How many electrical engines can you daisychain?

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JsutffJr

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Jul 29, 2019
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So I'm trying to power a quarry with a ton of electrical engines, right now I only have 12 linked together in daisy chain fashion, but when I turn 6 of them off the quarry seems to run at the exact same speed. Is there a limit to how many engines you can chain together?
 

Bibble

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Jul 29, 2019
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Also worth pointing out that, since the recent update the golden conductive pipes have a max capacity. If energy isn't being used, it'll eventually build up in the pipe and cause it to explode.

Also, I think I remember hearing that the quarries can use up to 100MJ/t, but that they get less efficient over 7. For long-term gains, you are better off having 4 quarries running at 7MJ/tick each than 1 at 28MJ/t.
 

SReject

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Jul 29, 2019
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Also, I think I remember hearing that the quarries can use up to 100MJ/t, but that they get less efficient over 7. For long-term gains, you are better off having 4 quarries running at 7MJ/tick each than 1 at 28MJ/t.
Ah, this is what I was talking about above. On the old ftb wiki( http://feed-the-beast.wikia.com - Now replaced with FTBwiki.org ) it mentioned exactly that, hence my thinking that 4 E. engines maxed it out.
 

MrZwij

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Jul 29, 2019
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There's a much more detailed explanation of the quarry's power use here (assuming it's accurate. It's certainly well explained): http://minecraftbuildcraft.wikia.com/wiki/Quarry


The Quarry must be powered by one or more engines. Quarries have an internal buffer of energy, and requires a few seconds to charge. Approximately 9MJ/t is enough to keep a quarry continuously running (without pausing between actions), but a quarry will use up to 32MJ/t at maximum speed (increased from 9MJ/t previously). It therefore takes 8 combustion engines (48MJ/t) running on fuel to move the quarry head at full speed of 5.2m/s and provide the additional energy of 60MJ for each block broken.

These values are determined as follows: The quarry uses a minimum of 2MJ/t and a maximum of 32MJ/t to move its head continuously, and a flat 60MJ to break each block.

At the minimum energy usage it moves 0.11002blocks/tick (9.089ticks/block) therefore using an average of 6.6012MJ/t (60MJ/block*0.11002blocks/t). Total power used is therefore the sum of the power used moving, and power used breaking blocks an is ~9MJ/t (2+6.6). Maximum energy usage uses 32MJ/t equating to a speed of 0.26m/t (26cm/tick). Average power usage per tick for the head to break blocks at max speed is therefore 15.6MJ/t (0.26blocks/t*60MJ/block), giving a maximum total usage of ~48MJ/t (32+15.6).
 

Omicron

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Jul 29, 2019
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Considering that's pretty similar much how cpw explained it when he made the changes, I'm fairly sure that description is accurate. Plus people running performance tests have found that you stop seeing additional speed after roughly 50 MJ/t, which supports the above.

As for how many electrical engines you can daisychain, that depends entirely on the engines themselves. Here's how it works with stirling engines (the engine type specifically well suited to daisychaining):

A stirling engine can output a maximum of 100 MJ per piston stroke and can accept a maximum single burst of 200 MJ into itself (which is twice as large as the maximum per-stroke output of other stirling engines, so there is no limitation here). At maximum piston speed (in the red zone), a stirling engine strokes once per 8 ticks. Therefore the final engine at the front of the chain can rid itself of no more than 250/20 = 12.5 MJ/t. As each stirling engine, including the first one in the chain, produces 1 MJ/t, that means you can have a maximum of 12 egines in a daisy chain without overloading the frontal engine. If you use 13, the frontal engine will eventually explode no matter what.

Forestry engines are said to never explode. But even then, the maximum number of engines you can daisychain depends on the maximum piston speed, the maximum output per stroke, and the maximum burst input (in case it is lower than the maximum output per stroke). At some point, one of these values will simply throttle the power throughput.
 

JsutffJr

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Jul 29, 2019
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A stirling engine can output a maximum of 100 MJ per piston stroke and can accept a maximum single burst of 200 MJ into itself (which is twice as large as the maximum per-stroke output of other stirling engines, so there is no limitation here). At maximum piston speed (in the red zone), a stirling engine strokes once per 8 ticks. Therefore the final engine at the front of the chain can rid itself of no more than 250/20 = 12.5 MJ/t. As each stirling engine, including the first one in the chain, produces 1 MJ/t, that means you can have a maximum of 12 egines in a daisy chain without overloading the frontal engine. If you use 13, the frontal engine will eventually explode no matter what.

