I fully automated HDPE pellets. I had initially set it up to where I would request biofuel from my AE2 system, but this morning set up an Advanced Crushing Factory on top of the drawer, and connected its input to a basic EMC link, and set the target for sugar cane, which produces 4 biofuel each.
I also now have enough Polonium and Plutonium pellets to make the SPS Casings. But I also need them for the SPS Ports, which I need 8 of. 6 of these are connected to Supercharged Coils, which need 4 casings each. So I really need 104 Pu and 416 Po pellets, plus another 18 of the Po pellets for each of the Supercharged Coils. The induction matrix now has around 460G FE stored, about 15% of its capacity. At a rate of 104M FE/t, the SPS will make enough antimatter for me to obtain the Creative Chemical Tank in 20 minutes. Then I will be able to get infinite amounts of it, and the next thing I would get ought to be a creative chemical tank of fissile fuel.
I also set up a max size Compact Machine, which requires a block of Netherite. This would have been much more expensive to make earlier on when I only had about 30-40M EMC stored. A single Ancient Debris has 65536 EMC. But I can get 3 netherite scrap from 1 ancient debris by crushing it and then enriching it. The reason I did this was to fight the Wither, and spawning it inside a Compact Machine made more sense to me. I made the Red Matter Katar and get some Nether Stars. I also found out that this weapon/tool will near-instant break any block, so I have to be careful using it around the base. I also found that right clicking it near my animal farm would harvest all of the wool from my sheep, of which I now have over 50. Dense ME cables use a lot of wool.
Here is a screenshot of my HDPE production line. The Infusing and Enriching Factories are to the right. The cyan gas is Oxygen, the white gas is Hydrogen. The last time I had to do this type of setup was in Stoneblock. I also attached a screenshot of the Fissile Fuel line.
The pack is called Mechanical Mastery. It can be downloaded from Curseforge.
I have generated enough FE from the Industrial Turbine to fill up the Induction Matrix to just under 24% capacity. I have burned through roughly 14k B of fissile fuel. I went over to the reactor last night and noticed that the chemical tank holding fissile fuel was empty, but there was likely some in the pressurized tube. The ultimate tier of these can hold more than the amount of a nuclear waste barrel, which is 512 B. So assuming a full pressurized tube and a full reactor, there is 952 B of fissile fuel left in it.
I then decided to address the limited amount of fissile fuel I had by automating uranium ingots. I have a screenshot below of the entire setup, which has been modified from the original build twice, first replacing an iron chest at the input of the purifying factory, which would act as a buffer to store the raw ore after being pulled out of an EMC link, then moving the pulverizers to their current positions. They were originally stacked directly on top of each other, which blocked off access to have catalysts go into the pulverizer's reagent slot. In the final build, an item pipe distributes flint to each pulverizer round robin style. This is connected to a basic drawer which has an ME export bus on it. This allows my AE2 system to auto export flint to the drawer. The other drawer just below the EMC link has a downgrade to a single stack. It is supplying raw uranium to the purifying factory, which doubles the raw ore. This then gets sent to a pair of crushing wheels inside an enclosure of dark oak planks. On the right side is another activated watch of flowing time on a dark matter pedestal. To the left of it is a mechanical belt, which is linked to other belts on the back of the dark oak planks. The crushing wheels are connected in back to the same network as the belt, and this is powered by a windmill with 128 blades. This is one example of a moving contraption in the Create mod. If you want blocks to move together as a unit, you need to stick them together with slime. You use 2 slimeballs, an iron nugget and an iron sheet/plate to make super glue, which can be used to stick together blocks. Each blade arm is 10 blocks, made of dark oak logs, with an acacia log attached to the windmill bearing. I had to slime the blade arms several times. I would start the windmill only to have some logs not move with the structure. It generates a total of 8192 SU.
From the crushing wheels, the crushed ore goes to a Mekanism crusher, which doubles the output again. Then the dirty dusts from the crusher go to 3 pulverizers, using an advanced pipe upgrade to round robin the dirty dusts into each pulverizer. Flint is also distributed by item pipes. Then the dust gets sent to the smelting factory. With this setup I get 6.76x. The earlier build with the pulverizers stacked only got 5.72x. I could go to 8 - 9x with earth charges, but I don't have these fully automated like flint.
In addition, there's another export bus on the input chest of the fissile fuel line. This one has 2 acceleration cards in it, which quickly filled the chest once the item to be exported (uranium ingot) was specified.
And I think I may have enough items to build the SPS. I have a full basic drawer of HDPE pellets (2048), and might have enough black iron ingots. If I need to, I have an infusing factory with refined obsidian in it that makes essence of darkness 20x more efficient.
Edit 11-08-2024 9:44 PM: I got all of the components needed to make the SPS. This is 72 SPS Casings, 8 SPS Ports (1 each for input and output, and 6 for the Supercharged Coils). Those I got through making last night.
I went over to the fissile fuel line and found I had a full ultimate chemical tank of fissile fuel - 8192 B, so I swapped it out for the empty one. This is perhaps the last time I will need to do this as I currently have in the process of autocrafting 2 Quantum Entangloporters. These are from Mekanism and allow the teleportation of items, fluids, gasses and energy across great distances and likely also across dimensions. They are like the old Tesseracts in the 1.7.10 and earlier versions of Thermal Expansion. But will still need to head over to the reactor area upon logging into the world to start the reactor. I would rather SCRAM it before logging off in case something bad happens, though it is unlikely.
