by the stash, for the stash
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Could you start a new thread Kura sometime soon? I want to add some links I've found from mucking about on some obscure topics. Maybe link a few things to full-on tutorials of the different mods and keep it updated.
I imagine that thread as you making a long detailed information based post that you'll edit to keep updated, my post involving the links to be updated, then any issues or problems from other players and such.
(Or you could just take all my links that I could pm to you)
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I was going to make it multi-post (rather than just one long post) for better sorting. Mostly because this forums lacks bullet points and spoilers.
Something like Server info, Resources, Current survey, Other, Reserved (For any other large catagories that come to mind).
Which of course takes time.
All is good now tut. I am just glad it wasn't at spawn.
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But you gotta love my thread? Right? Right?
-tumbleweed-
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Can't put up with these links rotting on my computer anymore. Time to dump everything.
Section 1 - IndustrialCraft Agriculture
***Warning, heavy reading ahead!***
http://wiki.industrial-craft.net/index. … =Main_Page
http://forum.industrial-craft.net/index … e56c6af300
http://forum.industrial-craft.net/index … eadID=3931
First link guides you to the IC2 wiki, it will tell you very basic information regarding IC2 agriculture. Alblaka, one of the guys in charge of IC2 occupies the next to links in the IC2 forums. He created you a guide and made a little Q&A thread for people.
I get to sum it all up. If you don't have the patience to do this, then stop reading and go do something more useful OR
go to this link for video that will teach you the main gist of IC2 agriculture. Very helpful, I suggest you watch it instead of read my guide. 
http://www.youtube.com/watch?v=FFU9HIFGTUw
1---Get some normal seeds, it seems that only the flower, rose, pumpkin, melon, sugarcane, and wheat are the only crops able to be used in IC2 agriculture.
2---Make crops using sticks arranged in a "boot" formation in the crafting table's grid. Crops are little wooden posts that you can grow IC2 plants on. You place crops by simply clicking on a farm block. This will make the little sticks which you will plant your seeds on.
3---There are multiple conditions that affect plant growth. The best biome for growing crops is the swamp, then the jungle, then the mushroom biome. I have no information regarding other biomes. Another condition for plant growth is unblocked access to sky, meaning no underground farms. They're affected by the 3x3 square around them and should always be planted near water. Having no blocks in the 3x3 square around them promotes growth. Lastly, they are affected by air quality. It has been hinted on the forums that higher altitudes means better air quality for plants. I would just stick with the 60-65 range of altitude found in swamp biomes though.
4---Weeds, WeedEx, Fertilizer, and Hydration cells. Weeds grow on unoccupied crops. (The little stick things) And over time they will grow and just eat your other plants. You can remove these little turds by left clicking them. WeedEx makes your crops immune to weeds, be warned though, it has been hinted that overuse of WeedEx has negative affects on plant growth. Fertilizer is made from the combination of Bonemeal and Scrap. You can also combine 2 scraps with 1 fertilizer to make 2 more fertilizer so as to not waste bonemeal. Hydration cells are water cells run through an extractor twice, first making coolant cells, then hydration cells. These are used to hydrate and fertilize plants, which speeds growth.
5---Now its time to get into the genetics of plants. Plants some sugarcane/seeds/flowers in your crops by simply clicking on them. Now your plant will begin to grow over time, faster or slower depending on conditions. Be warned, plants will die if you walk on them and at lower tiers they will die quite easily. Once your plants are fully grown you can either right click them to harvest them or right click them to destroy them. Destroying them produces seed bags (when FULLY grown). Harvesting them drops their "item". For example: Wheat drops wheat, and pumpkins drop pumpkins. The plants do not need replanting when you do this. Sometimes a single plant can drop many pumpkins/wheat/whatever. Also, it is not guaranteed that destroying a crop drops a seed bag, more often than not, you will not get your seed bag. This makes IC2 agriculture hard and arduous at times.
6---Seed bags are the important stuff about IC2 agriculture. Make a cropnalyzer and get some batteries to power it. Then you want to place a battery in the top right slot of the cropnaylzer's interface and the seed bag in the top left. This will scan the seed bag. Place the seedbag in the top left a few more times to analyze it some more, upon the third time it will consume a larger amount of energy and tell you the stats of your seed! There are 3 attributes. Growth, Gain, and Resistance.
Growth = Growth
Gain = How much drops when you harvest it
Resistance = How well they resist trampling and weeds
Now you can place crops ontop of empty crops to make a crossbreeder! Crossbreeders will allow 2 plants adjacent to the crossbreeder to exchange their "DNA" and make an entirely new plant or an even better plant. According to the forums, there are 16 different plants to discover. I discovered 1 plant on my own and it was a blue flower that dropped blue dye for me. There is supposedly a plant called Ferru that drops iron. Yes, I just said it drops iron. (Iron dust that you can smelt into iron) Now go get out there and breed some plants! Wooh!
I might be a little vague on some parts, so if I need to edit anything, tellz me via PM or in-game.
Section 2 - IndustrialCraft Energy Sources
Here I'll be listing energy sources and how you can use these to your advantage.
