Request Interesting Behavior of EnderIO Capacitors. (Help)

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ELectrobyte

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Jul 29, 2019
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I've been trying to make an absolutely ridiculous power generator (Involving Nether Star generators) lately. However, when I try to use a tesseract to wirelessly move the power to my capacitor bank, it limits it at 40kRF/t. Sure, that's a lot, but my generator will at least generate twice that amount. And now it's buffering up my generators, and causing trouble.

I've checked the efficiency with a capacitor. 80kRF/t. Perhaps it's an issue within the code of the mod, either TE's tesseracts or EnderIO's capacitors. Perhaps it has weird connection issues with Extra Utilities generators. Perhaps the number of connections to the generators matter.

I would sincerely like someone to help figure out this issue. By the way, I am using the latest version of TE and EnderIO (It's an updated custom build modpack)

~ELectrobyte

EDIT: And yes, I've tried with basically everything: Cryo-Stabilized FluxDucts, A capacitor buffer area, multiple tesseracts, etc, etc

. 2015-07-19_20.38.18.png This sheet of tesseracts still can't bring 80kRF/t to my capacitor... :(
 
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Harvest88

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Jul 29, 2019
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The more capacitors you add the more throughout it should give you for power input and output. If adding more doesn't bring it up anymore than yes it may be the max throughout and you will have to build additional ones to handle your throughout demands.
 

Hambeau

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Jul 24, 2013
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Try using a conduit to connect the tesseract and connect to multiple capacitors... Each one should input at the full charge rate, increasing the overall input. I.E. if you have 4 cells in the bank connect a conduit to each cell so they each charge at the same time instead of filtering through 1 cell. Also, I think the max. charge rate applies to each side of a cell so basically the more inputs the faster the charge. Use the highest RF/t capacity cable you can make.

One other thing. You didn't mention what tier of capacitor you use. Each tier multiplies the total capacity as well as increasing the maximum RF/t transfer rate.
 

Psychicash

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Jul 29, 2019
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I think when Dire and Soaryn hooked up theirs they used multiple cyro stabalized ducts to multiple sides of their capacitor bank. I would imagine, though I've not used them a lot, that each side has a cap.
 

desht

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Jan 30, 2013
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I think when Dire and Soaryn hooked up theirs they used multiple cyro stabalized ducts to multiple sides of their capacitor bank. I would imagine, though I've not used them a lot, that each side has a cap.
A capacitor bank has a max charge rate of 1/1000 of its total capacity (capacitor banks being multi-block structures, adding more blocks also increases the charge rate). Dire & Soaryn built a 40-block vibrant capacitor bank for 1 billion RF, so it has a max charge rate of 1 million RF/t. IIRC they connected 4 of those cryo-stabilised ducts to it - since their 64x nether star generator produced 2.56 million RF/t, 3 ducts would have done, but I guess they did 4 for symmetry...

On a related note, EE3 is pretty cool but it doesn't just damage game balance - it screws it up into a ball and throws it out the window :)
 
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Psychicash

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A capacitor bank has a max charge rate of 1/1000 of its total capacity (capacitor banks being multi-block structures, adding more blocks also increases the charge rate). Dire & Soaryn built a 40-block vibrant capacitor bank for 1 billion RF, so it has a max charge rate of 1 million RF/t. IIRC they connected 4 of those cryo-stabilised ducts to it - since their 64x nether star generator produced 2.56 million RF/t, 3 ducts would have done, but I guess they did 4 for symmetry...

On a related note, EE3 is pretty cool but it doesn't just damage game balance - it screws it up into a ball and throws it out the window :)


which one am I thinking of?
 

trinityamc

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Jul 29, 2019
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A capacitor bank has a max charge rate of 1/1000 of its total capacity (capacitor banks being multi-block structures, adding more blocks also increases the charge rate). Dire & Soaryn built a 40-block vibrant capacitor bank for 1 billion RF, so it has a max charge rate of 1 million RF/t. IIRC they connected 4 of those cryo-stabilised ducts to it - since their 64x nether star generator produced 2.56 million RF/t, 3 ducts would have done, but I guess they did 4 for symmetry...

On a related note, EE3 is pretty cool but it doesn't just damage game balance - it screws it up into a ball and throws it out the window :)
They went completely for cool looking There
A tesseract can Transfer all at once since its Transfer rate is infinite

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Padfoote

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Dec 11, 2013
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They went completely for cool looking There
A tesseract can Transfer all at once since its Transfer rate is infinite

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The transfer rate per side on the cryo-stablized duct is also infinite. The usage of four was both for looks and to deal with the transfer limit on the capacitor bank. A tesseract wouldn't have been able to help with that with how they had it built.
 

trinityamc

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The transfer rate per side on the cryo-stablized duct is also infinite. The usage of four was both for looks and to deal with the transfer limit on the capacitor bank. A tesseract wouldn't have been able to help with that with how they had it built.
Well i would have just tripled the size to avoid the cryo ducts but thats me..

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Inaeo

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Jul 29, 2019
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Well i would have just tripled the size to avoid the cryo ducts but thats me..

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Why? Cryo-Stabilized Fluxducts are sweet. If you run a line of them across the face of your banks, each connection will max out the input limit, allowing for totally gross amounts of power transfer.
 

KingTriaxx

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Jul 27, 2013
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Transmission output isn't the issue. It's input capacity of the capacitor bank multi-block. Rather than a single solid block, rearrange the block so there are 'missing' capacitors, and fill those spaces with tesseracts. Each side can accept up to the transfer cap, and each side of the tesseract can output to that maximum. IE max input is 80k RF/t, then each face connected to the tesseract can take 80k RF/t. A completely surrounded Tesseract will move 480k RF/t in that case.

TLDR: Place down a single tesseract and surround it with your capacitor bank.
 

trinityamc

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Why? Cryo-Stabilized Fluxducts are sweet. If you run a line of them across the face of your banks, each connection will max out the input limit, allowing for totally gross amounts of power transfer.
Ofc they are but discusting to craft

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Inaeo

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Jul 29, 2019
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The Crafting itself - no
Setting up a blaze Farm glacial participator and and..
Im Lazy :D

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Blaze Spawner on Cursed Earth was one of my primary power sources as soon as I had Nether access. My original Cursed Earth farm was located in a biome (Maple Woods, I believe) which allowed Blizz to spawn. Witches provide me with all the redstone I need. It didn't take long to put the rest of the automation into action. I actually set up the majority of the project using TD piping (Interface puts materials into a chest, pipes pull from there). Its actually quite nice to watch everything go flying from machine to machine around my workshop.
 

trinityamc

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Blaze Spawner on Cursed Earth was one of my primary power sources as soon as I had Nether access. My original Cursed Earth farm was located in a biome (Maple Woods, I believe) which allowed Blizz to spawn. Witches provide me with all the redstone I need. It didn't take long to put the rest of the automation into action. I actually set up the majority of the project using TD piping (Interface puts materials into a chest, pipes pull from there). Its actually quite nice to watch everything go flying from machine to machine around my workshop.
Sounds complicated
You really Set up a mobfarm for redstone?
And I think you can spawn blizzes with Ender io/mfr?

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trinityamc

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Blaze Spawner on Cursed Earth was one of my primary power sources as soon as I had Nether access. My original Cursed Earth farm was located in a biome (Maple Woods, I believe) which allowed Blizz to spawn. Witches provide me with all the redstone I need. It didn't take long to put the rest of the automation into action. I actually set up the majority of the project using TD piping (Interface puts materials into a chest, pipes pull from there). Its actually quite nice to watch everything go flying from machine to machine around my workshop.
But Sounds like a very fun.build what so ever :)

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ELectrobyte

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Jul 29, 2019
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Wow guys! My first post turned out well! Thanks for the suggestions! I turns out to be a strange quirk with the tesseract. Updated the mods and the problems ceased. Also my generator now produces 120,000rf/t!
 
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Inaeo

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I since he's solved his issue, I don't feel bad about derailing. Update your mod version for the win, eh? Glad that worked out for you. For the record, which version were you using with that issue in it? Our server hasn't been updated lately, and I'm curious if one of the small inconsistencies I've seen may be related.

Sounds complicated
You really Set up a mobfarm for redstone?
And I think you can spawn blizzes with Ender io/mfr?

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So, a friend and I had a friendly bet. He bet me (after some tangential discussions) that it wasn't possible to create a working power grid based solely off mob drops. When we booted up our Infinity server, I set out to prove him wrong.

It began with a basic dark room with a few MFR Grinders. The mob essence and any gunpowder (from creepers and witches) were sent to TE Reactant Dynamos, which sent RF back to the Grinders. It was functional, but inefficient. Spawn rates were low, and a player had to be in range for it to work, but it was early game, so it was enough to run basic ore doubling machines.

Everything changed when I found a Division Sigil as chest loot. Once Cursed Earth was obtained, things started to get silly. Suddenly, the farm was producing mobs at a good clip (even when nobody was around, thanks to a chunk loader), and the bank of Dynamos was expanded from the original pair to ten. This was a massive upgrade in output, but I hated being so reliant on a mob that could destroy the entire trap if things went sideways.

Enter the JABBA diamond dolly. Once we had a Nether portal, it was a simple task to locate a fortress and pilfer a Blaze Spawner. That bad Larry got dropped right in the center of the farm (directly on top of the Cursed Earth) for all the Blaze Rods we could use (or so I thought). The Blaze Rods were autocrafted into powder and fed into the Dynamos in place of gunpowder, and all was well. Then I started to realize what a backlog of gunpowder (and other useful things) I was accumulating, so I switched gears again. Witch Spawners were brought in, two to be precise, as my new reliable source of gunpowder. With it, redstone, glowstone, potions, and sticks were flowing in as well.

Gunpowder again flowed to my Dynamos. The Blaze Rods were diverted to Furnace Generators. Sticks were fed into Survivalist Generators for low demand areas (mostly outlier bases with little need for constant draw). My abundance of redstone was put into a Magma Crucible then off to a Heated Redstone Generator. Potions were fed to a Potion Generator. Rotten Flesh went to a Culinary Generator.

After the infrastructure was worked out, I built a max sized BR Turbine, and I fed it steam from MFR Steam Boilers running off Blaze Rods. Since it takes five boilers to make the 2000mb/t steam, I had to add a second (and eventually a third when I added another Turbine) Blaze Spawner to keep up with the demand.

The entire farm was redesigned a number of times as this project evolved. I discovered, as mentioned in my post above, that Blizz will spawn in Maple Woods. More frustratingly, I learned that Blaze and Blizz will fight each other on sight, which of course makes a giant mess in your mob farm. As it stands now, the majority of mob activity is governed by ME Level Emitters activating TiCo Drawbridges (adding and removing the Cursed Earth beneath the spawners) in a variant of a prison complex. An MFR Autospawner does specialized work, but after running the farm for as long as I did, my coffers are full of mob loot that will last me well past my needs.

My server mate took all this power and quarried like there was no tomorrow, so earthly resources are trivial now as well. I took to making a gross ME system to handle most of these processes, and have now diverged into developing unnecessarily complex production lines using mostly TD ducts.

It's been a good run, but server performance (and player interest to some extent) has begun to fade. I'm going to build my own collection of mods (hate to call it a pack yet) for us next, and see where that goes.

Thanks to anyone who read this. I'm going to miss this world...
 
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