2nd edit: I now have fissile fuel being teleported via quantum entangloporter, and checking the chemical tank at the reactor is showing I have a net gain of it. Once it fills both blocks, it will eventually fill the chemical tank back at my base, and then the isotope centrifuge itself will start to fill up.
Recently, I've assisted with writing content and generating creative comments, explained technical issues, offered detailed answers on topics like art and DIY projects, and even supported users in making business-related decisions or portfolio-building strategies. I've also been helping with project support, including creating promotional content for launches like Booksmind. Is there something specific you'd like to know about or need help with?
Last night I got the SPS up and running, and got 1 antimatter pellet. The pack then gave me 2 more as a quest reward. So that leaves me with 3 left to make to unlock the creative chemical tank. And the first thing I am going to dupe using it is going to be antimatter, then fissile fuel, and possibly also O2 and H.
I had originally made another solar neutron activator to create Po to run the SPS, but did not use it as I no longer needed to make it for the pellets. So I ran a basic pressurized tube from the output side of both nuclear waste barrels containing the Po; there was almost 1000B of it in there. I also had to make another chemical crystallizer, as I chose to leave the one I had used for Li dust where it was.
There was about 843G FE stored in the induction matrix. When I connected the supercharged coils on all sides of it to the matrix output, it started running and began chewing through that stored power pretty quickly. I had to set the connection on the ultimate universal cable to none to stop it while the matrix recharged. In addition, I increased the reactor burn rate to 45mB/t. This increased the turbine output to 2.04M FE/t and the heat to 757.71K. I however am still getting a net gain on fissile fuel - the chemical tank at the reactor is staying full, and the quantum entangloporter next to it is now starting to fill up.
I then restarted the SPS, but instead of directly connecting it to the induction matrix via universal cable, I have a flux plug on it and a flux point on the cables going to the SPS, and rate limited it to 800k FE/t. This slows down antimatter production to 0.002mB/t, but will allow the turbine to keep charging the matrix at a slower rate.
Screenshot of the SPS in operation. The machine with the flux point on it is the chemical crystallizer. It has about 226mB antimatter in it:
Edit: I played around a bit with the power going to the SPS. I first bumped it up to 1.5M FE/t, then increased it to 5M for several minutes, then reduced it to 1.8M. I have since gotten a 4th antimatter pellet, needing only 2 more to be able to infinitely dupe it. That is the only creative item I can get from antimatter alone; all the rest require the Final Star. Making this is going to require a multi-stage process using deployers and putting 20 passes of several items, including all of the mechanical essences, onto a nether star to make a final star shard, and the star itself requires several of these, not sure exactly how many.
I set up some EMC automation using Thermal's Phytogenic Insolators and oak saplings. Of the drops from those, only apples do not have EMC. So I set up a system to feed a pulverizer bones from an EMC link, and saplings from another link. I then had the apples routed into a Nullifier, and everything else initially going into another link. But it would not work, and I think it is because you need to set a target item, and that can only be of one type. So instead I have the items with EMC going into an Energy Condenser targeting red matter, which in this pack has around 1/9th the EMC that it normally does, 58000 or so.
I shut off the SPS last night by intentionally setting the output of the flux point connected to it to 0. This was to allow the Po to build up in the pressurized tubes and in the 2 nuclear waste barrels holding them. What I found was the even after increasing the total number of solar neutron activators to 10, if I set the incoming power level to anything above 1.2M, I would use more Po than was being made, slowing down the process.
I also discovered I had around 86k uranium ingots in my AE2 system, so I stopped that line by setting the purifying factory to redstone normal, needing a signal to run. I will change it back when uranium runs below 10k. I also want to do a fully automated generic setup similar to that one. The crushing wheels will be powered from the same windmill; I might need to run a shaft below the floor over to where I want to do the build. If it isn't too far from the uranium one, I can tap into the water source there to get the O2 for the purifying factory.
I also made a gas burning generator. The theoretical maximum power output from this is 80k FE/t. It's power level is also dependent on the generator's internal fuel buffer. At a full tank, it actually produces 72.19k FE/t, all of which is going into the induction matrix via its flux network, which is separate from the reactors network, which the output of the matrix empties into and is pulled out of by the SPS. I also increased the reactor burn rate to 49.5. I found that at 50, it was resulting in a balance between fuel production and consumption, I reduced it slightly so there was a net gain. This results in an output of 2.26M FE/t, and a heat level of 796.17K, still in the yellow range.
Screenshots of the solar neutron activators. The one by itself cannot be moved as it has nuclear waste in it. As for the others, I would place them down by themselves without connecting the tubes to set the ports, and then connect them up.
Edit: I ended doubling the number of these, and found that I can run the SPS at 1.3M FE/t before it begins using more Po than the solar neutron activators can provide. It is currently off until I get more Po built up in the tubes and in the waste barrels.
At least I managed to do it without tearing down the whole of the front though. Only sacrificed a small bit of wall either side towards the bottom, but that was an anomoly from when I first started anyway.. Now that is done I've been re-vamping the entrance doors:
Also after all the re-adjuestemts and re-centering it meant the frames of the door now had to go to 7 wide from their previous 6.
It's now officially been 2 months since I started this cathedral and I've just filled in the gap at the very end of the right side:
Still lots of copper to put in for slant roofs. The full length of the right side:
Still plenty of stuff to add though on this side. I will be building up the very back wall next however.
