I was asked a couple of days ago to make a tutorial on how to craft the darkroom used to turn bonemeal into lost of EMC, and here is the video.
The materials used are:
1 transposer (top)
1 deployer (bottom)
1 Filter
3 pieces of bonemeal
1 RP timer
1 lever
9 pieces of dirt
18 pieces of smooth stone
2 collectors (the most expensive part of all... and they are cheaper than mk1 collectors)
A bunch of RP2 redstone tubes (made with glass, tin, copper and redstone dust)
Some stone jacketed wire
And the tools used are a RP diamond handsaw (but in this case, one made with any of the RP gems should suffice) and a RP screwdriver.
For comparison, I placed a full setup of mkII collectors (12), 2 mk1 relays and 1 condenser, and we can see it is slower than this contraption (and compare the 12 diamonds invested in the whole contraption, against the 18 used only by the two relays... and the more than 200 diamonds for those 12 mk collectors!)
Last episode of this let's play series... take two. Seriously, I need to pay more attention to everything I do. Recording for nearly 3 hours with the microphone off is just... silly XD.
In this episode I make a fast recount of everything I learned (hint: no making a polar base is nearly on top XD), and a small tutorial on how to make the EMC collection system, with some ideas to make it underground too. Also, some hints about using Logistic Pipes instead of Apiarist Pipes for autofeeding of the apiaries (for that period of time when you don't have propolis).
Three hours? Yes! I just started to update a new series, a bunch of videos to introduce everybody to Star Trek online. The first three videos are just that, introdoction of basic stuff for people who doesn't know anything about the game. I made episodes 4, 5 and 6 mostly for the new members of the Fleet I'm a member on, and are shots of me playing three endgame missions with the tactics and comments on how they develop. While the videos are all recorded and pasted together, uploading takes a little more time, but I hope to have it all up in less than a week. While the videos can be found in my account in youtube with their own channel, I'll link the first one here for you all.
I made this video on how to make a liquid teleportation system. It a simple proof of concept (it is easy to imagine how to set it up for several kind of liquids) using Ender Chests until the Teleportation Pipes comes around to Buildcraft 3.X.
I made a remake of an old video on how to make a door with pistons using Redpower (to be specific, you need logic gates, wiring and covering plates). It can also be used to make other contraptions with the same idea (a hidden access), as I used it to make other videos. The pointers to make this kind of stuff are:
A repeater connected to an AND gate gives you power after some time (0.4 seconds with a vanilla repeater at max delay), but will lose the power inmediately.
A repeater connected to an OR gate gives you power inmediately, but takes some time to lose that power (again, 0.4 seconds with vanilla repeaters).
A piston (or a sticky piston) cannot move a powered (or extended) piston, but can move an unpowered one.
Here you can see my previous video, and the other two with the same basis:
This is a new update for the lava production facility (for using Lava with Combustion Engines in Buildcraft) using Equivalent Exchange, Redpower 2 and Buildcraft 2. As I say in the video, I'm not using Buildcraft pipes (aside from the wooden pipes) because without Zeldo's distribution pipe I cannot control how the redstone will distribute itself in the system.
I'll give you a first episode and a peek on my next Let's Play on Friday ^^.
First, scumbag youtube messed up everything I was uploading yesterday thanks to "maintenance mode"...
Second, I made a quick and small video of BC's quarry with steam engines supported by Eloraam's Redpower 2 stuff. The result is quite amazing.
Now, diamond pipe Vs sorting machine: the diamond pipes don't require electric cables, can be easily chained and have a bigger "inventory", while the sorting machine allows us to do really nice stuff. I'd like the pneumatic tubes to be able to directly interact with BC pipes and machines, but I doubt that will happen.
Also, I find kinda funny the new redstone tubes because I sent Spacetoad a message some days ago when he released the video of his pipes with redstone cabling, and in that message I asked him if it was possible to add recipes with the pipes and the cables so whe were able to place a pipe with 1 to 4 cables already placed (instead of needing to place cables on already placed pipes). Of course, breaking those pipes would produce the relevant pipe and the cables, separated. Eloraam's version only has one redstone channel per pipe (but using paint we can run them adjacent without signal mixing, I think), but the tube, once broken, loses the paint, not the redstone.
Finally, I suggested to add some Equivalent Exchange support to the feeding line of the engines for this contraption, but I didn't add it in the video. No need to complicate a demo, after all ^^.
