Automating Electrical Engines?

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

RuiGomes

New Member
Jul 29, 2019
15
0
0
Using the EU-Reader right before the batbox it measured 9EU/t, but if it is only per source then this was a huge waste of diamonds, since they only output 2EU/t each :\
 

lolpierandom

New Member
Jul 29, 2019
207
0
0
You have to measure the individual power output- tin cable would be fine as they can only output 5 eu/t at max at that height, which is the exact voltage tin can handle.
 

RuiGomes

New Member
Jul 29, 2019
15
0
0
Individually they don't output more than 3EU/t. I guess that I will replace those with tin if I ever need the glass fiber cables in the future then!
 

bwillb

New Member
Jul 29, 2019
534
-4
0
Individually they don't output more than 3EU/t. I guess that I will replace those with tin if I ever need the glass fiber cables in the future then!
put the glass fiber to use downstairs instead of copper, then you don't have to worry about cable length.

However, keep in mind that you'll need a batbox or transformer every 40 blocks of wire to eliminate power loss, and tin won't be able to handle the output of those. So only 40 blocks of wire can be tin.
 

Vovk

New Member
Jul 29, 2019
321
0
0
hmm. 6 windmills, between 1 and 5 eu per tick depending on wind and on height.

from y = 149 to y = 66 = minimum 83 wires required, energy loss would be 2 eu per packet so your output will be between 0 and 3 eu/tick depending on wind and height.

base is currently wired correctly in latest screenshot, so no worries there. Problem is now you're getting between 0 and 18 total eu/tick, of which the engine is eating a minimum of 1/3.

batboxes every 40 down the power tower would allow for between 6 and 30 eu/tick and should allow you to constantly run the electrical engine. problem is then the electrical engine will overfill the pulverizer and then explode, so you still have to turn it off no matter how you look at it.

without gates, I think your only choice is to use a block update switch monitoring the pulverizer, then have it turn on a T flip flop when the machine starts running, then when it stops running the toggle will hit again and turn off the engine.

Would highly suggest using some of those diamonds you seem to have in abundance to create an assembly table, 3 lasers, and a small (maybe 2x2x3 low pressure (12LP)) boiler to power them. That should get you 24 MJ per tick running 6 commercial steam engines (you're on mindcrack, the industrial engine steel cost is silly). At that point you'd be able to create all sorts of gates for all of your buildcraft automation and not worry about such things ever again. Unfortunately, this setup would render your electric engine all but obsolete (you could turn it on to boost base output to 26 MJ tick).

For renewable MJ, you could invest in blulectric windmills (kinetic generators) and solar panels, and hook them up to a blulectric engine. The windmill doesn't need to be nearly as high, and 1 vertical wind turbine will output on average 2 or so MJ/tick, around as much as a basic electric engine (0 on a completely calm day, 9 during a storm)

tl;dr The root of the problem isn't the lack of automation on the forestry electric engine, the root is the lack of a buildcraft power grid and trying to use electric engines as a substitute. The best conversion factor you can get from EU to MJ is around 2.5 eu -> 1 MJ. The best conversion factor from MJ to EU is 4 MJ to 15 EU. (almost 1 to 4) using the magma cycle and the thermal generator from gregtech. Yes you can create a loop that generates around 14000 eu for only netherrack (almost as free as dirt at the rate this thing runs). Yes this is a cycle of somewhat expensive machines who have to do nothing but create this 14,000 EU or else they stop being stable and become useless. The point is that power conversion is hella inefficient and that electrical engines should be used as a last resort when you want to use a lot of buildcraft and Thermal expansion machines...

gotta stop making the tl;dr's so damned long...
 

Korenn

New Member
Jul 29, 2019
149
0
0
problem is then the electrical engine will overfill the pulverizer and then explode, so you still have to turn it off no matter how you look at it.
This is wrong, electrical engines do not explode, they enter a cool down cycle where they stop working for a while, then start going again all by themselves. If you've had problems with electrical engines and explosions you must have been using conductive pipes which do explode if they can't dump their power.
 

Vovk

New Member
Jul 29, 2019
321
0
0
This is wrong, electrical engines do not explode, they enter a cool down cycle where they stop working for a while, then start going again all by themselves. If you've had problems with electrical engines and explosions you must have been using conductive pipes which do explode if they can't dump their power.

my mistake. I was assuming that electrical engines worked like other non-TE engines with explosions once they fill their buffer.
 

lolpierandom

New Member
Jul 29, 2019
207
0
0
my mistake. I was assuming that electrical engines worked like other non-TE engines with explosions once they fill their buffer.
All forestry engines (electrical, biogas) don't kasplode either.

Basically all of the non-included-with-buildcraft ones are explosion resistant.