Maintaining symmetrically must be challenging in such a large, complex structure, but you don't seem to have much of a problem with it. I would definitely be annoyed if I had to rebuild a part because of a mistake or a sudden change in plans.
It can be a little bit frustrating. When I do have to rebuild, I have to do it when I'm "in the mood", when I hit that time in my head it's just a case of "okay, let's do it and just get it done."
I recently had another shift at the back of the build which I had made far too long. From that last picture I posted The back was two far from the last tower to the right of the "Tube" section. I've adjusted and rebuilt it close, but it had reprecussions, namely moving the tower forward and having to rebuild the bay wall to it's right - et again. Thus today I've had to move the towers the left side and it's bay wall forward as well to line up with what I've done further town.
The good thing is the back can now be fully realised.
The bad having to move tow sets of towers with their bay walls in the middle - forward. Near the front this has also presented a new problem as I fear it might,
It means the back wall behinfd the peak (After moving the peak, the arch trim and three entrances at the bottom) are now out of line again.
As of yet I haven't come up with a work around.
Even with bigger window slots, that back wall is 16 long one side behind the peak and 20 the other. Currently 5 sindows one side behind the peak, 6 on the right.
I really, really don't want to have to rebuild te two left side pair of towers (x4 in total) and their two walls in bettween each two, and move THEM forward, but I fear it might have to be if I can't find a solution. My only awnser so far is not having window slots at all on that back wall behind the peak so it's not as noticable!
Whatever I do, the next plan is to close this gap on the left side at the front up as I have done the right:
The tree is nice, and I like the blending in of the different types of leaves and the shape of your design. If you want to, you can still enlarge the canopy further and sprinkle some colors around by adding flower beds, glow berries, shroomlights, etc.
The storage room looks great. The ideas with the glazed terracotta and new tuff blocks are creative.
There have been several major milestones I have passed in this pack in the end game tier, such as obtain 2 of the Final Stars. In addition, I have made 2 of the Creative items, the Chemical Tank (Mek) and Motor (Create). The tank can store infinite amounts of any gas, infuse type (coal, redstone, diamond, etc.), pigment or slurry. This includes the radioactive ones, though you would not want to store these in a creative tank as it is not radiation proof. The motor generates up to 262,144 SU of rotational force, but does not require RF to run. There is also the Creative Fluid Tank, Creative Energy Cube, and Creative Storage Disk. The first of these are from Mek, while the other is for Refined Storage, which makes it useless for me on its own since I chose to do AE2 this time. But it and the other creative items are used along with another 3 Final Stars to make the Final Power Flower. The stars have EMC at 100G. Because of this I have stopped feeding the regular essences from the mechanical mixer into the multi-servo press. My main source of it is coming from 20 Phytogenic Insolators growing oak trees. Only apples from the machine do not have EMC, so those get routed into a Nullifier. This block is also useful for emptying unwanted contents in your Reservoirs. It is much faster as a means of moving fluids than the gauge dropper, which can only hold 500mB. The flower has no EMC itself, but generates it at 48T/s.
The Final Star is a mechanical crafter recipe. You need 45 total, which meant my water wheel on the existing mechanical crafters would not do as it would cause kinetic over stress, so I moved them to the windmill. This is now at about 70% of the max of 8192 SU, but I could always add the creative motor if I needed. The center item is an Ultimate Singularity from Extended Crafting, which is 1000 items compressed into singularities in the Quantum Compressor, then crafted on the 9x9 Ultimate Crafting Table. Around it is 8 blocks of Aeternalis Fuel, then dark matter on the sides, and alternating antimatter pellets and final star shards on the outer 24 slots. I posted a screen shot of the recipe. In addition there are some screenshots of areas I have built recently to process components of the final star, such as the chromatic compound, refined radiance and some other things. I have replaced every single one of the mechanical belts going to mixers with Laser IO based systems. There are several laser nodes in the screenshots. The most recent area to get laser nodes though is not in any of the screenshots; it is the area where I am making the regular essences. The problem with the belts is that they cannot properly round robin items to the mixer basin, and this would regularly cause items to back up on the belt when one of them ran out but the AE2 system kept exporting items into the input chest.
I also had a radiation incident at my reactor. One morning I logged into my world and teleported to there via Waystone, only to immediately get hit with radiation damage upon arriving there. While the reactor had not melted down, the nuclear waste output had over filled, leaking radiation into the area. I had to open the game to LAN to enable cheats and give 2 commands, one to remove the radiation from the area, and the other to heal the player. I later found out my radiological accident was entirely preventable. I had used redstone links from create to connect the logic adapters that shut off the reactor to the one activating it through a NOT gate, but had not set that one to receive mode. By default, redstone links are in transmit mode when placed, and have to be right clicked with the wrench to switch to receive mode. So while the reactor did not melt down (blow up), the potential for that to occur was possible due to the logic adapters set to SCRAM it not being linked to the activation logic adapter.
I have since stopped it entirely as I was not making fissile fuel any more, though recently I started it back up again at 39mB/t, which is about 75% of the max rate, and produces an output on the steam turbine of 1.78M FE/t. Combined with the 72.19K FE/t from the gas burning generator I set up as seen in one of the screenshots, it is getting a 1.85M FE/t input to the Induction Matrix. The generator is located behind the PRC making Ethylene, and its view is blocked by the incoming Hydrogen line going into the PRC. Oddly enough, this is the only machine in the mod that does not have a setting in the sound muffler, so I would have to use Muffling Upgrades in it directly.
