Redstone Energy Cell w/ BC Gates

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robbversion1

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Jul 29, 2019
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Been researching for an hour now with no luck, trying to get my BC gates to recognize and provide conditionals for a redstone energy cell I have setup. With TE3 do the BC gates no longer recognize cells? I remember the gates used to have conditionals such as 'energy full' or 'energy empty', or something like that, and I could turn on and off my engines. If they no longer work, are there any alternatives?
 

kaovalin

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Jul 29, 2019
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Not sure what you're trying to accomplish with the gates, but you can have a comparitor that outputs a redstone signal on par with the level to which the energy cell is filled. Are you looking to shutdown your engines dynamically?
 

robbversion1

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Jul 29, 2019
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Yes, exactly that. Basically, no energy stored in cell, emit redstone to turn on engines. Energy full, turn off redstone signal. I'm looking at comparators and trying to figure out how they would work in this situation.
 

Tristam Izumi

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Jul 29, 2019
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Energy cells already output a redstone signal proportional to how full they are (0 at empty, 15 at full). How you use this fact is up to you.
 

robbversion1

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Jul 29, 2019
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I wasnt aware that they already emitted a redstone signal. Attached a comparator to a NOT gate and bam! full redstone cell turns off my dynamos. Thanks guys.
 

NeonCranium

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Jul 29, 2019
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I guess I'm not understanding how this works. I stuck redstone lamps onto full and empty resonant energy cells and neither of them lit up. How exactly do I get the cell to emit a redstone signal?
 

hiroshi42

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Jul 29, 2019
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I guess I'm not understanding how this works. I stuck redstone lamps onto full and empty resonant energy cells and neither of them lit up. How exactly do I get the cell to emit a redstone signal?
I don't think they do, but the comparator should detect the state and emit a signal.
 

NeonCranium

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Jul 29, 2019
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Crap I was hoping not to have to use comparators. I absolutely loath them. Thanks for the info though.
 

NeonCranium

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Jul 29, 2019
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Well in this case with the old Buildcraft gates that could read energy cell states you could make a nice looking elegant power plant that was efficient and fully automated. The gates were easy to set up and very easy to understand. Comparators on the other hand have baffled me since the day they were introduced, can only be placed flat on top of something (requiring some very ugly hoop jumping and lots of extra room), and are generally not very visually appealing to me. In order to duplicate the power plant setup I was using before I would need a lot more room and have to lay everything down flat on the ground. :( I really miss the old gates. Just my opinion though. I'm sure someone will show up to beat me like a rented donkey for having one :D
 

KirinDave

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Jul 29, 2019
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Crap I was hoping not to have to use comparators. I absolutely loath them. Thanks for the info though.

They do addition and subtraction. Their function is not very difficult and they are very useful. However, you should consider using the Project Red equivalent. With WAILA installed, they're an order of magnitude easier to understand.
 
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NeonCranium

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Jul 29, 2019
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They do addition and subtraction. Their function is not very difficult and they are very useful. However, you should consider using the Project Red equivalent. With WAILA installed, they're an order of magnitude easier to understand.
I guess that's what confuses me about them. What are they adding and subtracting? I've seen youtube vids trying to explain them but it all leaves me sitting here with no idea what is happening. Maybe I'm watching the wrong vids. Anyone got a good one that explains them in detail and doesn't assume I already know what they are talking about?
 

rhn

Too Much Free Time
Nov 11, 2013
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Must join the group of people hoping to get BC gate support for the TE Energy Cells etc. Being able to put the gates directly on the "wire" and have it do multiple functions at the same time in a confined space is a great feature that I have used times and times again. And I really hope to be doing so again in the future.

Also think I will greatly miss the ability to use Nuclear control on the Energy cells. But that's a different discussion.
 

kaovalin

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Jul 29, 2019
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Do rednet and PRC's not have this kind of functionality? Have no used it myself yet. I always just leave everything running.
 

