BC conductive pipe overflow or something? (Direwolf20 modpack)

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franga2000

New Member
Jul 29, 2019
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I'm using the Direwolf20 modpack. I have 3 combustion engine, powering a quarry. They are connected to it with golden cunductive pipes. The quarry won't run and even when the engines are off there's a overflow like looking thing building in the pipes.

2012-12-27_18.59.54.png

the pipes are connected to a quarry

I've also discovered that pipes, filled with the blue thing will sometimes explode (not causing any block damage) and brake.
 
Yes, this change was introduced shortly before 3.2.0, you can't waste BC power anymore. However (after initial frame building) quarry will accept a lot of power (60 MJ/T IIRC), try to run initial stage on redstone energy cell or smaller engine.
 
The frame is already built. When I replace the quarry it works, but when I reload the world, it brakes again.
 
I would use something other than combustion engines for sure, magmatic engines or something that won't explode, or a redstone energy cell as a buffer between the engines and quarry would work just as well, just meter it's output down to 40 MJ just in case
 
Alternatively, you can use Redstone Energy Conduit and just not worry about it. :) Yeah, they're more expensive, but they're also dramatically more cpu-friendly and far less lossy in most situations.

This ^^

I love the TE Redstone cells and conduits. And being portable energy sources make them great for any remote projects you might happen to be working on.
 
Also, 2 of your engines (in that picture) aren't connected to the rest of the line. Wooden pipes don't connect to each other. Put a line of power pipes above the wooden ones :P
 
Alternatively, you can use Redstone Energy Conduit and just not worry about it. :) Yeah, they're more expensive, but they're also dramatically more cpu-friendly and far less lossy in most situations.
Actually, they often are more lossy.

They lose a flat 5%.
BC golden pipes lose 0.5% per pipe.

Also, watch out. If you have RE conduit -> Energy cell -> conduit the losses stack (0.95*0.95=0.9025)
 
Actually, they often are more lossy.

They lose a flat 5%.
BC golden pipes lose 0.5% per pipe.

Also, watch out. If you have RE conduit -> Energy cell -> conduit the losses stack (0.95*0.95=0.9025)

I would defer to King Lemming on the lossiness situation with the conduits as he coded them ;)
 
No, Wolfling is correct in this case. I changed the algorithm to be a flat 5% because people really don't like the idea of it being a variable amount, since there's no great way to explain the old formula. I may have another approximation at some point here, we shall see. :)
 
No, Wolfling is correct in this case. I changed the algorithm to be a flat 5% because people really don't like the idea of it being a variable amount, since there's no great way to explain the old formula. I may have another approximation at some point here, we shall see. :)
I was wondering about that. Thanks for the confirmation!
 
No, Wolfling is correct in this case. I changed the algorithm to be a flat 5% because people really don't like the idea of it being a variable amount, since there's no great way to explain the old formula. I may have another approximation at some point here, we shall see. :)
Is that a flat 5% per square, or flat 5% per tic, or a flat 5% or what? Because if it's a flat 5% overall, then you just need to go more than 10 blocks before it becomes more efficient. Not to mention significantly easier to use.
 
Is that a flat 5% per square, or flat 5% per tic, or a flat 5% or what? Because if it's a flat 5% overall, then you just need to go more than 10 blocks before it becomes more efficient. Not to mention significantly easier to use.
Flat 5% total, versus 0.5% per block with gold pipes.
 
Quarries accept a max of 500 MJ/t, but only after they have started digging. They use 2-32 MJ/t to move the arm, and 60 MJ to dig.
Really?
I had an energy cell hooked up to my quarry power system (uses 4 magmatic to power quarry). When setting the cell's output over 35 MJ/t (effective 51 MJ/t but with 5% loss is 48.5 MJ/t), one of my magmatic engines started overheating.
 
Yeah, basically the deal with the quarry is that it maxes at 44.6 MJ/t time-averaged. It will take ludicrous amounts of energy to ramp up to max speed very quickly, but once it gets there - 45 is essentially your time-average max. Single-tick max is 92, of course, but that's only every few ticks or so - the intervening ticks will be 32.
 
I'd still go with the conduit even if it is lossy because the gold pipes have that annoying tendency to overload and explode for no apparent reason. I've never had conduit explode for no apparent reason.
 
I'd still go with the conduit even if it is lossy because the gold pipes have that annoying tendency to overload and explode for no apparent reason. I've never had conduit explode for no apparent reason.
Golden conductives have the ability to use gates, so if you need to use logic to control stuff, sometimes using conductive pipes is much better--much more compact, even with redPower (you could always use structure pipes with gates but that takes away a possible I/O side and more space)
 
I tend to use gates (1 iron on the transfer chest and gold ones for each engine and the quarry) to control the effiency, and after the quarry is done, I use a RS cell to drain off the fuel's power from the engines (I only use 2 in powering a quarry, no need for me as they do not go any fater with 10 (2 off biofuel), 12 (2 off fuel), 18 (3 off fuel) MJs/t) Gate setup; need red, blue wiring

red wire from chest to engines, will need 1 structure pipe.
blue wire from quarry to engines
on the chest; iron gate; space in inventory -> set red line to on
on the quarry; gold gate; work scheduled -> set blue wire on
on the engines; gold AND gate; red wire one, blue wire on and coolant (normally water) in engine -> redstone signal on

if you have the engines close to the quarry, you'll lose less MJ and have better control of the system.

This is my preferred setup with a mystcraft portal anyway