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-May 9th, Factory Tyrant's Journal, Entry 36-
My current armor is starting to wear out, so today I'd like to make a new set of armor.
Instead of just making a new set of enchanted peridot armor, I'd like to try making a NanoSuit (IC2), which is basically electric diamond armor.
NanoSuits can't be enchanted, but the full set provides 72% damage reduction according to the IC2 wiki.
NanoSuits also need to be charged, just like any other electric tool.
Anyway, before I make a NanoSuit, I'd like to automate crafting of carbon plates (IC2 crafting material) and energy crystals (tier 3 batteries), since that's what NanoSuits are made of.
To do this, I'll need to install a compressor in my autocrafting setup, but to have enough room for it I'll need to take down part of the ghost town, which I was probably going to have to do at some point anyway.
Anyway, carbon plate and energy crystal patterns have been made, as well as patterns for raw carbon fibres, raw carbon meshes, diamond dust, and energium dust, which are required to make carbon plates and energy crystals.
Crafting a full NanoSuit wasn't that hard, the hardest part was the night vision goggles required for the NanoSuit helmet, here's what the full NanoSuit looks like.
The visor is a bit high, so my eyes are peeking out from under it.
Also, I can't actually use my new NanoSuit yet since it's power tier 3 and my CESUs aren't powerful enough to charge it.
To solve this, I'll make an MFE (tier 3 version of CESU) and convert it into a charge pad so I can charge everything at once.
MFEs can be further upgraded to MFSUs (tier 4), but I'm not going to be doing that right now.
I don't know what any of these acronyms stand for, so I'm going to look it up.
Looks like the IC2 wiki doesn't say what the acronyms stand for, apart from an outdated MFSU GUI screenshot that lists it as an "MFS Unit", so I think I can safely assume that the SU in CESU and MFSU stands for "storage unit", since they're used to store energy.
As for what the other letters stand for, I have no idea.
Anyway, I've used my new charge pad to make a charging station, so I can just stand on the charge pad and all electric devices in my inventory will be recharged, including my NanoSuit that I'm wearing.
The only problem with this charging station is that if I'm currently recharging (or if the MFE is partially empty from last time I recharged) then it basically cuts power to the rest of my base.
It also takes a while to charge my NanoSuit, but that's just because I still only have tier 2 power generation.
Looking at my base while charging my NanoSuit made me realize that my charging station and the expansion to my autocrafting area are the only places that have factory blocks going down the sides, so I'll need to replace those with concrete to keep everything consistent.
Since I can't access my storage system right now, I'll have to wait until my NanoSuit has finished charging.
I'll also have to wait until my MFE has finished charging.
Anyway, I think I'll just end this journal entry here, while my MFE is only 75% charged.
-End Journal Entry 36-
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-May 2nd, Factory Tyrant's Journal, Entry 35-
First thing I'm going to do today is try to craft a 16k crafting storage (AE2), which is basically like my current 4k crafting storage but it can handle crafting processes that are 4 times as large.
It's also green instead of yellow, but that's purely a visual change.
I don't quite have enough iron to make another solar array, but luckily I can get more by transmuting emeralds and abusing villager trading, I'm going to go do that now.
After I got over 3 stacks of emeralds I decided to head back home and test my new 16k crafting storage by having it craft an MV solar array, here's what the crafting plan looks like.
Don't mind the stuff on the sides, that's JEI.
Once I started the crafting process, the estimated time remaining was over 2 hours, but it quickly dropped to around 10 minutes.
It would probably be faster if I had a few crafting co-processing units (AE2), but for now I'm just glad I don't have to do all the crafting steps myself.
Once my new solar array was done I put it with my other 3, so now I'm generating 256EU/t, any more and I'll need another CESU.
I actually almost have enough resources to make another MV solar array, I just need more tin and redstone.
I think I'll try making an energy collector MK1 (Project E), since one of the things that can do is turn charcoal into redstone.
From the looks of it, Project E energy collectors collect energy from the sun and use it to upgrade items into different items.
The energy collector I have collects 4 EMC/s, has a maximum storage of 10,000 EMC, and requires 48 EMC to turn charcoal into redstone, so converting a full stack takes 12 minutes and 48 seconds (assuming the energy collector didn't have any EMC to start).
Crafting an energy collector has also made me realize that Project E stuff doesn't really fit in with my base visually, since most of my stuff looks like it could belong in a factory but then my energy collector looks like this.
Anyway, I think that's going to be it for today.