The other thing I did was get a mob farm going using Blursed Earth from the Mini-Utilities mod. This is made with a semi-stable ingot, and while you have longer to craft something using it than the old EU2 Unstable Ingot, it behaves exactly the same as far as exploding on the player. I only needed 1 to make 8 of the blursed earth. I have also found that apart from spawning mobs in darkness, it can also be picked up without needing silk touch. You could not do that with the old cursed earth. I made the farm fairly simple, it is 10x10 on the inside, with Dark Utilities' Fast Vector Plates to propel the mobs into the grinder, which is 4 Netherite Spikes, also from Mini-Utilities. Then in the floor I have a Vacuumulator with a couple of augments to increase the range so that any items dropped would be sucked up and sent back to my AE2 system via Ender Chest. In addition to the normal hostile overworld mobs that spawn at night or in caves, thermal's blizz spawns because of it being a frozen ocean. This also causes Squid, Drowned, Salmon and Toretoises (from Quark) to spawn, but no other passive mobs.
I spent the week grinding resources and digging a tunnel to my villager trading hall, installed a library and enchantment room to my basement. I also found a sniffer egg so I will be making a small sniffer farm to get my hands on some of those old flowers.
I made a minor change to the mob farm. I was looking at ways to collect all the XP orbs dropped, and most of them meant I would have to progress through Industrial Foregoing, as the way to get one of the items for this (a Bottle of Enchanting) was through the Mob Crusher, which produces XP, but requires Pink Slime to craft. And for that I was going to need to make a Mob Slaughter Factory to get both meat and pink slime. Then I found out that I could use the Mind Stone from Project E on a dark matter pedestal, and it would collect the orbs from around it. Diamond and Netherite Spikes act as if the player killed the mob, and as a result, they will all drop the orbs which I can then collect. I may make another one to store my own XP in and retrieve when needed.
The Toretoises are not entirely passive. They have an area effect attack that is somewhat like the thorns effect, and they use this attack when attacked first. If I stand right in back of the spikes, I will sometimes get hit by this, but not when standing on the roof of the building. Blizzes and sometimes Endermen escape the spikes, with blizzes able to fly, and some reason, the full size endermen just seem to be able to stand on top the spikes without taking any damage. I posted a screenshot of the mob farm in action.
I plan on building a 2nd farm using the blessed earth, but given it is frozen ocean, only the mobs mentioned before will spawn, no land animals (not sure if the toretoise lives on land). The reason why I would do it this way is because hostile mobs do not produce very much pink slime compared to passive ones.
Edit 12-03-2024:
I got the 3rd Final Star made and turned it along with an Ultimate Energy Cube, an Enriched Essence of Darkness, a Flux Point and a Flux Plug into a Creative Energy Cube. The Ultimate Energy Cube must not be placed in the world and has to be fully charged. This must be done either wirelessly or in an energy storage device (in this case the Induction Matrix).
I also made 192 Wither Skeleton skulls and fought the Wither 64 times inside the Compact Machine. I was spawning them 2 and towards the end 3 at a time. If I place the final skulls as fast as possible I can usually get all 3 in one hit with the Red Matter Katar. I do take a hit from the initial blast of the 2nd and 3rd ones, and occasionally will also get hit by a skull. The wither effect doesn't last that long, only a few seconds, and the Red Matter armor I am using keeps me from taking any damage at all. About all I needed to do during the fights was to eat the infinite steak once.
I had 44 Nether Stars in my AE2 system. I need a total of 108 for the remaining 4 Final Stars (12 for each one plus the 15 needed to make 240 Nitro Crystals).
The Katar is seriously OP. Not only can it one shot the Wither (and perhaps the dragon as well, and maybe even the Chaos Guardian too). In addition, it will insta-break just about any block. I don't like using it for that because of the potential for mass destruction of parts of my base. It will also shear every single one my sheep at once, and even on occasion cause them to enter love mode and spawn a couple babies.
Edit #2: I logged into my world a bit ago and decided I wanted to expand my EMC production some more. I found out what I needed to grow the Industrial Hemp and seeds from the same crop. Given that it is Immersive Engineering, the item I needed to grow this is a Garden Cloche. In order to make these I needed Incandescent Light Bulbs and Iron Mechanical Components. Both are made at the Engineer's Workbench using a blueprint for crafting components. The iron components can also be made on a crafting table, but it costs double the iron plates (4 vs. 2). I made 18 of the bulbs (they are crafted in 3's) and 16 of the iron mechanical components. In addition I also made 5 stacks of Treated Wood Planks. 2 are needed for each cloche.
I have made the cloches already, but was going to look up what I needed to do to automate them.
The cloche automation worked pretty well, but I found them to be too slow. I was able to place dark matter pedestals with watches of flowing time on them to speed them up, which ended up working a little too well. The energy condenser all of the cloches' products went to was filling up at a rather rapid rate. I ended up upgrading it to a Mk II, which appears to be able to convert at 1200 EMC/s.
Then tonight I made my 4th final star. I went to make the creative fluid tank, and it requires Ether Gas, so I am going to have to progress through Industrial Foregoing with the ultimate goal to capture the Wither in a stasis field and extract the ether gas from it.
So far I am trying to mine a whole chunk and getting full netherite on my realm with my friends
I fully automated HDPE pellets. I had initially set it up to where I would request biofuel from my AE2 system, but this morning set up an Advanced Crushing Factory on top of the drawer, and connected its input to a basic EMC link, and set the target for sugar cane, which produces 4 biofuel each.
