badhard
u/badhard
MFR BioReactor getting nerfed. numbers are how many ticks one pack of seeds/material will last
github.com/powercrystals/MineFactoryReloaded/...Is there some way to automate Extra Bees Inoculator? I want to feed my Bee X into a row of Inoculator and the finished Bee comes out. The system should replace all Serum itself. Somebody knows a way? Thank you :)
AppliedEnergistic released its new Revision: Transition Planes, Cannons, Condensers and many more features!
ae-mod.info/Downloads/Buildcraft 3.6.0 for MC1.5.2 will change the usage of AutoCraftingTables drastically
mod-buildcraft.com/2013/05/30/buildcraft-3-6-...Just wanted to share my syncing code for client and server using WinRAR and windows Batch. Maybe somebody wanted to do something similiar and can make use of this
pastebin.com/Q2UDt7QDA BioReactor can consume up to 9 different saplings/seeds to produce BioFuel. The basic gist of this block is, that for each different type you add to the reactor, it needs 1 second more plus a base time of 4 until next itemconsumption-cycle
| Types | Cycle-Time (in s) |
|---|---|
| 0 | 0 |
| 1 | 4 |
| 2 | 9 |
| 3 | 15 |
| 4 | 22 |
| 5 | 30 |
| 6 | 39 |
| 7 | 49 |
| 8 | 60 |
| 9 | 72 |
As you can see running 9 BioReactors with only one type (9 * 4 = 36 secs) is only half as efficient as running 1 BioReactor with all types at once (72 secs).
But you still just get 1 BioFuel each Tick and since a BioFuelGenerator uses up to 1 BioFuel each Tick and therefor getting a Bottleneck when you have more Generators than Reactors
**T
Is there a way to define which mod is favoured to be the ForgeDirectory output for ores, dusts and such?
For example, I want GT ingots, but am getting TE at the moment. Anything I can do about that?
Thanks in Advance
Screenshots
- Topview: http://puu.sh/2nXTR
- Slice: http://puu.sh/2nXVo
- Below: http://puu.sh/2nXW6
Mods
- Redpower 2
- Thermal Expansion 2
- Buildcraft 3
- Factorization
Principle
It uses block breakers and deployers instead of a turtle as DW20 used in his LP. To solve the inventory issue you get, I use the inventory of the deployers itself to temporarly store things and retrieve them with 8 routers set to each slot besides the slot reserved for the deployed mining well. It uses the forward movement of the frame to let the mining well stay in place and being placed under the block breaker. The routers auto-eject into their corresponding **item
Briefing
- Image: http://puu.sh/2nl7F
- Size: 3x3x1
- Mods: Redpower 2, Forestry 2, Buildcraft 3
Setup
- topleft: Rainmaker can accept dis-charges to make rain stop
- topright: Raintank collects extractable water
- left: Wooden Pipe + Autarchic Gate set on pulsate when items in inventory
- right: Wooden Pate + Iron Autarchic Gate > Void Pipe. When water in tank pulsate and emit redstone signal
- bottomleft: Chest (any inventory should work)
- bottomright: Ejector with Dis-Charges in them.
Explanation
- Rain
- Watertank collects water
- IronAutarchic Gate emits redstone and pulsates
- Water is getting drained into voidpipe
- Redstone Signal activat
There's a very secret feature that I don't at all care for. The machine filter button is actually a text box. If you put a ! in front of the machine name, it should visit all machines except for that one. And you can also specify multiple machines using a |.
Source: http://www.minecraftforum.net/topic/1351802-146-factorization-0721/page__st__1160#entry21309961