-End Journal Entry 35-
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-April 23rd, Factory Tyrant's Journal, Entry 34-
Today I'd like to work on making more things autocraftable, and to do that I'm going to make a liquescent extruder and an impellerized roller (both from Advanced Machines), both of which are tier 2 versions of IC2's metal former.
Back in journal entry 18, I said that IC2's metal former has 3 functions (extruding, rolling, and cutting), and each tier 2 version (liquescent extruder, impellerized roller, and water-jet cutter) specializes in a single function at the cost of not being able to do the other 2.
All machines from Advanced Machines will also get gradually faster while running at the cost of not being nearly as fast when starting out, this makes them better for processing large amounts of materials at once, or constantly processing materials without stopping.
I'm using tier 2 machines here because I'm assuming I'll need large amounts of the materials I'm automating (plates, item casing, and cables) for making other things, like solar panels.
One minor visual difference that you're not going to be able to see is that from now on I'll be using IC2 plates instead of Railcraft plates, which are functionally identical apart from being made in different machines.
I had previously been using a manual rolling machine to make plates because that doesn't require power, but automating that would require a substantial amount of steel for a steam turbine and powered rolling machine (both from Railcraft).
I am still using Thaumcraft iron plates, by the way.
Anyway, I've set up autocrafting for plates, item casings, and cables.
Since I'm doing things to make solar panels easier to autocraft, I decided to try getting generators autocraftable, since I currently have to craft those manually.
I might have found this out earlier and forgot, but it looks like the reason I can't autocraft generators is because my crafting system isn't seeing RE-batteries that are in storage (causing it to craft new ones) and isn't using the RE-batteries that it crafts for crafting generators (despite the fact that that's the entire reason they were crafted).
I think I might be able to autocraft generators by using a processing pattern, but at the same time I feel like my crafting system will just not give the battery to whatever item processor I use.
Actually, let me go into creative mode to test this.
I have found a solution to my problem, it turns out that my crafting system will give batteries to processing patterns, so all I have to do is make a processing pattern that puts the materials into a molecular assembler (normally used by crafting patterns) which has the crafting pattern in it.
I've implemented this solution in my survival world now, so now if I want to craft 64 solar panels I can see the resources I'm missing that aren't directly required for crafting batteries or machine casing.
I can also see that I should probably get a rotary macerator for my autocrafting setup so I can autocraft coal dust and sand (and glass).
That's been set up now, so now if I need a solar panel, I just need to make sure I have all the raw materials, and I can let my crafting system do the rest.
The raw materials for solar panels are cobblestone, coal, iron, redstone, copper, tin, and rubber, by the way.
If I want to combine them into solar arrays, I can add wood to the raw material list (I'll have to add gold, lead, and sulfur once I start using HV solar arrays).
I think I'm going to make patterns for solar arrays and transformers (which are needed for solar arrays) now.
Making the patterns themselves will take a while because I need more nether quartz dust and more pure certus quartz, which means I need to wait at my grindstone for a while, then wait for my certus quartz crystals to grow.
I really do need to make a better crystal growing area, but that would only solve the crystal problem, and not the grindstone problem.
There are plenty of mods that add ways to automate turning quartz into quartz dust, but none of them are part of TCR, unfortunately.
I know Create's millstone can make quartz dust, and I think Extra Utilities 2's crusher and NuclearCraft's manufactory can also do it, but none of these are part of TCR.
I'm thinking I might end up making my own Minecraft mod that just makes IC2 macerators able to make quartz dust, I'm just not sure if it would be right to do that when using a modpack that someone else put together.
Anyway, patterns have been made, but I can't autocraft MV solar arrays until I upgrade my crafting storage, since the whole crafting process takes over 8kb, so next time I guess I'll work on upgrading to a 16k crafting storage.
-End Journal Entry 34-
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-April 19th, Factory Tyrant's Journal, Mini Entry 33.1-
My ore processor finished processing all my tin ore fast enough that I didn't have to afk overnight, so now I should have enough tin to make another solar array.
Making that solar array took a while since I had to make a bunch of copper cables and tin item casing (2 things I really should just set up autocrafting for), but now I'm finally generating enough power for my ore processor to run at full speed.
I'm just going to put the rest of my unprocessed ores in there.
-End Mini Journal Entry 33.1-
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-April 18th, Factory Tyrant's Journal, Entry 33-
My rubber farm has run out of fertilizer, but since I have a good amount of rubber in storage I don't think I need to restock it just yet.