---Non-Renewable Energy
------Coal in furnaces produces 10 EU/s. 1 Coal will produce you 4000 EU.
------Coke Furnaces smelt coal into coal coke, which have twice the value of normal coal, it does this at an approximately 50 coal coke per stack of coal. (+46 Coal)
------Charcoal is renewable, just cut trees all day... have fun with that.
------Coal can be made into Coalfuel cells which can be used to fill empty fuel cans which power furnaces. I'm not entirely sure about this method so you would have to look more into it yourself! It does require tin for cells...
------Lava, go harvest it in a lava pool or in the nether. Using buckets to pick up lava and place it in furnaces is almost completely renewable, as it only costs lava. As apposed to lava cells which stack, but cost tin to make. 1 lava cell/bucket is 20,000 EU in a Geothermal Generator. Geothermal generators make 20 EU/s which is twice that of generators. It can also store up to 24 cells/buckets of lava.
------Biofuel, you can make biofuel from plantclumps that are made from plantmatter crafted like a furnace would be crafted. This seems renewable, no? Unfortunately, no it isn't because it requires tin to make the cells that you store the biofuel in, and in case you haven't noticed, tin is non-renewable.
-------Nuclear energy. I'll go more in depth on this later. Regardless, you have to mine the uranium ores in the world to get nuclear energy. Also requires tin to make the cells.
If you make a Mark IV reactor then you'll have to replace the parts of the reactor to keep it running.
-------I'm probably forgetting some other source of energy...
---Renewable Energy
Watermills are terrible at EU generation. The most a watermill can produce at once is only 0.21 EU/t. You would need a lot of space and time to make that many watermills generate a reasonable amount of power. They are cheap and produce 2 watermills for every generator though. There is an alternate mode where watermills produce 2 EU per bucket of water inserted into it, I don't think its worth it, but if you can set up a system that produces water for a watermill, then I'd really like to see it.
http://thetekkit.wikia.com/wiki/Water_Mill
Windmills, are actually pretty basic. They're also fairly effective! Windmills are affect by all blocks in a 9x9x7 area around them. If X number of blocks occupy that area then their effective height Y lowers by one. Their maximum possible safe height during 1.1 is 80. When the server is 1.2.5 that number will bump up to 147.
For example. My windmill tower is a tin cable going from Y60 to Y89. There are windmills on all four sides of the vertical tin cable except when its about 3 blocks from the ground. There is 1 windmill at the top. This windmill is at the highest possible safe. There are 10 blocks occupying it's 9x9x7 grid (8 windmills, 2 tin cables beneath it) lowering its effective height by 10. Its true height is 90 so 90-10 = 80 meaning your windmill is safe! woot!
Windmills producing more than 5 EU/t will cause tin cables to shock nearby players. It will also give windmills a chance to dismantle and fall to the ground, broken. Going above 80 means possible risk of generating more than 5 EU/t. If you get your windmills to generate way more than 5 EU/t it could fry the entire cable.
Solar panels are useless, don't use them. They're expensive, take up a lot of room, and don't produce a lot of EU/t. NOW on the other hand solar ARRAYS are very useful. Solar Arrays are made from Solar panels. They're much more compact and aren't affected by weather conditions unlike solar panels. Some solar arrays are so compact that they are equal to 512 solar panels in one! They're not too complicated and I don't want to waste space, so do a quick read on them yourself. http://thetekkit.wikia.com/wiki/Solar_Arrays
There's not a lot of completely renewable energy out there, but the last few are definitely renewable, requiring no input. Just construction.
NUCLEAR ENERGY! Just did a whole crapload of reading on this. First off, if you're dumb and don't want to have to deal with reactors, then find something that someone else designed and use it! Yay! Or don't use it at all! Yay! More uranium for me!
http://forum.industrial-craft.net/index … sortOrder=
http://forum.industrial-craft.net/index … #post25247
http://www.talonfiremage.pwp.blueyonder … 1621s1r11r
http://www.talonfiremage.pwp.blueyonder … kn2emipkw0
The first two are links on the IC2 Nuclear Engineering forums. The second shows you how to make a self regulating reactor using the special redstone mods.
The two links after that are designs I found that I like a lot. I made a Mark II reactor at one point in my random experiments which was similar to the first one, but then I lost it while messing around.
I suggest you look at this tutorial. http://www.youtube.com/watch?v=im0xRp00 … plpp_video
And look at this tutorial. http://forum.industrial-craft.net/index … readID=446
Too much stuff to write everything down. I suggest if you want nuclear energy, then go check out the above links, if not then make some windmills or something else wimpy.
(1 uranium ore, when properly smelted and put into cells, can either generate 1 to 5 million EU depending on the arrangement of your reactor)
Shabbam. I need to do some more stuff like this. Only 3 topics? xD
Last edited by Schematix (6/02/12 12:48 AM)
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Maybe a subforum could be in place for the Tekkit server? Currently we're small and its not a problem, but it might be in the future if we decide to become a little bit more than just a fun Tekkit server under RS.
Did some modifications to this reactor and get some funky results. Anyone willing to help with nuclear reactor fun?