I also now have enough Polonium and Plutonium pellets to make the SPS Casings. But I also need them for the SPS Ports, which I need 8 of. 6 of these are connected to Supercharged Coils, which need 4 casings each. So I really need 104 Pu and 416 Po pellets, plus another 18 of the Po pellets for each of the Supercharged Coils. The induction matrix now has around 460G FE stored, about 15% of its capacity. At a rate of 104M FE/t, the SPS will make enough antimatter for me to obtain the Creative Chemical Tank in 20 minutes. Then I will be able to get infinite amounts of it, and the next thing I would get ought to be a creative chemical tank of fissile fuel.
I also set up a max size Compact Machine, which requires a block of Netherite. This would have been much more expensive to make earlier on when I only had about 30-40M EMC stored. A single Ancient Debris has 65536 EMC. But I can get 3 netherite scrap from 1 ancient debris by crushing it and then enriching it. The reason I did this was to fight the Wither, and spawning it inside a Compact Machine made more sense to me. I made the Red Matter Katar and get some Nether Stars. I also found out that this weapon/tool will near-instant break any block, so I have to be careful using it around the base. I also found that right clicking it near my animal farm would harvest all of the wool from my sheep, of which I now have over 50. Dense ME cables use a lot of wool.
Here is a screenshot of my HDPE production line. The Infusing and Enriching Factories are to the right. The cyan gas is Oxygen, the white gas is Hydrogen. The last time I had to do this type of setup was in Stoneblock. I also attached a screenshot of the Fissile Fuel line.
Thats pretty cool. Is this a mod pack because I liked to play it.
The pack is called Mechanical Mastery. It can be downloaded from Curseforge.
I have generated enough FE from the Industrial Turbine to fill up the Induction Matrix to just under 24% capacity. I have burned through roughly 14k B of fissile fuel. I went over to the reactor last night and noticed that the chemical tank holding fissile fuel was empty, but there was likely some in the pressurized tube. The ultimate tier of these can hold more than the amount of a nuclear waste barrel, which is 512 B. So assuming a full pressurized tube and a full reactor, there is 952 B of fissile fuel left in it.
I then decided to address the limited amount of fissile fuel I had by automating uranium ingots. I have a screenshot below of the entire setup, which has been modified from the original build twice, first replacing an iron chest at the input of the purifying factory, which would act as a buffer to store the raw ore after being pulled out of an EMC link, then moving the pulverizers to their current positions. They were originally stacked directly on top of each other, which blocked off access to have catalysts go into the pulverizer's reagent slot. In the final build, an item pipe distributes flint to each pulverizer round robin style. This is connected to a basic drawer which has an ME export bus on it. This allows my AE2 system to auto export flint to the drawer. The other drawer just below the EMC link has a downgrade to a single stack. It is supplying raw uranium to the purifying factory, which doubles the raw ore. This then gets sent to a pair of crushing wheels inside an enclosure of dark oak planks. On the right side is another activated watch of flowing time on a dark matter pedestal. To the left of it is a mechanical belt, which is linked to other belts on the back of the dark oak planks. The crushing wheels are connected in back to the same network as the belt, and this is powered by a windmill with 128 blades. This is one example of a moving contraption in the Create mod. If you want blocks to move together as a unit, you need to stick them together with slime. You use 2 slimeballs, an iron nugget and an iron sheet/plate to make super glue, which can be used to stick together blocks. Each blade arm is 10 blocks, made of dark oak logs, with an acacia log attached to the windmill bearing. I had to slime the blade arms several times. I would start the windmill only to have some logs not move with the structure. It generates a total of 8192 SU.
From the crushing wheels, the crushed ore goes to a Mekanism crusher, which doubles the output again. Then the dirty dusts from the crusher go to 3 pulverizers, using an advanced pipe upgrade to round robin the dirty dusts into each pulverizer. Flint is also distributed by item pipes. Then the dust gets sent to the smelting factory. With this setup I get 6.76x. The earlier build with the pulverizers stacked only got 5.72x. I could go to 8 - 9x with earth charges, but I don't have these fully automated like flint.
In addition, there's another export bus on the input chest of the fissile fuel line. This one has 2 acceleration cards in it, which quickly filled the chest once the item to be exported (uranium ingot) was specified.
And I think I may have enough items to build the SPS. I have a full basic drawer of HDPE pellets (2048), and might have enough black iron ingots. If I need to, I have an infusing factory with refined obsidian in it that makes essence of darkness 20x more efficient.
Edit 11-08-2024 9:44 PM: I got all of the components needed to make the SPS. This is 72 SPS Casings, 8 SPS Ports (1 each for input and output, and 6 for the Supercharged Coils). Those I got through making last night.
I went over to the fissile fuel line and found I had a full ultimate chemical tank of fissile fuel - 8192 B, so I swapped it out for the empty one. This is perhaps the last time I will need to do this as I currently have in the process of autocrafting 2 Quantum Entangloporters. These are from Mekanism and allow the teleportation of items, fluids, gasses and energy across great distances and likely also across dimensions. They are like the old Tesseracts in the 1.7.10 and earlier versions of Thermal Expansion. But will still need to head over to the reactor area upon logging into the world to start the reactor. I would rather SCRAM it before logging off in case something bad happens, though it is unlikely.
