Exploding Conductive Pipes...how do I stop this?

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Furious1964

Well-Known Member
Nov 10, 2012
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I seem to be having trouble with this and I was wondering what I can build to handle Energy Overflow.
 

SatanicSanta

New Member
Jul 29, 2019
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You can't really manage that with conductive pipes. I recommend using Redstone Energy Conduits and cells from Thermal Expansion. They have no energy loss and never explode.
 

Adonis0

New Member
Jul 29, 2019
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Pipes explode because you have excess power flowing through your system that isn't being used, when they store up a buffer of 10,000MJ for golden pipes (not sure about cobble) they blow up.

You can't really manage that with conductive pipes. I recommend using Redstone Energy Conduits and cells from Thermal Expansion. They have no energy loss and never explode.
dossent Redstone Energy Conduits have a 5% loss no matter what ?

Confirming they have a 5% energy loss no matter the distance, 2 blocks or 50. So for shorter distances than 10 blocks, if you're really worried about efficiency conductive pipes are the way to go. But I personally would recommend using conduits all the time every time
 

Bomb Bloke

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Jul 29, 2019
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Cells are essentially batteries. You pump power in as if they were a machine, and you pump power out as if they were an engine. The idea is you can stockpile energy when you don't need it so you've got it ready for when you do.

Whether conduits have loss depends on what they're pulling energy from - apparently. With the very latest Thermal Expansion, they should have no loss pulling from steam or magmatic engines (which are the two from TE), nor from energy cells. Pulling power from anything else results in 5% loss regardless of the distance involved. Destination doesn't seem to matter. Or so it is written; I don't think anyone around here has actually tested that latest build yet, and in prior builds it should be 5% for each conduit run. Conduits don't transmit power unless there's a use for it at the other end.

Gold pipes have 0.5% loss per block and should be the much better bet over simple short runs. Unlike conduits, they'll automatically pull power when they can whether the destination needs it or not - once the target machine/cell/whatever fills up, the pipes will fill too, until they go pop (though I gather the latest BuildCraft prevents them from exploding - again, I doubt anyone here has tested this).

Regardless of whether you use conduits or pipes, if you're not using the energy your engines are producing, they'll overheat and shut down. Pipes have a bonus here in that you can place special gates inside them that can output redstone signals based on what the devices next to them are doing (eg, "can this machine hold more energy?"), but they require a lot of MJ to craft in their own right. Still, they allow you to automatically have your engines start and stop whenever energy is actually needed.
 

b0bst3r

New Member
Jul 29, 2019
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Regardless of whether you use conduits or pipes, if you're not using the energy your engines are producing, they'll overheat and shut down.

Combustion engines aside (because I avoid those like the plague) no engine will overheat and shutdown (in the current 1.4.7 version) when connected to conduit.
 

Hydra

New Member
Jul 29, 2019
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Gold pipes have 0.5% loss per block and should be the much better bet over simple short runs. .

They're never ever the "better bet" when it comes to the comparison between pipes and conduits. The 5% loss isn't noticable, you will have more than 10 blocks in no time anyway, and a single accident makes the whole point moot.

Add to that that if you're worried about efficiency, the TE engines actually throttle back when the conduits system is full. That DOES NOT work with pipes. So if you're worried about efficiency conduits are still the way to go.

Last but not least: they're much lighter on CPU which matters for servers.

Score: conduits: 3, pipes: naught.
 

Juanitierno

New Member
Jul 29, 2019
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Conduits are the best solution.

A sub-quality "solution" is to always have hooked up a machine that continuously consumes a tiny piece of power (i think some forestry stuff does this) so that the pipe is slowly drained and never reaches critical.[DOUBLEPOST=1369925716][/DOUBLEPOST]
They're never ever the "better bet" when it comes to the comparison between pipes and conduits. The 5% loss isn't noticable, you will have more than 10 blocks in no time anyway, and a single accident makes the whole point moot.

Add to that that if you're worried about efficiency, the TE engines actually throttle back when the conduits system is full. That DOES NOT work with pipes. So if you're worried about efficiency conduits are still the way to go.

Last but not least: they're much lighter on CPU which matters for servers.

Score: conduits: 3, pipes: naught.


The only downsides of conduits vs pipes AFAIK are their cost and the fact that they cant be input and output at the same time (which is not a big deal).
 

b0bst3r

New Member
Jul 29, 2019
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King Lemming tried the input/ouput on the same block of conduit during his 1.5 iterations, I played on a lose beta version which split the single conduit block into 3 clickable sections (the 2 ends and the middle). Whether it was just unfinished or he decided it wasn't possible to make both ends different I don't know, but that change was reverted back into a single block.