Anyway, today I think I'll work on getting a second CESU installed in my base, which will allow me to store twice as much power, as well as transmit twice as much power.
I already had all the materials for another CESU, so that didn't take long, and now I guess I'm going back to making solar arrays to fuel my ore processor.
I need more tin to make another solar array, and I can't just wait until my ore processor is done because I don't have any tin ore, and the small amounts of tin I get from copper ore probably won't be enough, so I guess it's time to go mining.
That mining trip resulted in 61 iron ore, 26 gold ore, 8 diamonds, 5 stacks plus 34 coal, 1 stack plus 33 lapis, 2 stacks plus 49 redstone, 1 stack plus 3 electrotine, 6 nether quartz, 4 certus quartz, 3 rare earths, 53 earth crystals, 8 rubies, 9 tanzanite, 60 lead ore, 22 silver ore, 3 nickel ore, 8 cinnabar ore, 4 uranium ore, and unfortunately only 11 tin ore.
I feel like tin might be easier to find closer to the surface, so I'm going to try looking in surface caves for some.
This second mining trip resulted in 1 stack plus 45 tin ore, but since I can't seem to just ignore other ores I find it also resulted in 2 stacks plus 12 iron ore, 6 stacks plus 25 coal, 1 stack plus 26 copper ore, 1 lead ore, 5 cinnabar ore, 6 uranium ore, 9 nether quartz, 33 certus quartz, 1 charged quartz, 21 amber, 2 rare earths, 22 water crystals, 32 air crystals, 38 order crystals, 51 entropy crystals, 55 earth crystals, and 1 stack plus 2 fire crystals.
I also found a small dungeon which had 8 iridium shards, 5 gold nuggets, 3 copper ingots, 3 redstone dust, 1 name tag, 1 golden apple, 1 steel sword, and some less valuable things.
I've put all of my tin ore into my ore processor, so now I just need to wait until it's done.
Since that'll take a while, I think I'll end the journal entry here and just afk for a while, maybe even overnight if it takes that long.
I know afking won't be as efficient as watching over my ore processor, since I can't sleep through the night unless I'm at the computer, and I can't store power for the night because I'm using it faster than my solar arrays are making it.
-End Journal Entry 33-
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Some things had come up, so I wasn't able to play for a while, but I'm back now.
I'm not sure how much longer I'm going to play on this world, since I think I might be losing interest, but for now I'll keep going.
-April 6th, Factory Tyrant's Journal, Entry 32-
I have 64 solar panels that I'd like to condense into an MV solar array, but I need to process more copper ore first, since I need coils (which are made with copper cables).
What this means is that I have to wait for my ore processor.
While I'm waiting I can start thinking about other low-maintenance power sources I can use in addition to solar arrays.
The 2 I have in mind are Thaumcraft's vis generators, and IC2's radioisotope thermoelectric generators.
Vis generators generate power from vis (basically mana) in the world, which regenerates automatically, so they work as long as they aren't placed somewhere with too much flux (basically magical pollution).
Vis generators themselves aren't too expensive, but I'd need to research them first, as well as research all of their prerequisites, and the most Thaumcraft progress I've made in this world is finding at least 3 different types of vis crystals.
I'm also not fully sure if vis generators generate power that can be accepted by IC2 machines.
On the other hand, radioisotope thermoelectric generators (or RTGs) generate power from RTG pellets made from plutonium.
To my knowledge, the only way to get plutonium is from depleted fuel rods (you need to break down 27 depleted fuel rods to get a single batch of RTG pellets), but luckily RTG pellets never have to be replaced, they're just very expensive.
Another thing I could do is use the large amount of spruce wood I have to make charcoal for a bunch of standard generators.
For now I'll just use solar arrays, I shouldn't have issues with copper once I get my ore processor working alongside everything else, since I still have a bunch of copper ore I haven't processed, and I'll probably get my miner working before I completely run out.
Anyway, my second MV solar array has been made, so now I just have to replace the sorting machine that I borrowed from my ore processor.
After making a new sorting machine, I decided to put all my unprocessed ores (except for uranium) into my ore processor and watch over it for a bit, and it looks like it's still running out of power, just not as fast as it was before, so at least I'm making progress.
At the moment, my current power generation (128 EU/t) is the same as my CESU's maximum output (also 128 EU/t), so if I want to add another solar array I'll also have to add a second CESU.
The cables I currently have can handle the maximum output of up to 4 CESUs at once, so any more than that and I'll have to upgrade to HV cables (which are made of iron, and are thus cheaper than gold cables) which can handle up to 2048 EU/t.