2nd edit: I now have fissile fuel being teleported via quantum entangloporter, and checking the chemical tank at the reactor is showing I have a net gain of it. Once it fills both blocks, it will eventually fill the chemical tank back at my base, and then the isotope centrifuge itself will start to fill up.
Recently, I've assisted with writing content and generating creative comments, explained technical issues, offered detailed answers on topics like art and DIY projects, and even supported users in making business-related decisions or portfolio-building strategies. I've also been helping with project support, including creating promotional content for launches like Booksmind. Is there something specific you'd like to know about or need help with?
Last night I got the SPS up and running, and got 1 antimatter pellet. The pack then gave me 2 more as a quest reward. So that leaves me with 3 left to make to unlock the creative chemical tank. And the first thing I am going to dupe using it is going to be antimatter, then fissile fuel, and possibly also O2 and H.
I had originally made another solar neutron activator to create Po to run the SPS, but did not use it as I no longer needed to make it for the pellets. So I ran a basic pressurized tube from the output side of both nuclear waste barrels containing the Po; there was almost 1000B of it in there. I also had to make another chemical crystallizer, as I chose to leave the one I had used for Li dust where it was.
There was about 843G FE stored in the induction matrix. When I connected the supercharged coils on all sides of it to the matrix output, it started running and began chewing through that stored power pretty quickly. I had to set the connection on the ultimate universal cable to none to stop it while the matrix recharged. In addition, I increased the reactor burn rate to 45mB/t. This increased the turbine output to 2.04M FE/t and the heat to 757.71K. I however am still getting a net gain on fissile fuel - the chemical tank at the reactor is staying full, and the quantum entangloporter next to it is now starting to fill up.
I then restarted the SPS, but instead of directly connecting it to the induction matrix via universal cable, I have a flux plug on it and a flux point on the cables going to the SPS, and rate limited it to 800k FE/t. This slows down antimatter production to 0.002mB/t, but will allow the turbine to keep charging the matrix at a slower rate.
Screenshot of the SPS in operation. The machine with the flux point on it is the chemical crystallizer. It has about 226mB antimatter in it:
Edit: I played around a bit with the power going to the SPS. I first bumped it up to 1.5M FE/t, then increased it to 5M for several minutes, then reduced it to 1.8M. I have since gotten a 4th antimatter pellet, needing only 2 more to be able to infinitely dupe it. That is the only creative item I can get from antimatter alone; all the rest require the Final Star. Making this is going to require a multi-stage process using deployers and putting 20 passes of several items, including all of the mechanical essences, onto a nether star to make a final star shard, and the star itself requires several of these, not sure exactly how many.
I set up some EMC automation using Thermal's Phytogenic Insolators and oak saplings. Of the drops from those, only apples do not have EMC. So I set up a system to feed a pulverizer bones from an EMC link, and saplings from another link. I then had the apples routed into a Nullifier, and everything else initially going into another link. But it would not work, and I think it is because you need to set a target item, and that can only be of one type. So instead I have the items with EMC going into an Energy Condenser targeting red matter, which in this pack has around 1/9th the EMC that it normally does, 58000 or so.
I shut off the SPS last night by intentionally setting the output of the flux point connected to it to 0. This was to allow the Po to build up in the pressurized tubes and in the 2 nuclear waste barrels holding them. What I found was the even after increasing the total number of solar neutron activators to 10, if I set the incoming power level to anything above 1.2M, I would use more Po than was being made, slowing down the process.
I also discovered I had around 86k uranium ingots in my AE2 system, so I stopped that line by setting the purifying factory to redstone normal, needing a signal to run. I will change it back when uranium runs below 10k. I also want to do a fully automated generic setup similar to that one. The crushing wheels will be powered from the same windmill; I might need to run a shaft below the floor over to where I want to do the build. If it isn't too far from the uranium one, I can tap into the water source there to get the O2 for the purifying factory.
I also made a gas burning generator. The theoretical maximum power output from this is 80k FE/t. It's power level is also dependent on the generator's internal fuel buffer. At a full tank, it actually produces 72.19k FE/t, all of which is going into the induction matrix via its flux network, which is separate from the reactors network, which the output of the matrix empties into and is pulled out of by the SPS. I also increased the reactor burn rate to 49.5. I found that at 50, it was resulting in a balance between fuel production and consumption, I reduced it slightly so there was a net gain. This results in an output of 2.26M FE/t, and a heat level of 796.17K, still in the yellow range.
Screenshots of the solar neutron activators. The one by itself cannot be moved as it has nuclear waste in it. As for the others, I would place them down by themselves without connecting the tubes to set the ports, and then connect them up.
Edit: I ended doubling the number of these, and found that I can run the SPS at 1.3M FE/t before it begins using more Po than the solar neutron activators can provide. It is currently off until I get more Po built up in the tubes and in the waste barrels.
That was a lot of changes.
At least I managed to do it without tearing down the whole of the front though. Only sacrificed a small bit of wall either side towards the bottom, but that was an anomoly from when I first started anyway.. Now that is done I've been re-vamping the entrance doors:
Also after all the re-adjuestemts and re-centering it meant the frames of the door now had to go to 7 wide from their previous 6.
It's now officially been 2 months since I started this cathedral and I've just filled in the gap at the very end of the right side:
Still lots of copper to put in for slant roofs. The full length of the right side:
Still plenty of stuff to add though on this side. I will be building up the very back wall next however.
