Rotarycraft - the mindblower and builds

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ScorpioOld

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Jul 29, 2019
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While OP/cheating will always be personal opinion and an eternal debate, pneumatic engines *really* make RotaryCraft much easier. With it's ore multiplying system, that can drift into the realm of "OP" very quickly in my opinion.

Well, Modular power suite is OP, because you can rut and fly quickly, but apparently this is only one way to battle Nether with infernal mobs:) Autospawner from MFR is OP because annihilate the price of mob drops:) Laser drill from MFR is OP because you do not need to run with pickaxe any longer:) Blood magic is OP because you can use mobs to drive your base. AE is OP because you do not need barrels, cables or pipes:) Steve's carts is OP because you can run tree farm to feed your base with power without Nether's lava:) Ender Chests are OP because you can make cheap tesseract equivalents. Minimaps are OP because they show your coordinates.

Every and each mod is absolutely OP with respect to Vanilla, every technical mode is OP with respect to simple mods. So may be this is why we are so excited about new mod packs so we can enjoy this OP in one or another way!
 

twisto51

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This is only your opinion. In mod pack such as Monster this is the most exiting side of minecraft to build crazy complicated systems that involve components from multiple modes. If following your logic then AE integration with production machines is also cheating:)

If you're using the cross-mod engines then you're not building a crazy complicated system, you're taking the easiest and simplest route. You're not following my logic with your AE comparison. The most crazy and complex part of Rotarycraft is power generation and delivery. You're skipping all of that.
 
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twisto51

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Hmmm anyone able to make the Extractor runs indefinitely?
I'm having a 4 Magnetostatic Engine setup where each pair runs into a Shaft Junction which is then ran into another Shaft Junction to combine 4 inputs into 1 output which is fed into an industrial coil.
But no matter how much output I set on my Magnetostatic Engine, the Industrial Coil will always loses power.
Any remedies?

I think this might be working as intended, the industrial coil doesn't seem very good at releasing and storing power simultaneously. If it was 100% efficient like this it would work as a beltless/lubeless CVT as well as a battery.

Even those 9 hydrokinetics I have can't provide enough power so that an industrial coil stays charged while running an extractor. Trying to get this to work is why I have 9 of these in the first place. 8 is exactly the figure you need to run 8192 rad/s and 512Nm. It didn't work, so I added a 9th, which BTW was just enough to start destroying diamond shaft units.

What you could do is use a timer so that the coil runs for X amount of time then recharges for X amount of time. Use 2 coils like this alternating, with one always powering the extractor and one always charging. Use an omnidirectional clutch to redirect power to whichever coil is currently in charge mode. This sounds interesting, I'm going to have to try it out.
 
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ScorpioOld

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The most crazy and complex part of Rotarycraft is power generation and delivery. You're skipping all of that.

It only seems like. Nothing is complex, it is just adding a few extra gear boxes and shaft junctions:) The most challenging part is generate the first bucket of lubricant or fuel. Mechanical power is equivalent to EU voltage - rad/s and current - torque. Gear boxes are transformers and shafts are cables. To get the first bucket of lubricant you need only DC engine, industrial coil and grinder, the same is for fermenter.
 

twisto51

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Jul 29, 2019
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Keep telling yourself that, lol.

Anyway, I setup the dual coil extractor rig.

Here is the power transmission. Have unmodded power coming in from 9 Hydrokinetics at the bottom of the image. Hits the omniclutch, two coils on the omniclutch, bevel gears, shaft junction, and shafts to get the power to the extractor.
j6h8Yw3.jpg
Project Red logic. A timer, a toggle latch, some wire, a bit of redstone. To the left turns on the left coil and tells the omniclutch to power the right coil. Just the opposite the other way. Timer set to 10 minutes.
QNP7hT1.jpg
If that looks just as simple as running some cables to you ScorpioOld, then I don't know what to say. :)

I'll let this run all day. There is more power going in than it should be burning. If my coils gain power throughout the day it works properly, if they're drained at the end of the day it doesn't. If it does work properly I suppose it is proof that coils don't work at 100% efficiency when charging and discharging simultaneously.

The silly part of this build is all it really accomplishes is replacing a CVT and stores a bit of kinetic energy on the side...if it works.
 

ScorpioOld

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Jul 29, 2019
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If that looks just as simple as running some cables to you ScorpioOld, then I don't know what to say.

I am an engineer, believe me I know the difference between complex and tedious :)

I'll let this run all day. There is more power going in than it should be burning. If my coils gain power throughout the day it works properly, if they're drained at the end of the day it doesn't. If it does work properly I suppose it is proof that coils don't work at 100% efficiency when charging and discharging simultaneously.

If you have safe base then install Somnia mod, you can run such long lasting tests in matter of minutes:)
 

twisto51

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The dual alternating coil rig worked great. Extractor ran all day, each coil has ~5GJ more than they started with.

Since the hydrokinetics are driving that I took 3 gas engines I had laying around---3 at once is just under my current ethanol production so I can run them continuously---and put them on the Boring Machine with a CVT. That was the first CVT I built, been putting it off until I had enough leather from Magic Crops and surplus lube production. Lube turns out wasn't an issue, it requires 1 bucket of lube but it never burns it. Also lucked out enchanting today---I've been manually smelting the output of the extractor for the xp and making an enchanted book each time I hit 30---and got Efficiency IV on a book. I put that on the Boring Machine and it is running ~2x fast as before.