That's it for today.
-End Journal Entry 32-
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-March 19th, Factory Tyrant's Journal, Entry 31-
I'd like to make a second MV solar array today, but I need 187 more glass, 74 more redstone dust, 158 more coal dust, and 757 more copper cables.
Redstone dust was the easiest material to get since I had a bunch of redstone blocks in storage that I could convert.
I have the ingredients to make all the other materials, but they need to be processed first.
I'll work on copper cables first since that's probably going to take the longest.
Each copper ingot can be turned into 3 copper cables, so I need 253 copper ingots (3 stacks plus 61) for 757 cables.
I only have 9 copper ingots at the moment, but I have several stacks of unprocessed copper ore (most of it is crushed copper ore) which I haven't been processing because my ore processor costs too much power to run at the same time as my other stuff (something I'm trying to fix right now).
I guess while I'm waiting for my ore processor to process copper I'm going to transmute a whole storage box of cobblestone into sand.
Anyway, I got 4 stacks of copper from my ore processor, the copper I got from my ore processor has been turned into cables, the sand I got from transmutation has been turned into glass, and some coal I had in storage has been turned to coal dust.
My 4k crafting storage isn't actually good enough to craft 64 solar panels, but I can solve this by just splitting the 64-panel crafting job into 2 32-panel crafting jobs, which it is able to handle.
I'm going to need some more materials in order to condense these 64 solar panels into an MV solar array, I'll work on that next time.
-End Journal Entry 31-
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-March 12th, Factory Tyrant's Journal, Entry 30-
First thing I'm going to do today is finish setting up processor autocrafting.
That's done now, here's my processor autocrafting setup.
The four inscribers on the right each handle a single pattern (so I don't have to figure out how to move inscriber presses around), those patterns are printed silicon (made with silicon), printed logic circuits (made with gold), printed calculation circuits (made with pure certus quartz), and printed engineering circuits (made with diamonds).
The machine in the middle (with the S on it) handles the patterns for the processors themselves, each one requires 1 redstone dust, 1 printed silicon, and 1 printed circuit.
I also have an electric furnace on the left that will automatically make more silicon (out of nether quartz dust) if I don't have any, but later on I'll probably give it patterns for glass or anything I need smelted a lot.
This is unrelated to what I was doing previously, but I've noticed a problem with my rubber farm.
It's producing rubber wood faster than the extractor can process it, solution to that is to use a centrifuge extractor, but I'll need a better solar array to power it.
In order to craft another MV solar array, I need more tin, so I think I should focus on getting my ore processor running again (which will also require more tin because it also requires solar arrays).
Turns out I'm also running low on a bunch of other materials required for solar panels (glass, redstone, coal dust, and copper cables), so I'll have to work on those next time.
-End Journal Entry 30-
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-March 7th, Factory Tyrant's Journal, Mini Entry 29.1-
This journal entry won't actually have any progress in my survival world, it's basically entry 24.1 but with inscribers instead of reactors.
Feel free to skip this if you aren't interested in the details.
This block here is called an inscriber.
Here's what its GUI looks like.
In my inventory, you can see a logic processor (far right), as well as the ingredients needed to make it.
The crafting recipe is simple, put a printed logic circuit (made with gold and a logic press) in the top slot, put redstone dust in the middle slot, and put printed silicon (made with silicon and a silicon press) in the bottom slot.
What makes autocrafting complicated is how things like hoppers and import/export busses interact with inscribers.
The top face connects to the top slot, the bottom face connects to the bottom slot, the front face connects to the output slot, and all other faces connect to the middle slot.
It's worth noting that ME interfaces can only ever interact with 1 slot.
Since ME interfaces are also the thing that holds encoded patterns and the thing that handles moving items around, this means that you can't just connect a single ME interface to an inscriber if you're trying to craft a processor, so you have to try something else.
Processing patterns can put materials into any adjacent container, even if that container isn't something that can craft the specified result, so let's assume our ME interface is putting items into a chest.
To make things easier, we're also going to be rotating the inscriber to face downward so hoppers can extract items from it.
Actually I just realized this makes things a lot easier since now I can just use an IC2 electric sorting machine to put items where they need to go.
Here's a machine I built that autocrafts logic processors, I originally thought this would be way more complicated.
Top chest is input, bottom chest is output.
There's also a creative energy cell (AE2) behind the inscriber, which just provides unlimited power but isn't obtainable in survival.
