RotaryCraft Industrial Coil safety solution

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Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
As many of you are probably aware, later versions of RotaryCraft inflict a (much-needed) nerf on the Industrial Coil. The standard coil (there's a new buffer one too) holds a maximum of 720MW of power I believe, and craterizes your base if attempt to fill past that.

Tangent: I highly recommend you back up your world before converting to a version of the modpack with this feature, if you've been winding up any coils lately...

@Reika very generously provides you an out for this danger: his coils output a varying redstone signal to a comparator which correlates to the filled capacity of the industrial coil. This means that you can leverage the output signal and shutdown the coil or its input before it gives you sadface.

Here's my utter noob solution using a Project Red comparator. Place it adjacent to your coil where it charges up. An incoming signal of 14 (15 may work) goes into the side of the comparator to provide the right comparison (a lower signal will give you a "safer" max fill before shutdown).

Once done, the comparator will only output a redstone signal when the coil reaches around 90% or so, at which point you can do what you want to kill the charging. I'm simply running the signal back to the coil here in horribly ugly fashion, since a redstone signal prevents a coil from charging. You can also invert the signal and stop a clutch if you want, or possibly kill the power source itself; whatever floats your boat.
savemybase.png
I'm hoping someone will provide something better, but google has failed me on this one. Here's something for the other hopeless circuit builders out there till that someone comes along and saves us.
 
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Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
As many of you are probably aware, later versions of RotaryCraft inflict a (much-needed) nerf on the Industrial Coil. The standard coil (there's a new buffer one too) holds a maximum of 720MW of power I believe, and craterizes your base if attempt to fill past that.

Tangent: I highly recommend you back up your world before converting to a version of the modpack with this feature, if you've been winding up any coils lately...

@Reika very generously provides you an out for this danger: his coils output a varying redstone signal to a comparator which correlates to the filled capacity of the industrial coil. This means that you can leverage the output signal and shutdown the coil or its input before it gives you sadface.

Here's my utter noob solution using a Project Red comparator. Place it adjacent to your coil where it charges up. An incoming signal of 14 (15 may work) goes into the side of the comparator to provide the right comparison (a lower signal will give you a "safer" max fill before shutdown).

Once done, the comparator will only output a redstone signal when the coil reaches around 90% or so, at which point you can do what you want to kill the charging. I'm simply running the signal back to the coil here in horribly ugly fashion, since a redstone signal prevents a coil from charging. You can also invert the signal and stop a clutch if you want, or possibly kill the power source itself; whatever floats your boat.
View attachment 10070
I'm hoping someone will provide something better, but google has failed me on this one. Here's something for the other hopeless circuit builders out there till that someone comes along and saves us.
This is exactly why I added that comparator output. :)