Original Reactor: http://www.talonfiremage.pwp.blueyonder … kn2emipkw0
That reactor slighlty modified: http://www.talonfiremage.pwp.blueyonder … k5n5yajh8g
First one has higher efficiency when it comes to ores, I'm aiming towards the efficient and high total output spectrum without having to replace parts. I don't worry much about the cost. Cost is immediate, long term effects are different.
http://www.talonfiremage.pwp.blueyonder … 1621s1r11r
This reactor has a free slot that I could imagine myself using water buckets to help it manually cool down. Pretty sweet for a Mark II reactor imo.
If anyone knows how to do Nuclear Reactors, what do you think about these designs? (Double Post ftw)
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Wow Schem XD You gave me a headache. Anyways your info was pretty useful.
Here i have a couple of my own designs;
1# http://www.talonfiremage.pwp.blueyonder … wht6zp34sg
2# http://www.talonfiremage.pwp.blueyonder … f2evuzwruo
3# http://www.talonfiremage.pwp.blueyonder … tajjmqncao
4# http://www.talonfiremage.pwp.blueyonder … rflczzlv5s
5# http://www.talonfiremage.pwp.blueyonder … 96r381zjsw
Last edited by Cobra (6/02/12 9:12 AM)
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Wow, schem. Nice and colorful. (Didn't actually read through it yet.)
It would be nice to have a subforums for this stuff, but not up to me
I wasn't planning on getting this in depth in the thread. Just basic "Getting started in tekkit" tutorial, an Introduction to each mod, and links to all the wikis and useful forum posts.
Subforums would let us have specific threads like nuclear reactors and stuff.
Cobra, have you been having troubles connecting? And why did you randomly swear?
Also, here is the only reactor I have spent time designing.. 12 cell I-O with 11 water.
http://www.talonfiremage.pwp.blueyonder … wht6zp34sg
And a higher efficiency arrangment. 2 pair I-O 21 water
http://www.talonfiremage.pwp.blueyonder … 21s1r11r10
Oh, and one last fellow
http://www.talonfiremage.pwp.blueyonder … 21s1r11r10
Last edited by Kurathedog (6/02/12 10:38 AM)
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I WOULD make a sub forum, but I'm not sure how sdm would feel about it. If he is okay with it, I'll make one.
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Nuclear Reactors and their names.
Mark I
---A noob reactor. It will never ever explode. It will never really do anything important either. Wondering if there's a reactor out there with an efficiency of 3 or higher. I highly doubt it though.
~~~Not going to bother with this~~~
Mark II
---Personally, its not different than a Mark I reactor if made correctly. The only thing you can't do with this one is load it up immediately after it depletes it's first cycle. 1 cycle is the time it takes to completely burn out some uranium cells. The arrange of the uranium cells doesn't matter how long they last, but arrangement does increase the bang for your buck.
Mark III
---This is where things start to get serious. These reactors can't run a full cycle safely, but they can run over 10% of a cycle. So you power it for 10% of his cycle (Or however much it can be powered) then turn it off to cool it down.
Mark IV
---Either components melt, or it can't run for more than 10% of a cycle. I won't be working much with them much...
Mark V
---A Joke. You build these to show a complete noob how to "run" a reactor. 
Mark II or Mark III is what I want. The price doesn't matter really. More chambers is more efficient. Don't want ice/water dependent reactors either.
Goals.
Good Efficiency (Usually 3< unless you can convince me otherwise)
High average output. If I have a reactor that makes me 512 EU/t for 10 minutes, then I have to turn it off for 3 hours, then I'd only have my reactor operating at 1/19 the total time. So the average will be like 26 EU/t.
Use this planner to test out reactors! Woot!
http://www.talonfiremage.pwp.blueyonder … nner.html?
This reactor frees up a slot for cooling stuffs once its done, nice efficiency for a Mark II, too.
http://www.talonfiremage.pwp.blueyonder … 1621s1r11r
This is one of your designs Cobra. This is the only one I thought that was worth using. I dislike the low efficiency. I'll probably toy around with it until I can get it to do what I want. Also, you reactor had initial heat, and had no exterior water cooling.
http://www.talonfiremage.pwp.blueyonder … tajjmqncao
I made this one while messing around. Certainly has nice efficiency, albeit lower total output because of a a large cooldown. The first one seems to be my favorite.
http://www.talonfiremage.pwp.blueyonder … ywq3sjafi8
The first one lets me cool it down quicker with ice/water I can either just pick up with a bucket, or collect passively. I like that. 




Edit:I wouldn't mind writing some technical guides for Vanilla Minecraft as well. Its just harder to explain some of those things though. And some things are so simple I'd only have to write a few sentences about it. I also wouldn't mind a tutorial on how to make youtube videos! 
Last edited by Schematix (6/02/12 11:32 AM)
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I have made a reactor setup for 130 eu per tick that can run 24/7 given some redpower2 machines/pipes and a few double chests of uranium.
http://www.talonfiremage.pwp.blueyonder … tk6d1arr40
if you automate this i suggest filling the appropriate slots so that the uranium goes where intended but this is to show how you can make an awesome reactor without the loss of components