Minecrat Forge for Minecraft 1.0.0 has been released! Grab it at MCForum! But keep in mind that, while MC Forge and ModLoader might be up to date, the mods themselves might not. And make backups before any actualization! That includes the mincraft.jar file! And of the big mods that use MCForge, I thing only Buildcraft has been actualized, and it's a version 2.2.6 (not 3.0, which seems to still be on beta).
So I was a little "saturated" from the let's play (frankly, I don't know what the hell I'm doing wrong, but I tend to face heavy FPS losses every now and then... maybe it's the outrageous amount of engines I use, or the huge concentration of teleporting pipes, or...), and I decided to go check some of the new parts of Better Than Wolves I had missed the last time I was able to play it with other mods. It's a pain in the ass, by the way, because the mod has to be injected inside the minecraft.jar file and uses a lot of itemIDs, but it is also a great mod, with a lot of interactions between its components ouside of machines (kinda like Buildcraft 2's interactions between the engines and the blocks).
Anyway, I was looking some awesome videos made by Battosay52 and I really wanted to make an automated pottery "factory". Well, not really automated (but changing the button for a timer would have made it fully automated) but I liked the way it looked at the end. Hell, I even installed a second .minecraft folder and I've been playing around in a clean world trying some stuff. And truth be said, Redpower 2 is a lifesaver (aah, those gems that you can only use to craft diamond-level tools... sadly, they don't seem to be hooked at BTW, unlike the Nethercoal working into an alloy furnace, but oh well...). Anyway, I'll stop the rambling and show you the final product here, in two videos. Yes, I know FlowerChild (BTW's developer) has decided to drop out from the MC Forge project.
And don't worry, tomorrow you will have your dose of Tale of Kingdoms ^^
Ok, here we are. First of, this uses the Equivalent Exchange mod to turn cobblestone into lava (some intermediate steps are required XD). Second, it uses Redpower 2's Deployer to put that lava in a place where a Buildcraft 2's pump can gather it, put it into a deposit, and use it as fuel for combustion engines.
Notice the following points:
Lava is not as efficient as oil or refined oil (fuel), so don't complain because the pneumatic energy produced is not as good as you want.
Lava heats more the combustion engines, thus more water is required.
I advice against making the engine rows more than 8 engines in length. Usually, six is more than enough.
You can power several lava pumps if you want, and with that lots of engines. I'm presenting only a small setup, a prototype if you prefer.
This uses Equivalent Exchange version 4.x, the previous one to the current. I'm working in a new version, but I think it won't use the cobble generator as source.
Now with the explanations. The conversion chain up to the lava buckets you all know from the video: cobble from the cobble generators gets turned into redstone blocks, that in turn are transformed into redstone (dust), after which 3 redstone are turned into 2 coal and 2 redstone remain unchanged. Then the last step is to create a lava-filled bucket.
Redpower 2's deployer then puts the lava in a predefined place where a BC2's pump can take it. Meanwhile, the advanced wooden pipe takes away the empty buckets for reutilization.
Since lava can be used as fuel by the combustion engines, we can now power as many engines as we want, for as long as we want, andif we make the rows of six or seven engines in depth (for a total of 12 or 14 engines) it won't explode as long as we have an active water pump.
Here we are again, revising an old concept. We already have an wheat farm with automated harvesting options, but the planting process is a nightmare. Ok, there is this mod called Minefactory Reloaded (llok for it in the sidebar) which gives us a "planter" block; a block that will put a seed or sapling on the prepared dirt block over itself when it receives a redstone pulse.
With this and Buildcraft pipes we can make this:
EDIT: New version of the video, with fixed audio and better quality.
I used the distribution pipes from Additional Pipes mod (previously called Teleport Pipes). As you can see, I added a small part on the end of the video about using Redpower 2 logic blocks to make it fully automated (so we won't need to do anything but receive the stuff). However, I left a mistake on the video and put a comment on the description telling the people to come here and look at the fully functional version. I know, I'm evil... or a little annoyed with the people who don't bother looking the description. So here it is, the solution to the enigma:
As you can see, I added two logic blocks and some cabling between the piston control and the planting control. The toggle latch will allow the timer to start working once the pistons unpower (and release the water), so that timer needs a value equal to the time it takes for the water to take all the wheat and seeds to reach the collecting channel and dissapear (it will be different for each farm, depending on how long they are). That new timer will repower the toggle latch (blocking itself) and start the planting process.