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16yrs+ only
Maintaining symmetrically must be challenging in such a large, complex structure, but you don't seem to have much of a problem with it. I would definitely be annoyed if I had to rebuild a part because of a mistake or a sudden change in plans.
The exterior is already looking brilliant.
Thanks.
It can be a little bit frustrating. When I do have to rebuild, I have to do it when I'm "in the mood", when I hit that time in my head it's just a case of "okay, let's do it and just get it done."
I recently had another shift at the back of the build which I had made far too long. From that last picture I posted The back was two far from the last tower to the right of the "Tube" section. I've adjusted and rebuilt it close, but it had reprecussions, namely moving the tower forward and having to rebuild the bay wall to it's right - et again. Thus today I've had to move the towers the left side and it's bay wall forward as well to line up with what I've done further town.
The good thing is the back can now be fully realised.
The bad having to move tow sets of towers with their bay walls in the middle - forward. Near the front this has also presented a new problem as I fear it might,
It means the back wall behinfd the peak (After moving the peak, the arch trim and three entrances at the bottom) are now out of line again.
As of yet I haven't come up with a work around.
Even with bigger window slots, that back wall is 16 long one side behind the peak and 20 the other. Currently 5 sindows one side behind the peak, 6 on the right.
I really, really don't want to have to rebuild te two left side pair of towers (x4 in total) and their two walls in bettween each two, and move THEM forward, but I fear it might have to be if I can't find a solution. My only awnser so far is not having window slots at all on that back wall behind the peak so it's not as noticable!
Whatever I do, the next plan is to close this gap on the left side at the front up as I have done the right:
It should be straight forward enough..
Closed old thread
16yrs+ only
I'm not sure about this tree, but I do like how cozy my underground section has gotten.
The tree is nice, and I like the blending in of the different types of leaves and the shape of your design. If you want to, you can still enlarge the canopy further and sprinkle some colors around by adding flower beds, glow berries, shroomlights, etc.
The storage room looks great. The ideas with the glazed terracotta and new tuff blocks are creative.
There have been several major milestones I have passed in this pack in the end game tier, such as obtain 2 of the Final Stars. In addition, I have made 2 of the Creative items, the Chemical Tank (Mek) and Motor (Create). The tank can store infinite amounts of any gas, infuse type (coal, redstone, diamond, etc.), pigment or slurry. This includes the radioactive ones, though you would not want to store these in a creative tank as it is not radiation proof. The motor generates up to 262,144 SU of rotational force, but does not require RF to run. There is also the Creative Fluid Tank, Creative Energy Cube, and Creative Storage Disk. The first of these are from Mek, while the other is for Refined Storage, which makes it useless for me on its own since I chose to do AE2 this time. But it and the other creative items are used along with another 3 Final Stars to make the Final Power Flower. The stars have EMC at 100G. Because of this I have stopped feeding the regular essences from the mechanical mixer into the multi-servo press. My main source of it is coming from 20 Phytogenic Insolators growing oak trees. Only apples from the machine do not have EMC, so those get routed into a Nullifier. This block is also useful for emptying unwanted contents in your Reservoirs. It is much faster as a means of moving fluids than the gauge dropper, which can only hold 500mB. The flower has no EMC itself, but generates it at 48T/s.
The Final Star is a mechanical crafter recipe. You need 45 total, which meant my water wheel on the existing mechanical crafters would not do as it would cause kinetic over stress, so I moved them to the windmill. This is now at about 70% of the max of 8192 SU, but I could always add the creative motor if I needed. The center item is an Ultimate Singularity from Extended Crafting, which is 1000 items compressed into singularities in the Quantum Compressor, then crafted on the 9x9 Ultimate Crafting Table. Around it is 8 blocks of Aeternalis Fuel, then dark matter on the sides, and alternating antimatter pellets and final star shards on the outer 24 slots. I posted a screen shot of the recipe. In addition there are some screenshots of areas I have built recently to process components of the final star, such as the chromatic compound, refined radiance and some other things. I have replaced every single one of the mechanical belts going to mixers with Laser IO based systems. There are several laser nodes in the screenshots. The most recent area to get laser nodes though is not in any of the screenshots; it is the area where I am making the regular essences. The problem with the belts is that they cannot properly round robin items to the mixer basin, and this would regularly cause items to back up on the belt when one of them ran out but the AE2 system kept exporting items into the input chest.
I also had a radiation incident at my reactor. One morning I logged into my world and teleported to there via Waystone, only to immediately get hit with radiation damage upon arriving there. While the reactor had not melted down, the nuclear waste output had over filled, leaking radiation into the area. I had to open the game to LAN to enable cheats and give 2 commands, one to remove the radiation from the area, and the other to heal the player. I later found out my radiological accident was entirely preventable. I had used redstone links from create to connect the logic adapters that shut off the reactor to the one activating it through a NOT gate, but had not set that one to receive mode. By default, redstone links are in transmit mode when placed, and have to be right clicked with the wrench to switch to receive mode. So while the reactor did not melt down (blow up), the potential for that to occur was possible due to the logic adapters set to SCRAM it not being linked to the activation logic adapter.
I have since stopped it entirely as I was not making fissile fuel any more, though recently I started it back up again at 39mB/t, which is about 75% of the max rate, and produces an output on the steam turbine of 1.78M FE/t. Combined with the 72.19K FE/t from the gas burning generator I set up as seen in one of the screenshots, it is getting a 1.85M FE/t input to the Induction Matrix. The generator is located behind the PRC making Ethylene, and its view is blocked by the incoming Hydrogen line going into the PRC. Oddly enough, this is the only machine in the mod that does not have a setting in the sound muffler, so I would have to use Muffling Upgrades in it directly.