I manually upgraded Rotarycraft and related mods as Reika has been adding all sorts of stuff, fixing some issues I had, etc. For instance fans work with Magic Crops now. Also if you hit the fan with the meter it gives you a nice light blue wireframe to show you the range of the fan. Turns out my farm was about half as long as it could be. Extended it, added another vacuum at the end of it, and filled in the new space with cow/creeper/blaze/skeleton magic crops, netherwart, potatoes, carrots, and wheat.

One of the recent updates fixed the problems I had with the treecutter too. Now it cuts from the top down so you don't have to worry about a new tree growing before the first one is done and causing it to jam. Did a quick nether run, got lots of that bone stuff from one of the BoP biomes, pulverized it, loaded up the fertilizer---which now requires water---and now the tree farm is starting to produce useful amounts of wood. It isn't close to what you'd get out of MFR/Forestry/SC, but it beats cutting down trees by hand. If you put a chest on the cutter it will put the wood/sawdust and some saplings in it. It won't pick up any that fall from natural leaf decay so I stuck an item vacuum in to grab those.

You can check Reika's changelogs here. https://sites.google.com/site/reikasminecraft/home
 

PierceSG

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Jul 29, 2019
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Nice! I will give the alternating industrial coil build a try when I get off work tonight,
 

KingTriaxx

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Yeah, according to the book it's only supposed to do one or the other. Lucked into some RC steel, and gears, in a Mineshaft Chest cart. Didn't know you could find them in those. Guess now I can build something.
 

PierceSG

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@twisto51
Do you know the absolutely fastest speed you can crank a Spawner Controller to? In creative, I can only manage a 240 (no idea what this value meant) spawn delay in the gui. And does the spawner with the spawner controller still obeys light level and stuffs?
Also, with the Spawner Controller, can you enable/disable the spawner with redstone signal?

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twisto51

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I haven't used the controller yet. I did start a mob farm today so I'll probably test all of that tomorrow.
 

Optibane

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Jul 29, 2019
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This thread is great and I'm learning a lot. One thing I'm having trouble with is getting the bedrock breaker to work... How long is it supposed to take? I've been going at 8192nm and 256 rad/s for about an hour now. :s


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jokermatt999

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Jul 29, 2019
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Total guess here, but I'd assume 240 is 240 ticks, or 12 seconds.

I've been messing with the bedrock breaker in creative. That thing just eats power. I'm not sure what the best way to automate it is. It seems like it would require a lot of manual care no matter how it's setup, but you could minimize setup time by doing your power generation on top of it and transferring it down via bevel gear. Also, for anyone testing in creative, Factorization bedrock does not seem to work.
 

Optibane

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Jul 29, 2019
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Total guess here, but I'd assume 240 is 240 ticks, or 12 seconds.

I've been messing with the bedrock breaker in creative. That thing just eats power. I'm not sure what the best way to automate it is. It seems like it would require a lot of manual care no matter how it's setup, but you could minimize setup time by doing your power generation on top of it and transferring it down via bevel gear. Also, for anyone testing in creative, Factorization bedrock does not seem to work.

Ah, it was indeed the factorization bedrock I was using on my creative map. For those interested, 6 steam dynamos can power the bedrock breaker via a magneto static engine and a 4:1 gearbox. You'll also need a bevel gear to turn the shaft downwards to get at the flat bedrock.

Time to get this going on my survival map :D


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Lathanael

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Jul 29, 2019
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Ah, it was indeed the factorization bedrock I was using on my creative map. For those interested, 6 steam dynamos can power the bedrock breaker via a magneto static engine and a 4:1 gearbox. You'll also need a bevel gear to turn the shaft downwards to get at the flat bedrock.

Time to get this going on my survival map :D


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Don't forget that the Bedrock Breaker doesn't mine the last layer of bedrock and thus prevents holes into the void!
 

twisto51

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Jul 29, 2019
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I just use a coil and a lever on the bedrock breaker. What I do first is a 1-layer deep 2x2 square with the breaker pointing downwards, that gives me enough room to start digging horizontal. Then I just setup it up that way and set a timer. Timer goes off I come back and move it to the next row.
This is in a world with flat bedrock. I believe the book says four blocks but mine seem to be mining 5 blocks when horizontal.

For those new to it and wondering if it works at all the breaker will shave the block down a layer at a time, and make a noise for each layer and a ping when it finishes a block. Just stick around for a minute after starting it and if you don't hear/see that first layer come off then it isn't working.

I don't really see any way to automate it, at least not while using shaft power. Maybe if you use belts you could automate repositioning in a limited area. Not sure how i'd go about moving the belts though, maybe a turtle. No turtles in Horizons, of course. If it can be moved by MFFS then automating it with cross-mod power wouldn't be that difficult. No MFFS in Horizons either. It is up to the Monster players to figure this one out. :p

Shaft recipes produce twice as many product in the latest version, I probably won't need much more bedrock dust, already have my pick and my armor. Speaking of that armor I accidentally dropped an item vacuum in ~30 meters of water. When I ran out of oxygen I started hearing the damage noise but my heart meter didn't go down. FIghting blazes it seems like I take very little damage from fire and even when burning I don't burn very long. Starting to like this stuff. :)
 
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ScorpioOld

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Jul 29, 2019
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No MFFS in Horizons either. It is up to the Monster players to figure this one out.

I copied my saves from Horizon to Technical and then to Monster. Not everything was fine, but at least I did not need to build all from the scratch, plus I copied a bunch of modes from Technical and Horizon into Monster.