And for my next update, I promise you an infinite source of pneumatic power using combustion engines. Equivalent Exchange and lava are involved, and the release will be first in this blog (with a video, of course), and some time later in my youtube channel.
Have fun!
Edit: Since I had a crash in the game, I can put a full list of my mods, here you have it ^^
Ok, sorry for the quick update, byproduct of a random mind in a hellish speed thanks to too many hours toying with Minecraft...
Anyway, I was making automatic factories in my new base, in a new world, and enjoying the speed you can build stuff with Equivalent Exchange installed (the destruction catalyst allows me to make a room in the mountain quite quickly ^^), when I realized something (two somethings, actually... One being that I need the rotary macerator from the IC2 Advanced Machines' addon XD). That something was that a solar power station is not enough to cover my hunger for energy, so nuclear power should be harnessed! However, Mark 1 and Mark 2 reactors are too bad at producing energy at the levels I want it, so... I want to make a Mk III. And that means a reactor that needs babysitting... theoretically.
Let's have a look at a screenshot I made with a small circuit as a proof of concept, shall we?
You can expand the image, by the way XD.
I'm using Redpower 2 here, the parts that didn't changed much (if at all) from 1.7.3. You can see a big, glowing block, that is a placeholder for the nuclear reactor. The rest? Two clocks, a toggle latch and a counter.
The idea behind the contraption is to make a clock that will activate and then deactivate something for a given amount of time, once every X time. In the screen:
Clock connected to green cable ("long Clock"): this marks the time between activations, for example once every 30 seconds it will tick.
Counter connected to a clock, a green cable and a white cable: the counter is connected by the substraction side (set at "2") to the long clock using the green cable, this acts as resetting. The white cable blocks the short clock from ticking (unless the counter is "reset"), and the adding part is directly connected to the short clock (maximun count: "2").
Clock connected to counter and white cables ("short Clock"): This one activates and deactivates the target device by moving the setting of the toggle latch twice.
Toggle Latch: this keeps the device on/off.
How does this works?
It's simple, really, if you have trouble understanding this is because I'm bad at explanations (I always got blamed for the missing cookies...). First, the long clock ticks, moving the counter's powered side and thus liberating the short clock. Then the short clock does one cycle and ticks, moving the Toggle Latch's powered side, which in this situation will stop sending redstone current (and allowing the nuclear reactor to start producing power for a full cycle of the short clock); the second tick of the short clock will take the counter to a position where it blocks the short clock from ticking, and at the same time it changes again the Toggle Latch, returning everything to the starting position.
Option two: I found this on the official Industrialcraft 2 forums here.
Obviously, I am NOT the author of this one, and it has a really clean and streamlined distribution (also, I have tested it and it works). The way it is settled, the upper clock is sets the time the reactor will be "on", and the lower clock will set the time it is "cooling down".
I also found an interesting java app that allows to test the time of your reactor's disposition. Again, in the official forums of IC2, in this thread, but you can go directly from here (I'll add soon a link in the sidebar).
My next project will be an attempt to exploit Equivalent Exchange capabilities to allow for an endless (and safe) BC2's Combustion engines power plant.
Ah, on a sidenote, I published a video a few days ago with how to make IC2's solar plants now that you don't need to use the solar flower disposition. Here you have it for reference.
Hi again, I just finished with my small project of base in the Nether, with the primary objective being the development of a self-sufficient energy generation base. In this instance, that means Lava Cells production to feed geothermal generators. By adding the Equivalent Exchange mod (see the sidebar for the forum link) and with the help of the Teleporting Pipes mod (again, sidebar for the link) I was able to make a base that would require only Tin Bars from outside the Nether (since Tin is an IndustrialCraft 2 resource, it cannot be produced by Equivalent Exchange).
The tricky part, you might think, is the cobblestone generator, since it requires a water source. Leaving aside that you can use inventory editors and such (as I mentioned before), Equivalent Exchange has a recipe for crafting an ice block with the philosopher's stone and 8 glass blocks. You can then place the ice block in the nether, and break it to have a water source, solving the problem.
