage sphere directly as they are indeed a bit wonky.
In any case. Both logistics and AE are equals with what they can do. I have not yet encountered anything logistics cannot do; even gregtech...
I suppose your right though... it can't keep up and my world is a fluke
Just trying to offer a different, workable approach.
Oh cool! I'd based my response on the pictures you'd posted to the thread earlier. Glad to hear that Logistics pipes are capable of handling what you're doing! No offense intended.
- Are you producing Lubricant from canola seeds? In what quantities and how is it stored/moved to machines that require it?
- How advanced is your test world into Reactorcraft? Are the logistics pipes capable of keeping up with Pebble Bed and the logistics of running Fission/Breeder reactors?
Logisitics pipes were super fun back in the day. If they're as capable as it sounds like you've used them to be, I may center around them for when I eventually play Rev|3 ver. 3.5 or Rev|4 (when it comes out/if they're still in the pack).
No, no offence taken. I was a little snippier then I intended to be. I had to put my dog down this past weekend and I may be a bit more passive aggressive then usual.
In any case. I am producing lubricant from canola and husks. I move them from barrels using provider and active supplier cards. The machines always stay full and I use a comparator on the grinder to only turn on the engine when there is work to do. I am only using gasoline engines as I don't use lubricant in any appreciable quantity yet. If I need to scale up, I'll use micro turbines and/or duplicate the setup as it is modular. The liquid goes into an open blocks tank collocated with the producers. Logistics liquid extraction pipes are on that tank and move it to my large centralized storage room. There is also a comparator on that collocated tank. If it gets more then half full, everything shuts down. This either indicates that the storage is full or logistics cannot move the liquids for some reason. All my automation setups have this safety feature.
My reactorcraft test world does use AE but a tiny network dedicated only for a single reactor. Reason is because it plays really nice withe ender IO and the space available near a reactor is crazy tight once you account for all the safety systems one needs. I only use AE in this case for fuel availability. I keep 1 piece of uranium in an interface available at all times (AE is not strictly necessary either in this case. I could bump the top pipes up another block or 2 and fit regular logistics pipes with active supplier cards and vanilla chests. It is creative and I thought I try it this way first. I'll post pics the other way too later on.) Then i use buildcraft autarchic gates to ensure that, when I want it, exactly 1 piece of fuel gets inserted into each of the reactor cores.
The reactor in the pics is a tritium breeder. There are several safety features. It will only turn on if there is enough water, dueterium, space for more tritium and I want it on. It will only cycle 1 piece of uranium in each core at a time.
Waste is handled in pools filled with buildcraft floodgates.
I can also use the same design without dueterium to power 6 turbines at full speed. Combine that with a turbine generator on each and u get 9 million RF/t.
This is my first attempt and I heavily relied upon ender IO, but, looking at it now, there is nothing that ender IO is doing in that reactor that logistics pipes cannot... time to rebuild and prove it I think. Will post more pics of that kind of setup later on.
In the pics you can also see the auto sensing signalling for things like the pressurizer. It does not turn on unless it needs to.
Logistic pipes now have a new pipe, unrouted transfer pipe that removed the dependency on buildcraft pipes and has no drag opposite to the low-drag of gold pipes. They might also be cheaper... Haven't checked the recipe yet.
But they look quite nice since they look like routing pipes without the green and other marks
Here are a few more pics.
Overview shots indicating scale.
The farm barrels and there wireless transmitters.
Close up of the signalling barrels as I call them. Some things cannot be "requested" and instead must be "pushed" into the network. They need additional signalling to shutdown (think cobble gen). There will be more wireless transmitters for things like enderpearls and blaze rods so that the mob farms shutdown when not needed. Right now, I am using redstone cabling for the whole run (just discovered the analog wireless stuff).
Picking my jaw off the floor. Will be converting.
Thanks!
I see what you have on that upper left corner........
Glad to see I am not the only one. Now I dont feel so bad even if I use it more for solving problems then to abuse
Ps: What version are you using? I am using the 33 but has the stupid bug of not fully rendering some chunks and I never bothered to try the latest since it was not working at all in GregTech InfiTech pack...
Only a matter of time until someone commented
Finding ore has never been my thing and a pack like this where mother loads are scattered hundreds to thousands of blocks away, not every swamp has bauxite, sieve is not reliable, etc. Just tedium in my mind.
Going to get it, mining it, transporting it, surviving the trip, processing it, etc. Those are the problems I want to work on. Exploration, not really my thing.
The first thing I do when I load up a new map is to locate all the ores and all the chromaticraft structures and mark them on my map. Then, in survival, I proceed as usual. I only started doing that with gregtech which has a similar ore spawn setup. The common method of locating ore for gregtech was to dig straight down every other chunk and hope to get lucky. Really boring.
Don't get me wrong, I love the ore distribution and wouldn't trade it for anything. Keeps me from setting up a mobile mining drone with frames as I have done in the past.
EDIT: I am using All-Versions-1.10.2 actually... seams to work fine. it does still have that render issue where, on occasion, it will just lose part of the rendering and you have move around a bit to get it back.
Gregtech ore is tricky; I too played InfiTech2. I does not change texture until it is exposed to an air block. So, you won't ever see the mother load that way. I used a combination with cofh countblocks to zero in.
@ignitediris
That tower is sweet-lookin'!
Your Tritium reactor layout for core/boiler/rad chamber looks like the one I'm using as well. 9x5 with the rad chambers in a "plus pattern" around the cores? I do hope those black blocks are a combo of reflector and bedrock, and not just double reflectors with steel on the end. You're going to have a bad time w/neutrons if not! Not sure what all the other wiring is for though. Seems a bit over-engineered. If you are running that 9x5 setup, it runs so cold that it never needs to be shut down, unless you're worried about waste processing. If you ever plan on setting up a Tokamak, you'll need to keep that reactor on 24/7 anyways for the Tritium. More power to ya though, if you're havin' fun with it!
6 turbines should have you closer to 11M rf/t. You may not be producing enough steam to spin up all 6 to full power. Turbines should be fluctuating around 1.8M for full speed running water-based steam, steady w/flywheel attachment. I'm in the process of setting up a Fission reactor for steam production to test that configuration out currently.
Your storage pictures show me that you are indeed on a smaller scale than what I'm talking about for storage and power requirements. You do not appear to suffer from the ailment that I do (I had to stop playing Cookie Clicker and Clicker Heroes). Minecraft hoarding! I like the numbers, you see...
There's no canola in the picture I've linked because I've capped a CrC tank at ~2B and let the supply dwindle. It would number in the millions like the other large-scale items, if I turned the farm back on. The sugarcane and carrots are a byproduct of that...
The mining system has been shut off for about a week now, but I had about double the amount of iron before the projects I started working on. Steel is expensive! Couple million cobble less as well, but I crafted a fair amount of Bedrockium in preparation of Draconic Evolution when I decide to play with it.
The engineering to get all that you've described to work w/logistics pipes sounds pretty crazy. I like it! Is it capable of handling a scaled-up type situation, where the inputs were increased by a couple factors and the barrel storage was upgraded in stack size completely?