-End Mini Journal Entry 29.1-
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-March 7th, Factory Tyrant's Journal, Entry 29-
Starting earlier than usual today so I can finish gathering the materials for more solar arrays.
Material gathering isn't that interesting, but I have 4 more low-voltage solar arrays now, and I'm going to craft them (along with the 4 I already had) into a medium-voltage solar array.
I have to be a little bit more careful with medium-voltage solar arrays, since they're power tier 2.
I'll have to make sure all my machines can handle tier 2 power before I connect my new solar array to anything more than my storage system.
Anyway, I'm going to take a break now, I just wanted to get the material gathering out of the way before it's actually time for my play session to start.
Once my break was over, I checked each of my IC2 machines to make sure they either have transformer upgrades installed, or are already tier 2 machines.
The only exceptions to this are the recycler and electric furnace under my main platform (I'm planning to move them somewhere else later) and the pump attached to my ore processor, all of them are connected via LV-transformers, so it should be safe to start using my new solar array to power my whole base.
Before I do that, I'm going to expand the platform that has my old geothermal generators so I can start putting solar arrays there.
Expanding the platform didn't take long, here's what it looks like now.
I only have 1 solar array set up right now, but I can easily add more.
One thing I'd like to mention right now is that exposed cables are dangerous (you probably could have guessed that), and if you stand too close while there's power running through it you'll get shocked.
This doesn't happen with tier 1 power, but I've already moved past tier 1 power.
I'm going to craft a pair of rubber boots to see if that stops me from getting shocked.
Rubber boots do not prevent electric shocks, maybe I need a full armor set.
Rubber boots are part of a hazmat suit, the full set includes a scuba helmet, hazmat suit, hazmat suit leggings, and rubber boots, and has defensive power equal to diamond armor (though each piece only has 64 durability, and they aren't enchantable).
While a full hazmat suit won't stop you from getting shocked, it will stop all damage from getting shocked, including armor damage.
I also know from prior creative mode testing that a full hazmat suit protects you from radiation exposure.
By the way, here's what a full hazmat suit looks like.
I won't be wearing this all the time, I'll just keep it in a chest near my solar array.
My actual armor is running low on durability (probably due to prior electric shocks), so I'm going to make another set of peridot armor.
My new armor didn't get as good enchantments as my last set, helmet has just Aqua Affinity, leggings have just Protection III, boots ended up really good with Protection IV, Soulbound III, Unbreaking III, and Depth Strider III.
I think I'm going to make a platform specifically for autocrafters now, which means I'm also going to need some more ME interfaces to put there.
I decided to try automating processor crafting, it turns out it's not very easy because inscribers have weird properties regarding automatic item input/output.
I feel like this journal entry is already long enough already, so I'll explain what I mean by that later, probably in a mini journal entry (like what I did with explaining reactors).
For now I need to design something that can autocraft processors, I'll do that in my creative testing world.
-End Journal Entry 29-
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-March 6th, Factory Tyrant's Journal, Mini Entry 28.1-
All I'm planning to do today is collecting rubber from my rubber farm and crafting more solar arrays.
I am running low on copper, though, so I'd like to get my miner and ore processor running soon.
Speaking of my ore processor, I actually have a bunch of copper ore sitting in there from last time I went mining, so I'm going to try running my ore processor for a little bit.
Apparently I forgot to put a transformer upgrade in the ore washing plant, because it exploded when I tried hooking it up to my CESU.
I'm going to craft a new ore washing plant now, and I'll remember to put a transformer upgrade in it this time.
Anyway, I ended up playing without writing for a while after writing that last sentence, so now I'm running out of time to play.
I didn't get another set of solar arrays, but I have all the materials needed for them apart from copper.
I just need to wait for another half-stack of copper ingots to come out of my ore processor, then I need to put 2 stacks of copper ingots into my metal former to get 6 stacks of copper cables.
That can wait until next time.
-End Mini Journal Entry 28.1-
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-March 5th, Factory Tyrant's Journal, Entry 28-
My main goal for today will be to get a second low-voltage solar array so I can power my storage system and gain full access to my items again.
This mostly just means waiting for my rubber farm to produce enough rubber, but I also need to make trips down to my lava pool so I can charge my CESU, move my CESU around so I can power some of my machines, and wonder how rubber saplings are ending up in my rubber farm's output chest.
My storage system uses 26 EU/t, so I'll actually need 4 low-voltage solar arrays (together, that produces 32 EU/t), which means I need to wait at my rubber farm for a while.
Speaking of my rubber farm, I found out why saplings were appearing in the output chest, it's because my spruce tree farm is too close.