Another trick I used to avoid too much trouble with the limited capacity of Buildcraft 2's crafting tables was to connect the pipes to chests, which gives a greater buffer. For item distribution I used one of the extra pipes included in the Teleport Pipes mod, from where I also picked the pipes that teleport power and the ones that teleport liquids (in this case, the lava). The Wireless Redstone mod allows me to control the lava being send or not to the base (though it is mostly a redundant capacity, since I control the energy I send to the pump).
Essentially, the base is divided on two parts: Part one provides endless energy, while Part two crafts the lava cells proper.
While the base of the Lava Cell generator is the same I showed in the Geothermal Generator video, I made a more compact design, thanks mostly to the Advanced Wooden Pipes (from the Teleport Pipes mod), a version of the wooden pipes that applies a filter to what it gets or not (from the deployer, for example, it will take only lava-filled buckets, while from the chest where those go it will only take empty ones) and to the trick of putting the chests adjacent to the crafting table.
The energy generation "plant", on the other hand, I left it without any automated feeding to the steam engines to avoid... unfortunately explosions, let's say (I'd like to tell you that directly attaching a steam engine to a pump with 14 coal or less won't explode... but by putting a wooden pipe between engine and pump the overheating problems nearly dissapear). Anyway, 5 steam engines are a little overkill for a single pump XD.
Back to topic, the energy production part goes as follows: the cobblestone generator produces 1 cobble every 4 seconds. 5 cobblestone get transformed into 20 dirt, which produces (with 20 saplings) 40 wood. 20 wood go to the furnaces (powered by a Klein Star, an item from Equivalent Exchange that provides infinite burning power to vanilla items. If that item becomes fully usable with steam engines... right now it acts like a single piece of coal) which in turn makes them into 20 charcoal. The other 20 wood blocks go for another alchemical transformation... producing 20 saplings. That means I turn 5 cobble into 20 charcoal, if I'm not mistaken. And when the redstone engines are really hot, the furnaces cannot keep the rythm (I think adding a fourth furnace would relieve most of the problem, though).
The worrying thing, of course, is that with Equivalent Exhange, some cobblestone generators and some base mats, using Buildcraf 2 we can stop farming forever...
Oh, and I made a diamond factory with Equivalent Exchange and the cobble generators, too. But that has been covered enough in the mod's forum thread ^^
So I was the other day mailing Eloraam because the deployer didn't interact with Buildcraft's tanks, when she told me that yes, they do... and I realized what my problem was. Anyway, I was able to end my project of an automated factory that needs only one input from the player in order to produce industrialcraft's energy. Here you have a video with the idea:
Explanations:
The tanks need to be at the same height than the deployer, or it wont work (that was my mistake: I tend to bury half the tank).
The charcoal can be kept being put thanks to a nearby tree farm, or put there manually (in the video, I did the second option).
You can change the stone engines for the combustion ones (which can be powered by lava), but they overheat quicker and the only way to have water sources in the nether is cheating (place a water block, itemID 8, without using a bucket... and it can be placed).
I lack BC2.2.2 extra pipes (bouncing and insertion, to be precise), and I didn't test the teletransport pipes.
The input you cannot avoid is tin bars. You will get a 4:1 ratio in lava cells per each tin bar (you need 4 bars per 16 empty cells).
The factory will consume lava, coal and tin. It will produce, in exchange, lava cells.
The idea is to put this factory in the Nether, near a lava lake. once you have emptied the lake and the lava reserve from the tanks, you can pack all the system and go to another place.
The energy production requires the player to take manually the lava cells from the nether to a geothermal generator in the "real" world, where they are used to produce energy. You can also put a geothermal generator in the nether in order to produce energy for your tools (the chainsaw, the energy sword, the drill,, the mining laser, and the armor).
Expanding the idea:
By cheating and placing water into the nether, we can make several cobblestone generators, run the cobble through a recycler and use the scrap and energy produced by this plant to create universal matter, that we will use later to make tin ore that we will macerate and then smelt into bars that we turn into cells. Or we can use Equivalent Exchange (which I am really reticent to).
Edit: I went home and made some tests.
