Mod Feedback [By Request] RotaryCraft Suggestions

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Someone Else 37

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Might be to do with stabilising the output from the AC engine?
As far as I know, yeah, it's mainly for the AC engines. Those engines otherwise like to produce a very jerky and randomly-varying stream of shaft power that isn't good for powering machines that don't have internal batteries.

As opposed to the turbine flywheels, which were definitely created with Electricraft in mind. ElC has to update the entire network whenever any of the inputs or outputs change, so a low-pressure turbine with a slightly inconsistent source of steam (read: anything coming out of a steam grate) will jitter just a bit and cause lots of lag if it's feeding an ElC generator.
 
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Pyure

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Ok, somebody tell me if this makes sense. Yes, I'm really stubbornly trying to make use of a flywheel "just because."

Also, I'm at work and this just popped into my head, so I cannot test it.

I think I can use a flywheel to conserve energy (fuel) in a scenario where the producer (a turbine) has a long spin-up/spin-down time.

Most of my (fledgling) rotarycraft base consists of an array of machines, each with its own producer. So I'm liable to have things like: Microturbine --> Gearboxes --> Extractor, etc. The Microturbine would be activated/deactivated via a redstone signal to the ECU. So a typical scenario would be: put stuff into extractor, flip switch, wait till stacks are processed, flip switch.

Note that because of spin up/spin down, we lose a lot of energy getting the process started, and we lose a lot more when the ores are processed because we're still processing "nothing".

I'm wondering if I can use flywheels here with a clutch. I'm thinking: the same signal that I use to activate the turbine/ECU could also activate/deactivate a clutch. Now the series would be: Microturbine -> Gearboxes (to accommodate the flysheel's torque/speed restrictions) -> Flywheel -> Clutch -> Gearboxes -> Extractor.

What I'm wondering is whether the flywheel will respect the clutch, and how the spin-down time will affect the flywheel.
 
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malicious_bloke

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How long is the time span between your spin down/spin up trigger?

If it's only short you can use a turbine flywheel to reduce waste. It'll at least smooth the transitions off a bit.


Disregard, just re-read what you wrote.

Microturbines :3
 
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Pyure

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I was about to ask Reika to implement bedrock flywheels. It looks like we already had that conversation.
https://forum.feed-the-beast.com/th...rycraft-suggestions.46206/page-13#post-689658

@Reika, given your successes in addressing the major issues with flywheels, would you revisit this idea? We both agreed flywheel implementations were terrifying in 2014. May be worth another look.

Also (boggle) it looks like implementing the turbine flywheel was my suggestion. I have almost no memory of this event. But, well, evidence.
https://forum.feed-the-beast.com/th...rycraft-suggestions.46206/page-13#post-689868
 
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keybounce

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If I remember the description of the flywheel, if it has no load, it won't spin down. So that sounds exactly like what the clutch is for -- no load, no effect.
 

Pyure

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If I remember the description of the flywheel, if it has no load, it won't spin down. So that sounds exactly like what the clutch is for -- no load, no effect.
That's my hope as well. Not sure why I care since we don't have a flywheel capable of handling the gas turbine, but I am at least curious if it works, so I plan to test it in a few hours when I'm home.
 

Pyure

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Sadly my test scenario went into a semi-crashed state as soon as I turned it on. No useful crashlogs, just half the tile-entities in the game are no longer doing anything. And I can't bring up my inventory. (I can still run around and break stuff, and some TEs still seem to be operating. Can also open vanilla chests and some inventories)

frankly i have no idea if this is a rotarycraft issue or, if so, its because my version is out of date (its inconvenient to update at this time). So, no official report. Just letting ya'all know that I didn't manage to test the flywheel thing.

2016-10-25_21.23.16.png
 

Reika

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I was about to ask Reika to implement bedrock flywheels. It looks like we already had that conversation.
https://forum.feed-the-beast.com/th...rycraft-suggestions.46206/page-13#post-689658

@Reika, given your successes in addressing the major issues with flywheels, would you revisit this idea? We both agreed flywheel implementations were terrifying in 2014. May be worth another look.

Also (boggle) it looks like implementing the turbine flywheel was my suggestion. I have almost no memory of this event. But, well, evidence.
https://forum.feed-the-beast.com/th...rycraft-suggestions.46206/page-13#post-689868
A bedrock flywheel - with an infinite maximum speed and a very high torque requirement and max torque - is an interesting idea. My one concern is supplanting the industrial coils, though it is admittedly rather less flexible.
 

Pyure

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A bedrock flywheel - with an infinite maximum speed and a very high torque requirement and max torque - is an interesting idea. My one concern is supplanting the industrial coils, though it is admittedly rather less flexible.
I also don't really know for sure that it would garner a lot of usage, enough to justify the implementation.
 

KingTriaxx

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What I am curious, is the intended purpose of the Flywheel. Is it intended as a power sink for storing energy? If so then it doesn't supplant the coil, because it should lose that power when broken, where the coil exists to be portable power.
 

Xavion

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I'm not aware of any other mod that provides world-gen Magma Cube spawners like this
A notable case, Chromaticraft adds magma cream and ghast spawners in one of the nether dungeons. Although if you've got chromaticraft and can figure it out then you can probably just use the spawner reprogrammer, the spawners don't actually need ChC progression to get, just finding the dungeon.
 

Braidedheadman

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I didn't know that was an option, thanks! I tried to convince the guys that ran our server to get ChC and now I'm doubly chaffed that they didn't go for it.
 

RavynousHunter

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Prolly because they're worried about having to have lots of worldgen and have a huge save file on the server. If multiple people are doing ChC, that could be an issue if they don't specifically enable the whole "generate pylons in other dimensions" thingie.
 

Someone Else 37

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There were about 14 or 15 of us off and on. Are these pylons not amenable to large communities?
Each player (or group of players working together) that wants to do ChC will need sixteen pylons, one of each color, plus anywhere from a few to a few dozen more to disassemble, depending on whether or not they use the item fabricator to duplicate the blocks that cannot otherwise be crafted and only generate in pylons. In addition, each player will need access to a variety of different biomes and the various worldgen plants and structures contained within.

From any point in the world of Minecraft (aside from oceans, at least), there will usually be one pylon of each color within a few hundred blocks (a few times farther than the player chunkloading radius, much to my annoyance), as well as several additional pylons of some of the colors, so granting each player an area large enough to get them all of the colors will be more than enough pylons for anything they will need to do.

However, that's not nearly enough area to cover all of the biome-specific worldgen plants and structures. Each player who wants to reach the end of ChC's tech tree must find and claim one of each worldgen structure (and once a structure is claimed, nobody else can claim it unless the chunk is regenerated), so each player will need a sizable amount of ocean, desert, and plains all their own. In addition, there are necessary plants in a number of different biomes (including jungle, extreme hills, tundra/taiga, swamps, and both of ChC's own biomes), but if I'm not mistaken, those plants can be transplanted most anywhere and will grow just fine.

Chromaticraft needs a lot of space, in short, but Minecraft has a lot of space to go around, so it works.
 

Pyure

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@Reika, minor request. I believe the reactor control cpu requires extra power to automatically drop control rods in the event of a temperature problem. The book implies that you only need 1024W per rod. Can this be added to the manual please?

(During testing, the CPU hit 1400C without doing anything, until I fed it extra power. )
 

Reika

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@Reika, minor request. I believe the reactor control cpu requires extra power to automatically drop control rods in the event of a temperature problem. The book implies that you only need 1024W per rod. Can this be added to the manual please?

(During testing, the CPU hit 1400C without doing anything, until I fed it extra power. )
...It does?