Bomb Bloke

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Jul 29, 2019
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Since you mention it, if you just want to charge a cell with a dynamo, you hook up some dynamos to the current cells with conduits, then... that should be that. The dynamos should run when the cell has room for more energy, and stop when they don't.

Easy to set up, though it does take the fun out of it.
 

kaovalin

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Jul 29, 2019
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Since you mention it, if you just want to charge a cell with a dynamo, you hook up some dynamos to the current cells with conduits, then... that should be that. The dynamos should run when the cell has room for more energy, and stop when they don't.

Easy to set up, though it does take the fun out of it.

I think what people worry about is the efficiency of the fuel lost when the both the dynamo and the cell fill up. In this state the dynamo uses fuel at a greatly reduced pace, but still is using it. If that energy is not being used it still goes to waste. Although if you are producing fuel at a speed equvilent to the max need of the dynamos going full speed you would acrue a storage of fuel during this reduced usage state making it not necessary to worry about turning it off.

Really the only time this is even slightly useful to me is in the begining before you build an infinite fuel supply. Some people just really hate waste too.
 

robbversion1

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Jul 29, 2019
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Yea, dynamos run until their internal buffer is full. But since the internal buffer slowly depletes naturally it is always running to keep it full (even though at a reduced pace). I think magma dynamo will run at 4/rf when theres nothing for it to power and the buffer is full.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
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I think what people worry about is the efficiency of the fuel lost when the both the dynamo and the cell fill up. In this state the dynamo uses fuel at a greatly reduced pace, but still is using it. If that energy is not being used it still goes to waste. Although if you are producing fuel at a speed equvilent to the max need of the dynamos going full speed you would acrue a storage of fuel during this reduced usage state making it not necessary to worry about turning it off.

Really the only time this is even slightly useful to me is in the begining before you build an infinite fuel supply. Some people just really hate waste too.
For me its the challenge of making more intelligent builds. I usually set up several tiers of power production using several different kinds of production methods. Without any means of control I am left with the randomness factor deciding which power production actually runs if usage is less than 100%. This could mean that my most scarce resource backup engines end up being the ones carrying all the load while the endless renewable resource never runs. And that IMO is just stupid. Only other choice I see is to set up a shitload of one type(usually a ton of boilers) of production and have it running all the time. Boring and server/pc heavy having a ton of treefarms/boilers running 24/7 for those few moments when you actually need peek load.

With intelligent controls I can set up one boiler to run all the time to deal with basic supply, then when needed enable another tier of power production and its corresponding resource production(Yes if there is no need for the power production, I don't continue to produce fuel for it either). Much more friendly for the server/pc and much more satisfying for me to build.
 

kaovalin

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Jul 29, 2019
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For me its the challenge of making more intelligent builds. I usually set up several tiers of power production using several different kinds of production methods. Without any means of control I am left with the randomness factor deciding which power production actually runs if usage is less than 100%. This could mean that my most scarce resource backup engines end up being the ones carrying all the load while the endless renewable resource never runs. And that IMO is just stupid. Only other choice I see is to set up a shitload of one type(usually a ton of boilers) of production and have it running all the time. Boring and server/pc heavy having a ton of treefarms/boilers running 24/7 for those few moments when you actually need peek load.

With intelligent controls I can set up one boiler to run all the time to deal with basic supply, then when needed enable another tier of power production and its corresponding resource production(Yes if there is no need for the power production, I don't continue to produce fuel for it either). Much more friendly for the server/pc and much more satisfying for me to build.

Yea eventually I force new challenges on myself as well. My first base usually isnt too well organised, but by the third or fourth it is. I never power anything with nonrenewable resources so I guess thats the difference between our builds. I get deep into extrabees and frame quarrying so everything becomes renewable at some point :). I play on my own server and it purs like a kitten with everything I've done (with the exception of the 750 machines that produced fuel for my four fusion reactors in 1.4.7)