First, 3 Universal matter are required to get 5 tin ore => 10 tin dust => 10 tin bars => 32 empty cells & 2 tin bars. Each Universal Matter needs 1.000.000 of energy, and each lava cell produces 20.000 energy. Without much looking into it, with 4 tin ore we can produce 32 lava cells => 640.000 energy, meaning the process won't yield any benefit. As for boosting the mass fabricator with scrap, 640.000 energy and 129 scrap (2 stacks plus a single unit) produces 3 UU-matter and the 83% of a fourth one, meaning the process can be kept self-sustaining by a really small margin that allows nearly no errors (testing method: an MFSU, 10 stacks of one use batteries => 640.000 energy. Connect to a Mass fabricator with a stack of scrap, and keep the fabricator with scrap).
Second, I installed the teleporting pipes, and the conclussions are quite clear, also: you cannot teleport stuff from the nether to the "real" world. You can, however, set up the factory near the portal, so you only will need to move the pump, steam engines and teleporting pipe.
And yes, I'll be testing Equivalent Exchange. I still have 17 block IDs left, after all, and 77 sprite IDs...
Ok, I've been toying around with the machines from Redpower 2, and the deployer, while it's quite interesting, it's not the godlike machine I thought it was going to be XD. First let's take a look at the block, and its innards:
The funny thing of a deployer is that does almost the same thing Steve? does with a right click of the mouse wehn receiving a redstone current pulse. However, some items require a little care (for example, you can use the deployer to empty a bucket of water, or to retake the water source if there is an empty bucket inside the deployer, as long as there is a block to support the water, the same way you cannot place a water source in the middle of the air). Doing this allows me to place a music disk when I want:
And here we go with Portal: not only can the deployer put turrents in front of him (yeah, it can put 9 turrets in the same block), but he can fire portal guns too!!
This made me though about IC2's mining laser...
And yes, it works. It also consumes less energy (I had put the laser into long range... but it was consuming like mining only).
The deployer can also plant seeds, however, it only plants in the block in front of him, so it's not really efficient.
Let's make a catapult... with Portals, again:
The range is a litte short, but it's an easier way to make a catapult than the usual with pistons. Also, I checked and the deployer accepts Buildcraft's pipes, allowing for endless supplies. And with the block breaker, it also allows for other things (but you can usually do that kind of things with one of the blocks from Better than Wolves, so it's not as useful unless you don't want to install that mod).
And since we are talking about the block breaker, I made a small video about making a cobblestone generator with this machine. Quite more efficient and cheap than Buildcraft's based ones were!
I'll now try to complete my small world, since I now have RedPower 2 cabling and logic gates (but I still miss the extra pipes... oh hell... XD).
Weeeeell... Here I am, realizing how spoiled I've become when I notice the few mods I cannot use but I'm too used to have...
The good news are that I'm making a nearly 100% automated farm for wheat (and hemp or any single-block based plant, that is, not for pumpkins nor melons... nor, obviously, sugar cane, wood, cactus...), thanks to Minefactory Reloaded, which solved the usual problem we always found: replanting the stuff.
Here, have some screenshots of the prototype (I have a much bigger farm in process):
The upper view does not differ much from the usual wheat farm's design (aside from using three blocks wide plantations, instead of two). One detail that I didn't applied here is that I'm planning to make each "echelon" only 6 blocks in length, so each echelon will need two seeders.
The underpart is also quite "traditional": a chest to gather the wheat, and the diamond pipe will send the seeds to other storage.
And the last one is the good one: the planting blocks (that cover a 3x3 block surface), fed by the pipes. I'm missing bouncing pipes here... and Eloraam's cabling and clock. In fact, my idea includes the sequencer, not the clock, for the full automation of the farm, but until a new and stable version of RP2 is realeased, I'm a little bound here.
As for what goodies does Minecraft Factory reloaded includes, well, it has the old harvester, seeder, fertilizer and the conveyor blocks. But it added four new rail blocks (cargo pickup, cargo dropoff, passengers pickup and passengers dropoff), a fisher (same as harvester, but for fishing!), and a rancher (same as the harvester, but for animals). the only "problem" of the rancher is that at least the sheeps tend to die after producing 5-6 whool blocks, most likely because I suspect the rancher block "hits" them with the same strenght as an unarmed Steve?. I'm using the cargo pickup and dropoff rails to move goods from the different "farms" to the main base.