The other thing I did was get a mob farm going using Blursed Earth from the Mini-Utilities mod. This is made with a semi-stable ingot, and while you have longer to craft something using it than the old EU2 Unstable Ingot, it behaves exactly the same as far as exploding on the player. I only needed 1 to make 8 of the blursed earth. I have also found that apart from spawning mobs in darkness, it can also be picked up without needing silk touch. You could not do that with the old cursed earth. I made the farm fairly simple, it is 10x10 on the inside, with Dark Utilities' Fast Vector Plates to propel the mobs into the grinder, which is 4 Netherite Spikes, also from Mini-Utilities. Then in the floor I have a Vacuumulator with a couple of augments to increase the range so that any items dropped would be sucked up and sent back to my AE2 system via Ender Chest. In addition to the normal hostile overworld mobs that spawn at night or in caves, thermal's blizz spawns because of it being a frozen ocean. This also causes Squid, Drowned, Salmon and Toretoises (from Quark) to spawn, but no other passive mobs.
I spent the week grinding resources and digging a tunnel to my villager trading hall, installed a library and enchantment room to my basement. I also found a sniffer egg so I will be making a small sniffer farm to get my hands on some of those old flowers.
I made a minor change to the mob farm. I was looking at ways to collect all the XP orbs dropped, and most of them meant I would have to progress through Industrial Foregoing, as the way to get one of the items for this (a Bottle of Enchanting) was through the Mob Crusher, which produces XP, but requires Pink Slime to craft. And for that I was going to need to make a Mob Slaughter Factory to get both meat and pink slime. Then I found out that I could use the Mind Stone from Project E on a dark matter pedestal, and it would collect the orbs from around it. Diamond and Netherite Spikes act as if the player killed the mob, and as a result, they will all drop the orbs which I can then collect. I may make another one to store my own XP in and retrieve when needed.
The Toretoises are not entirely passive. They have an area effect attack that is somewhat like the thorns effect, and they use this attack when attacked first. If I stand right in back of the spikes, I will sometimes get hit by this, but not when standing on the roof of the building. Blizzes and sometimes Endermen escape the spikes, with blizzes able to fly, and some reason, the full size endermen just seem to be able to stand on top the spikes without taking any damage. I posted a screenshot of the mob farm in action.
I plan on building a 2nd farm using the blessed earth, but given it is frozen ocean, only the mobs mentioned before will spawn, no land animals (not sure if the toretoise lives on land). The reason why I would do it this way is because hostile mobs do not produce very much pink slime compared to passive ones.
Edit 12-03-2024:
I got the 3rd Final Star made and turned it along with an Ultimate Energy Cube, an Enriched Essence of Darkness, a Flux Point and a Flux Plug into a Creative Energy Cube. The Ultimate Energy Cube must not be placed in the world and has to be fully charged. This must be done either wirelessly or in an energy storage device (in this case the Induction Matrix).
I also made 192 Wither Skeleton skulls and fought the Wither 64 times inside the Compact Machine. I was spawning them 2 and towards the end 3 at a time. If I place the final skulls as fast as possible I can usually get all 3 in one hit with the Red Matter Katar. I do take a hit from the initial blast of the 2nd and 3rd ones, and occasionally will also get hit by a skull. The wither effect doesn't last that long, only a few seconds, and the Red Matter armor I am using keeps me from taking any damage at all. About all I needed to do during the fights was to eat the infinite steak once.
I had 44 Nether Stars in my AE2 system. I need a total of 108 for the remaining 4 Final Stars (12 for each one plus the 15 needed to make 240 Nitro Crystals).
The Katar is seriously OP. Not only can it one shot the Wither (and perhaps the dragon as well, and maybe even the Chaos Guardian too). In addition, it will insta-break just about any block. I don't like using it for that because of the potential for mass destruction of parts of my base. It will also shear every single one my sheep at once, and even on occasion cause them to enter love mode and spawn a couple babies.
Edit #2: I logged into my world a bit ago and decided I wanted to expand my EMC production some more. I found out what I needed to grow the Industrial Hemp and seeds from the same crop. Given that it is Immersive Engineering, the item I needed to grow this is a Garden Cloche. In order to make these I needed Incandescent Light Bulbs and Iron Mechanical Components. Both are made at the Engineer's Workbench using a blueprint for crafting components. The iron components can also be made on a crafting table, but it costs double the iron plates (4 vs. 2). I made 18 of the bulbs (they are crafted in 3's) and 16 of the iron mechanical components. In addition I also made 5 stacks of Treated Wood Planks. 2 are needed for each cloche.
I have made the cloches already, but was going to look up what I needed to do to automate them.
The cloche automation worked pretty well, but I found them to be too slow. I was able to place dark matter pedestals with watches of flowing time on them to speed them up, which ended up working a little too well. The energy condenser all of the cloches' products went to was filling up at a rather rapid rate. I ended up upgrading it to a Mk II, which appears to be able to convert at 1200 EMC/s.
Then tonight I made my 4th final star. I went to make the creative fluid tank, and it requires Ether Gas, so I am going to have to progress through Industrial Foregoing with the ultimate goal to capture the Wither in a stasis field and extract the ether gas from it.