Thermal Expansion 3.0!!! No More Beta! Thanks KL!

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KyleKrafter

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Jul 29, 2019
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While I think the 5% (4 rf/t) loss from the Dynamo is intentional, I'm not so sure the Dynamo deleting its energy buffer when switched off (instead of keeping it, or outputting it into a storage cell) by a lever is intentional on King Lemming's part. I think the second thing is what KyleKrafter is talking about.

Of course I haven't tested it on my own world yet to see if that's a problem with TE as a whole, or just a bug in Kyle's setup.

Edit: Kyle, can you describe what happened? Did it drain out slowly, or all at once? If it drained slowly then I'm pretty sure it's intentional.

Yes it did drain slowly. So it could be intentional.
Also seen King Lemmings post further down the thread about the dynamo mechanics.Thanks for the feedback though. Appreciated.
 
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Sidorion

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Jul 29, 2019
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I noticed something weird yesterday. RF seems to run MJ-machines much faster than MJ itself (e.g. filling the internal power buffer of the rolling machines takes just blinks, even if you only have one or two dynamos with filled buffers).

I had a filler set to frame mode fill a 5x5x60 area with smooth stone (hollow). I set it up and filled its inv with sufficient amount of stone. As soon as I connected it to a redstone energy conduit, it build the first side almost immediately. After one sec the second side was built in an instant and so on until it was done in about six seconds. So it placed about 248 blocks per second :eek:.
This speed is completely out of reach when you power the filler with MJ - even with diamond kinesis pipes.
 

HeffronCM

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Jul 29, 2019
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The Rolling Machine has an internal buffer of 500mj. That's 5000rf, which a Redstone Energy Conduit can easily supply in one tick.

Powering a Filler with Redstone Energy Cell and Redstone Energy Conduit supplies up to 1000mj per tick. That's the full output of 125 industrial steam engines (iirc those are 8mj/tick).

They aren't running any faster with RF. It is converted to MJ before it goes to the machines. Conduits simply provide all of the power right now and let you store up for big bursts like the Filler.

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Sarda

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Jul 29, 2019
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Question, why does Resonant Ender look different when you place it down with a bucket then when you place it with a Buildcraft floodgate? The bucket version is see-thru and the floodgate version isn't and slight darker in color.

Edit: The floodgate version also doesn't teleport you when you touch it. o_O

Edit2: Apparently the bc floodgate is turning it into tinker's construct liquid ender.
 

Golrith

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I think Tinkers Construct adds it own version of liquid ender for crafting end stone. I bet as a result, there are two types of the same liquid, the the BC floodgate is using the Tinkers one, not the Thermal Expansion one.
 

Sidorion

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The Rolling Machine has an internal buffer of 500mj. That's 5000rf, which a Redstone Energy Conduit can easily supply in one tick.

Powering a Filler with Redstone Energy Cell and Redstone Energy Conduit supplies up to 1000mj per tick. That's the full output of 125 industrial steam engines (iirc those are 8mj/tick).

They aren't running any faster with RF. It is converted to MJ before it goes to the machines. Conduits simply provide all of the power right now and let you store up for big bursts like the Filler.

Sent from my SM-N900V using Tapatalk
Yes, I'm aware of all that. I just thought there were some other restrictions like 'one action per tick' built into the machines from buildcraft (or RF conduits). I just was amazed that this isn't the case.
E.g. the rolling machine is intended to either use a bit of energy continuously (if you have it attached to the net all the time) or work slow (buffer is empty and has to fill up first). With RF you can have it disconnect from the net and still work on high speed. The buffer of 500MJ (5k RF) is nothing, just forget about it. It's half of the buffer from each RF conduit so placing a new section uses more energy than filling the rolling machine.
 

Sarda

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Jul 29, 2019
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I really don't understand the point of requiring the coolant in Compression Dynamos since there's no reason to ever bother with anything but Water from a Accumulator and a single Accumulator can cool a lot of dynamos. Why bother with all the infrastructure and resources making Gelid Cryotheum, its lasts 10x longer then water but there's no real benefit to using it. Take Dartcraft as a example, using coolant you get a huge boost to energy production, its like quadruple over just using water so there's actually reason to do it. In TE3 there's no benefit, a engine that uses water produces the exact same RF as a engine that uses cryotheum, in fact your just flat out wasting huge amount of power producing the cryotheum in the first place so it actually greatly lowers the overall power your gaining so its actually a sort of exact opposite of Dartcraft, you actually lower the multiplier by using coolant.
 

PierceSG

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Jul 29, 2019
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Depends I suppose. Some modpacks or user disables the infinite water setting to make it harder for themselves, for them the gelid cyrotheum will benefit them greatly by lasting a lot longer than just plain water.

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HeffronCM

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I really don't understand the point of requiring the coolant in Compression Dynamos since there's no reason to ever bother with anything but Water from a Accumulator and a single Accumulator can cool a lot of dynamos. Why bother with all the infrastructure and resources making Gelid Cryotheum, its lasts 10x longer then water but there's no real benefit to using it. Take Dartcraft as a example, using coolant you get a huge boost to energy production, its like quadruple over just using water so there's actually reason to do it. In TE3 there's no benefit, a engine that uses water produces the exact same RF as a engine that uses cryotheum, in fact your just flat out wasting huge amount of power producing the cryotheum in the first place so it actually greatly lowers the overall power your gaining so its actually a sort of exact opposite of Dartcraft, you actually lower the multiplier by using coolant.
No benefit to using it, yet, besides the fun of building the system to provide it. Plans have been mentioned to introduce an upgrade system to TE3. You may need the more potent coolant in the future.

Also, don't discount the self-imposed challenges. Restrict yourself to Gelid Cryotheum as the only coolant (and to Blazing Pyrotheum for Magmatics) and it gets a lot more interesting. Of course, this all pre-supposes that you aren't going to just build a tree farm and have infinite power forever from that...
 

kaovalin

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Jul 29, 2019
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Didnt conduits dump extra power put into them when the network maxed out back in TE2? Seems like that waste mechanic ended up on the production side in TE3. The only issue is it wasnt in your face before? Decrease production, then increase usage and storage.
 

Sidorion

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Jul 29, 2019
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Is there a way to swich energy conduits on and off by redstone signal?
I have a buch of lasers powered with RF and they are real power-hogs so I usually cut the redstone conduit with a multipart panel. Would be nice if there was a way to turn my lasers on without the use of a pickaxe.

Same goes for the rolling machine- I always have to go to the cellar to wrench the power connection (not quite that bad but still annoying;))
 

casilleroatr

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Is there a way to swich energy conduits on and off by redstone signal?
I have a buch of lasers powered with RF and they are real power-hogs so I usually cut the redstone conduit with a multipart panel. Would be nice if there was a way to turn my lasers on without the use of a pickaxe.

Same goes for the rolling machine- I always have to go to the cellar to wrench the power connection (not quite that bad but still annoying;))

I don't think so, but you can always make an energy cell which you can have redstone control for. The lowest tier one is cheap and should be fine for a single rolling machine, and the hardened version is fairly easy to get too. I think the higher tier ones are a reasonable investment for an assembly table system.
 
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Sidorion

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That's a cool idea, thank you. For some reason I still see them as batteries for remote powering and not as a device for daily use in my network.
 

Dodge34

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Somewhere over the rainbow.
Yup, I use a gate under the assembly table (on a structure pipe) that detect if the table as work to do, if it has work to do, it sends a redstone signal to the energy cell that the lasers are connected and it let the power go at this moment.
 

SonOfABirch

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Jul 29, 2019
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Is there a way to swich energy conduits on and off by redstone signal?
I have a buch of lasers powered with RF and they are real power-hogs so I usually cut the redstone conduit with a multipart panel. Would be nice if there was a way to turn my lasers on without the use of a pickaxe.

Same goes for the rolling machine- I always have to go to the cellar to wrench the power connection (not quite that bad but still annoying;))
You could have a redstone signal control a TiCo drawbridge that places a conduit in the line, completing the connection to the lasers.
 
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NJM1564

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Jul 29, 2019
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Are there any plans to have Redstone Flux Infused Armor added to Redstone arsenal?

That would be very cool. Rig it so that it goes into powered mod when you have a powered tool in your hand.
Ideally it would be a alternate/replacement for the Quantum/gravity suit. Even incorporate some of the nice dartcraft armor features.
Creative style flight, speed, high defense. With a utility helmet and a solar helmet.
Working with the Tcon extra slots you could do some amazing things.
A belt that worked like Dartcrafts for activating items by using the number pad comes to mind.
Backpack for battery or the jet pack.
Amulet for invisible armor.
Rings for Mining common blocks by hand.
And Thwacking mobs to death by hand.
 

Lonewolf187

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Jul 29, 2019
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That would be very cool. Rig it so that it goes into powered mod when you have a powered tool in your hand.
Ideally it would be a alternate/replacement for the Quantum/gravity suit. Even incorporate some of the nice dartcraft armor features.
Creative style flight, speed, high defense. With a utility helmet and a solar helmet.
Working with the Tcon extra slots you could do some amazing things.
A belt that worked like Dartcrafts for activating items by using the number pad comes to mind.
Backpack for battery or the jet pack.
Amulet for invisible armor.
Rings for Mining common blocks by hand.
And Thwacking mobs to death by hand.

Well I wasent quite thinking for it to be that extensive. I was hoping for a mid-range armor that gives the protection of Invar Armor but uses Redstone Flux for durability. Kind of like the IC2 NanoSuit. Maybe have the recipe be centered around a Flux Capacator for energy storage in the crafting recipe? And maybe have upgrade options later?
 
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NJM1564

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Well I wasent quite thinking for it to be that extensive. I was hoping for a mid-range armor that gives the protection of Invar Armor but uses Redstone Flux for durability. Kind of like the IC2 NanoSuit. Maybe have the recipe be centered around a Flux Capacator for energy storage in the crafting recipe? And maybe have upgrade options later?

That could work well.
Multiple tiers. With addons providing Jump boost, fall protection, multy jump (2,3 or even 4 jumps in the air), Glide/slow fall, speed, and several forms of flight (speed/distance, control for building, another for combat mabe). You could also add elemental powers maybe with ars magica integration. Fire proofing, Water breathing and moment, electricity for thorns or stun, poison exc.
Perhaps even be able to insert plates of metal to upgrade the armor. Higher tier could exsept more plates and ones of better quality.
Lots of possibility. Especially if combined with other mods.

Dartcraft, Moduler power suites, Tcon, Ars magica, even heh the ever imaginary Xycraft could integrate well. Adding there components to TE armor and the TE armor adding components to there armors.
I'd really like to see some by directional functionality. Having several armors with similar abilities but with different mods at there core with the only major difference being appearance.
 
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