My plan is to make a map that inlcudes all the farms and some stuff I usually end making in a map, and my plans are to make:
Mushroom farm
Wheat farm (in process)
Sugar cane farm (done)
Quarry (I already set up three for autonomous work)
Monster grinder
Animal farm (mostly finished, I need to eliminate all other blocks with grass from around)
Fish farm
Cactus farm (actually, I'll cheat and use a .schematic file I made two weeks ago from the cacti farm in my last video)
Cobblestone generator
Wood farm (done)
Universal Matter farm (meaning a really big solar array too, and connected to the cacti farm)
Scrap farm (between the cacti farm and the Universal Matter farm)
A fully electric house (meaning extractors, compressors, electric-dependant furnaces, recyclers, macerators, a magnetizer's supported access, a canning machine and even a teleporter).
Sadly, all the projects will require some sort of support from RedPower 2, so "done" means "waiting for cables" XD.
If you want some other farm or detail included, please tell me, and I'll try to include it.
Hi people, today I'll show you some IC2 and BC2 interactions. Specifically, the recycler and the mass fabricator. Both are old friends, and they seem to work ok in the new version with BC2, as long as we put the pipes in the right places.
About energy, both get it from behind (so you can't see it in the screenshots), the recycler from a batbox and the mass fabricator from a MFS unit, both with default settings and with the relevant cables (remember the basic copper cable can't handle more than 32 EU/s, which is the batbox output, and the MFS outputs 512 EU/s, which require glass fibre cable or HV cable).
The Recycler setup:
As you can see, it takes the items to be recycled from the upper side, and the output is on one side (remember the energy goes in from behind). Other experiments I made show that you can place the wooden pipe in the back of the recycler too.
The green pipe is an Insertion Pipe and the blue & white a bouncing pipe, both from Buildcraft's Extra Pipes mod.
Personally I use a cactus farm to feed a recylcer. A big cactus farm with two chests with two wooden pipes each as buffer (but depending of the size, you might need more to keep fed the recyclers).
The Mass Fabricator setup:
Like the recycler, the output is on the side. The input, however, is under the block, since the scraps are placed in the lower part of the machine.
As a bonus, I'll show you the surface of my latest base, played in a world with the "Industrialcraft2" seed. I spent most of the time getting materials and setting up a really big cactus farm (in truth, I think I should have made the farm wider instead of so high, but since this was the first time I was trying to make a really big one...). By the way, the mass fabricator devours the scrap now, in exchange for not needing almost any energy (in the video there are about three solar panels directly connected to the mass fabricator, all the others being connected to the MFS unit). I'll admit I cheated with the cabling, since I was taking the chance to test the range and energy loss of the fiberglass cable.
Hi again people, I've been updating some ideas and concepts to the post-minecraft forge, and refining some ideas. Let's have a look, first, at some of my old designs on farming:
These are the basic designs I shared with you in July, as a compendium of sorts, for a wheat farm, a cactus farm, a sugar cane farm (fully automated), and a mushroom farm (that could be made fully automated, but I prefer semi-automated). I also made an antry for a semi-automated tree farm at the end of august. So now, I present you with the updated version of my tree farm idea and a new version of an old video of mine, the semi-automated food cans factory.
Here we are, the Quarry used to take all trees in an area and not keeping the drilling until reaching bedrock. It needs, as a minimun, a quarry, a builder, the temporary use of a template drawing table, two combustion engines, and the pipes and chests (and blocks) needed to store and distribute the harvested goods. Everything else (the lights, for example) is just some stuff I put to make things easier to manage or faster.
The concept lies around the inhability of the quarry to mine the cables introduced by Eloraam's RedPower mod, and the only "problem" of the video is that I put the quarry too close to the ground. If you use the white-crusted trees, putting the quarry block on the ninth block of elevation should suffice, but if you are using IC2's rubber trees, I'd advice to put it 15 blocks over the surface where you plant them.
Now the second encarnation of my food factory using a wheat farm, I had to encase it because I'm playing with Mo'Creatures and birds seem to be able to mess with the farmland. Sadly, right now the interaction between IC2's machines and BC2's pipe system is a little messed up, and IC2's mod team's priority seems to be the release of a stable SSP and SMP version. This means that extracting the finished product with pipes is out of the question, sadly.
Here we can see the insertion/extraction distribution I've been seeing with my pipe distribution (I'll post the screenshot next): numbers are the spots where stuff goes in, while the letters indicate the order of extraction. Yeah, it's a mess...
Here is the attempt I made to fix the problem, without any success, I'm afraid... (the idea is that if the wooden pipe extracts the wrong item, that item would be reinserted in the right pipeline). Not because the idea was wrong, but because it extracts too quickly and it tries to extract first the item being canned (2A in the previous image), quicker than the machine can process it.