Although my spruce tree farm isn't receiving any spruce saplings, it is still receiving power (since it has a few RF solar panels), so it will manage anything it thinks is a tree.
Because my tree farms are so close to each other, sometimes rubber saplings land in the spruce tree farm's area, and the spruce tree farm thinks that it's from one of its trees and accepts it as an output.
I'm not doing anything to sort outputs from my spruce tree farm, so I just automatically send everything in the output slots to my storage system.
At least, that's how it used to be hooked up before I added my rubber farm.
When I added my rubber farm, I hooked it up to the same pipe line my spruce tree farm uses, and added a double chest to act as a junction to make sure outputs from one farm don't get sent to the other.
Since my storage system isn't working, I'm not sending items from the junction to my storage system, I'm just using the junction as my rubber farm's output chest.
The reason I didn't think of the consequences of connecting 2 (practically adjacent) farms to the same output chest is because one of the farms was turned off, and I thought it wouldn't do anything.
Anyway, getting more solar arrays wasn't very interesting, but now that I have 4 of them connected to my storage system, I can safely say that my storage system is once again online.
The next thing I want to do is get a better autocrafting setup (so it's easier to make more solar panels), but autocrafting setups also require power in order to run, so the next thing I'm probably going to do is make 4 more low-voltage solar arrays so I can upgrade to a medium-voltage solar array (produces 64 EU/t, made with 8 low-voltage solar arrays).
-End Journal Entry 28-
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-February 21st, Factory Tyrant's Journal, Entry 27-
I'm going to try to automate production of as many resources necessary for solar panels as I can, though I know I won't get that done today.
Before I can do this, I need to get my storage system running again, since my pump setup isn't working, and my storage system isn't receiving any power.
I should be able to access my storage by manually moving a geothermal generator next to it and manually providing it with lava.
Main problem with that is that I can't use a tank, since it's being used to hold creosote oil right now, so instead I've brought my CESU and a geothermal generator down to the lava pool I used to get lava from, so I can convert the lava to power there, and don't have to constantly run back and forth bringing individual buckets of lava to the surface.
I think this is basically how I'm going to have to use my storage system until I get enough solar panels to power it.
To help me keep track of what I'll need to make before I can mass produce solar panels, I'm going to copy my list of resources from entry 26, and describe how I'm going to get those resources.
In no particular order, the materials I'll need are
Iron (can be obtained via transmuting emeralds from villager trading, or transmuting gold from a gold farm)
Rubber (can be obtained via a rubber farm)
Copper, tin, and coal (unfortunately only obtainable through mining)
Redstone (also obtainable through mining, I really don't want to make a witch farm)
Cobblestone (obtainable through mining, I can make a cobblestone generator if I need to)
Glass (obtainable via smelting sand, sand is obtainable via macerating cobblestone)
Iron and rubber are the only materials I don't plan to get through mining (though I'll probably get iron through mining anyway), so I'll start work on a rubber farm, since rubber is what I need most.
I should be able to make a rubber farm by attaching an extractor to an arboretum that grows rubber trees.
I've now made a working rubber farm, though it does look like a bit of a mess.
Let me try to explain what's going on here.
The arboretum will manage all trees planted on the surrounding humus (which looks like darkened dirt), and the hopper beneath it will put any products from the trees into the sorting machine (which I borrowed from my ore processor).
The sorting machine will send all rubber wood east (into the extractor), send all rubber tree saplings west (into the bottom chest), and send everything else up (into the void chest) in case the arboretum produces something like sand, which it doesn't do often enough to be a viable source of sand.
The pipe on the right side will send everything from the bottom chest up to the top chest.
The hoppers underneath the top chest act as an overflow gate, sending items to the arboretum unless there's no room for them (in which case they go to the extractor).
The extractor is connected to an underground pipe that leads to the an output chest off-screen.
The 2 DirtChest 9000!s never receive any items, and are solely to reduce hopper lag.
Currently this farm is not running at full speed for 2 reasons.
First, I'm only powering the extractor and sorting machine with a single solar panel, which isn't even enough to power the extractor alone (which costs 2 EU/t).
Second, there are only a few saplings in the farm at the moment, but that will be fixed over time as the farm runs, as arboretums produce more saplings than they use.
On the left of the image, you can see my spruce tree farm (not currently in use, hence the lack of trees) and my automining site (also not currently in use).
Anyway, my current goal now is just to wait until I have enough rubber to replace my new rubber farm's solar panel with a low voltage solar array (Compact Solar Arrays), which produces 8 times as much power, but costs 8 solar panels to craft, so it's only more efficient space-wise.
I would like to make one thing clear right now, I'm not using solar panels because they're eco-friendly, I'm using them because they're low-maintenance, they're easy to set up, and there's not a lot that can go wrong when using them.
Anyway, I started mining a sky stone meteor back in entry 11, but I never actually finished it, so I'm going to do that while waiting for enough rubber.
Meteor is gone, and I've installed a low voltage solar array at my rubber farm, I also installed a BatBox so any excess power can be stored for use at night, though I don't think the BatBox can hold enough to power the farm for a whole night.
I still need a lot more solar panels to power my main base, but for now I think I'm done.
-End Journal Entry 27-
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For some reason I haven't been playing on my TCR world very much lately, I think it might be best for me to take a break soon.
I don't just want to end my TCR world yet, there's still plenty of stuff I want to do.
Anyway, now's not the time to be taking a break, now's the time to do factory stuff.
-February 19th, Factory Tyrant's Journal, Entry 26-
Since I forget what I was doing last time, I'm going to start today by calculating how much power my ore processor needs to run at full speed, since it isn't getting enough.
By my calculations, my ore processor should use 99.8 EU/t, however this number is inaccurate for the following reasons.
First, I'm assuming my pump is running at full speed all the time, which would only be the case if I was destroying excess water (and not just letting the pump shut off when my thermal washer is full).
Second, I'm ignoring the power cost of electric sorting machines, since they use power per item sorted, not per tick, and it's more difficult to calculate that.
Third, I'm substituting my thermal washer for a regular ore washing plant in the calculations, since thermal washers aren't on the IC2 wiki (due to being from Advanced Machines), I'm assuming thermal washers use a lot more power.
Now I just need to calculate how much power is actually getting to my ore processor in an ideal scenario, which is a little bit more complicated than just "EU/t of geothermal generators * number of geothermal generators", since I also need to account for the power loss from cables.
So, I have 12 geothermal generators (producing 240 EU/t total), which is sent through 46 gold cables (losing 18.4 EU/t), resulting in a total power input of 221.6 EU/t, which (by my flawed calculations above) should be more than enough to run the whole thing.
My solution is just to realize that my thermal washer is probably too expensive to be running all the time, so I'm going to replace it with a standard ore washing plant, and see if that solves things.
It didn't solve my problem, but it did make it a bit better.
Not only that, it also revealed another flaw with my calculations, that being that I was assuming my ore processor was the only machine running, ignoring my storage system and item overflow control.
My network tool says that all my AE2 stuff is only using 25.82 EU/t, which still leaves 195.78 EU/t for my ore processor (my other IC2 machines don't run unless I'm using them, but AE2 things will passively cost energy even when you're not using them), so I'm not sure why my ore processor isn't getting enough power.
Luckily, I could find out by just taking a quick look at my generators, since not enough lava is getting there for all of them to run, so I guess it's time to check on the nether side of things.
Nothing seems wrong in the nether, I'm thinking I'll be able to figure out what's wrong if I put a chunk loader near the overworld side while I check on the nether side, so I'm going to make a second chunk loader.
Second chunk loader has been placed, and upon further examination of my pumping setup, it looks like the pump and the ME fluid import bus aren't running at consistent speeds, almost as if they're lagging or not getting enough power.
The 1 geothermal generator I have at my pumping setup should be enough to run the entire thing, the pump always has the maximum amount of energy it can hold, and the stored power of the AE2 part never drops below 3.7k EU, so everything's getting enough power.
Theoretically I could overclock my pump and put acceleration cards (speeds up AE2 things) in my import and export busses, but all of that would cause it to use up more power, so I think a better solution might be to find a different power source than lava.
While I was looking on the IC2 wiki to calculate how much power my ore processor needs, I looked over on the page for semifluid generators (IC2) for a little bit.
I already knew semifluid generators were a thing, but since IC2 doesn't have any in-game instructions, I didn't know how to use them until I looked on the wiki.
With just IC2, semifluid generators are only able to accept biogas as fuel (generating 16 EU/t), but in TCR I can also put in biomass (Forestry, 8 EU/t), ethanol (Forestry, 16 EU/t), crude oil (Buildcraft, 8 EU/t), and fuel (Buildcraft, 32 EU/t).
In order for semifluid generators to produce more power than geothermal generators, I'd need to get into Buildcraft oil refining, and I feel like another solution would be better, maybe wind power.
Before I commit to crafting any wind turbines, I'll first craft a windmeter (IC2), which will tell me how strong the wind is.
Wind is strongest around Y level 160, so I'm going to measure it up there.
Wind strength is 26.4 MCW, which results in 13.2 KU/t (kinetic units per tick) if I use an iron rotor (which is probably what I would end up using, since they do need to be replaced), and that would convert to 3.3 EU/t, meaning I'd need 37 of them to match my current power generation, which I feel would be pretty expensive to maintain.
On the other hand, if I use carbon rotors (which are the best), I'll generate twice as much power, meaning I'd only need 19 to match my current power generation, which is still a lot.
Alternatively, I could use solar power, which I had been thinking of switching to.
Each IC2 solar panel only produces 1 EU/t, meaning I'd need 240 of them to match my current power generation, but luckily TCR has a mod called Compact Solar Arrays, which allows me to combine weaker solar panels into stronger solar arrays, I think I might end up doing that.
Individual IC2 solar panels aren't that expensive, the main problem is that they cost generators, which AE2 has a hard time autocrafting, since they require RE batteries.
The raw material cost of a solar panel is 10 Iron, 6 Copper, 2 + 1/3 Tin, 13 Rubber, 6 Redstone, 3 Coal, 3 Glass, and 8 Cobblestone.
I already have patterns for generators and electronic circuits, so I just need a pattern for solar panels.
Solar panel pattern has been made, and I feel like I've played enough today, even though I was mostly just writing and didn't get any progress done.
-End Journal Entry 26-
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It's been a while since I've played on my TCR world.
Not due to lack of interest, just because some things came up and I was unable to play for a while, but I'm back now.
Anyway...
-February 7th, Factory Tyrant's Journal, Entry 25-
If you've read my last mini journal entry (24.1), you'll have a basic understanding of how IC2 nuclear reactors work (or at least know that I have a basic understanding), but I'll summarize my findings below in case you haven't read it.
Nuclear reactors are complicated, but are very powerful if used right, I just don't know how to use them right and would rather just upgrade the geothermal power supply I already have.
The first thing I'll make for this is some gold cables, which can transfer 512 EU/t (copper can transfer 128 EU/t).
My generators are currently generating around 200 EU/t, but can only send 128 EU/t to machines because I'm still using copper cables (the cables aren't burning because that 200 EU/t is still tier 1 power).
Anyway, gold cables are installed everywhere except places I know I don't need them, which also gives me an excuse to take a picture of my entire base (to show that I've installed gold cables).
As you can see, there are still copper cables in a few places because the machines in those places don't use enough power to make gold cables worth it.
I'm still not getting enough lava to sustain my generators though, so I'm going to replace the Buildcraft pipes in my pumping setup with a simple AE2 computer setup, for this I'll need an ME controller, ME fluid import bus, 2 ME fluid export busses, an ME drive, an ME fluid storage cell, and an ME fluid terminal for diagnostic purposes.
Before I do any of that, I'd like to point out 1 downside to digital storage.
If you're running into power issues like I am, you can't easily access your storage system.
Anyway, the new pumping system is set up, but unfortunately I have to take it down now because I've run into a different problem, my pump has run out of lava that it can reach, and needs to be moved to a new location, here's the status of the old location.
Since my chunk loader loads a 3x3 chunk area, I'll just move my setup 3 chunks further into the ocean.
The new setup looks like this.
I'm now getting lava fast enough to run all my geothermal generators at full speed, but I'm still not producing enough power to run my ore processor at full speed, so I need more geothermal generators, and I need a better lava distribution setup, but I think I should figure out how to automate processor recipes first, since I'll need a lot of those for an AE2 lava distribution setup.
Since there's no in-game guide on how to make processing patterns (which you need for automating anything made outside a crafting table), I'm going to have to look it up on the AE2 wiki.
AE2 wiki (actually FTB wiki, I think FTB is another modpack that includes AE2) didn't help, but luckily there's a YouTube playlist by TKH that basically acts as a tutorial for everything related to AE2, though I've only watched the episode on auto-crafting and crafting networks.
The playlist can be found at the link below.
Anyway, I know how to make processing patterns now, thanks to this tutorial, and I've made patterns for silicon (put nether quartz dust in a furnace) and printed silicon (put silicon in an inscriber that also has a silicon press in it).
Silicon can be made with either type of quartz dust, I'm just using nether quartz because it's easier to find.
I think I'll wait until next time to do any more.
-End Journal Entry 25-
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