Forestry engines are said to never explode. But even then, the maximum number of engines you can daisychain depends on the maximum piston speed, the maximum output per stroke, and the maximum burst input (in case it is lower than the maximum output per stroke). At some point, one of these values will simply throttle the power throughput.

Cool - anyone know the values for electrical engines like maximum piston speed?

EDIT: Oh and is there any item that lets you measure mj usage or any other relevant information for buildcraft stuff?
 

Omicron

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Jul 29, 2019
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Thermal Expansion 2.2.0 adds a MJ reader that functions in many ways similar to the IC2 EU-reader.
 

Sprung

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Jul 29, 2019
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I don't know about the max piston speed of electrical engines, but their MJ output is variable from 1 MJ up to 14 depending on which tubes you install.
 

Omicron

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Jul 29, 2019
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Sprung, that's not what is important here. You're talking about the power produced inside the engine per tick, we're talking about the energy transferred off the engine with each piston stroke. ;)

And by the way, I do not know these values for any Forestry engines.
 

Sprung

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Jul 29, 2019
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What is the advantage of daisy chaining?

I just run extra conduit if I need more engines filling my cell.
 

SReject

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Jul 29, 2019
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What is the advantage of daisy chaining?

I just run extra conduit if I need more engines filling my cell.
No energy lose and less resources required to move the energy from the producer to the consumer.

Even though it minimal, it still takes atleast one gold conductive pipe(assuming, there isn't room on another) and one wooden pipe to add another engine via conductive pipes
 

JsutffJr

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Jul 29, 2019
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K been doing some testing, too hard to tell if quarry is improving past 4th daisy chained electrical engine-even with choke on the first four and two boost IIs on the last one. Doesn't seem like daisy-chaining works at all for redstone power cells, so I can't test that way, and the mj reader only tells your how much a machine can recieve(by the way it says a quarry can receive 100 mj/tick) I think i'm just going to attach everything onto some golden conductive pipes, though apparently they're broken and lose far more than 0.01%mj per block.
 

JsutffJr

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Jul 29, 2019
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Have you considered thermal expansion energy conduit?
Yeah I've read about them-only 5%loss no matter what distance - but too expensive for me at the moment X-)

EDIT: Arrgh another stupid question: is there a way to force engines to face a particular way?(wrench only switches to what it thinks is possible) I can't put a bunch of engines next to each other on a gold conductive pipe because the engines after the first one will be stuck attached to the first one even when wacked with a wrench.
 

Omicron

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Jul 29, 2019
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Sprung: daisy chaining is a legacy from times when Buildcraft was young. And "when Buildcraft was young" is a really, really long time ago. To my knowledge it was one of the first, maybe the first tech mod ever. Though I'm not fully sure, the original Industrialcraft 1 was around very early too. Hardly any of the mods we use nowadays were even conceived, much less actively developed in those times. Buildcraft is an absolute dinosaur of modding, and back then, concepts like conductive pipes, if they even existed, were far less practical and efficient. Daisychaining was the best way to get combustion-engine-level energy output without actually using combustion engines, in the tightest space possible. Why not use engines from other mods? Because none existed. The only mod doing Buildcraft things was Buildcraft, and it gave you exactly 3 engines (redstone, stirling, combustion) and exactly 3 fuel choices (coal, lava, oil/fuel). And that was all.

JsutffJr: you can only point engines in the direction of a valid energy receptor (a buildcraft compatible machine or other engine, a wooden conductive pipe, a conduit or a redstone energy cell). If you want them to face left, you need a valid energy receptor to the left of the engine. If you provide none, nothing you do will ever motivate the engine to face left.
 

JsutffJr

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Jul 29, 2019
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JsutffJr: you can only point engines in the direction of a valid energy receptor (a buildcraft compatible machine or other engine, a wooden conductive pipe, a conduit or a redstone energy cell). If you want them to face left, you need a valid energy receptor to the left of the engine. If you provide none, nothing you do will ever motivate the engine to face left.

Roftlol thanks - just spent the past 30 minutes yelling at my computer when after connecting fifty engines to gold pipes, leaving a space in between each one so it looked like they were attached, my quarry wouldn't do a single thing X)
 

Sprung

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Jul 29, 2019
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Don't forget the newfangled emerald conductive pipes! Wooden conductive is so Jurassic.