Oh, and as a final reminder, porting IC2 to 1.8 will take about 4-5 weeks, so don't update your minecraft too quickly.
First of all, the extra buildcraft pipes link has been actualized to a new one that has working versions for both BC 1.7.3 and 2.0.1.
So, as promised, I refined my idea of using buildcraft to make a self-sustaining, almost fully automated tree farm. Why semi-automated? Well, you need to use two levers (one for planting, and one for harvesting once the trees have all grown), and I didn't made any self-fueling circuit for the machines (since those take a lot of space). The only problem with this contraption is that using steam engines (the coal-powered ones made with stone) means you need to harvest and replace the engines of the fillers after each harvesting, because they overheat very quickly when powering a filler in clearing configuration.
As you can see in the screenshots, we need a Template drawing table and two blank templates, two building machines that will use the same template (the lower one will be placing dirt, and the upper one will be planting the saplings), some pipes (an obsidian pipe at the water level, two diamond pipes, and I used two gold pipes that are not really needed), and two fillers with the clearing program (9 glass in the 3x3 grid), plus some engines (that can be the ones powered by coal or by oil). I also made a small circuit using RedPower in order to need only one lever for both fillers (plus some repeaters at 0.3 or 0.4 seconds delay, so the engines won't tick at the same time).
So how does this work? First, I made the farm, in this case a 17x17 hole (plus the borders made with wood, taking an additional 2x2), and filled it with water currents (two rows going in the direction of the pipe system, then a current going from each side to the center where the obsidian pipe is), then I made the "placing template" you can see to the left of the screenshots, then the pipe system and finally I placed the machines, engines and cables.
The operation of the contraption is quite simple: activate the builders to place the dirt and plant the trees over it (in the screenshots we can see this already done), wait for the trees to grow, then activate the fillers (you can use one filler only if you prefer, but it will take much more time), and when all is cleared, repeat the process.
Of course, nothing prevents you from making a much bigger version of the contraption, up to the 64x64 or so that the land marks reach (or if you use several builders...), however that might cause a lot of lag from the huge amount of water currents. Adding a clock and a toggle latch to the circuits can, after calculating the timing, turn off the fillers and start the planting process, and limiting the amount of fuel in each engine to the minimun to perform their duty (in the case of the engines powering the fillers, at least) is a good idea.
Without more delay, here is the video of the contraption at work:
Oh, I didn't used a quarry, but with a RedPower's circuit with a clock, it can be made without much fear of over-digging (sadly, my quarry tends to keep powered after the engines have been turned off...), or once you made enough holes till the bottom of the map, you can make the farms down there.
Hi people, and sorry for the the week without updates. I've been busy with stuff not related to Minecraft, so I had little time to devote to playing or testing some ideas I had, and I also have been waiting for the new versions of RedPower and Buildcraft (and trying to make a small and tidy wood farm as automated as possible). Anyway, I decided to make a small video about making a secret bridge to protect your base. Yeah, someone with blocks can laugh at this security measures, but that's what we have xD.
Without more delay, here is the video:
So as you can see, it's a quite wide lava pit (consider the dirt as temporal blocks so I don't have to build an entire castle, pit, etc... XD), and the opening sequence depends on powering two blocks to activate an AND gate that powers a toggle block, and the toggle block activates a variation of the circuit I've been using in the blast doors/secret doors contraptions: a 0.4 seconds delay, an AND gate and an OR gate: the AND gate goes to the upper row (or in the doors, to the central group) of pistons, and the OR gate goes to the bottom row (the side pistons in the doors). It would be possible to add more rows of pistons, but it would complicate the contraption without much real gain.
As for the activation of the bridge (from the outisde of the "castle", that is) I'm using a trick I wathced on a youtube video a while ago that required redstone dust, the Redpower version requires other disposition of the block you want to power (but aside from needing the torch behind the block, you could place it anywhere you want). Also, I used two blocks to be powered, but it would be possible to use from one to whatever number you want (by chaining AND gates), or add self-resetting qualities to the bridge (by putting a clock near the toggle latch that starts ticking when the bridge extends, stopping after reactivating the toggle).
Have fun!
sábado, 13 de agosto de 2011
I was asked to make a full building tutorial about the blast doors, so here it is: