Or instead of the aqueous accumulator use the pumps from mekanism together with the pipes from mekanism. on a 3x3 you can have 5 pumps running meaning 5000 mb water in the system pr sec. Just scale it up.
The mechanial pipes are awesome i use them for all liquid transport (i also have TE3 installed and BC but Meckanism's pipes takes the glory)
There was an update on his twitter
apologies for the late response. I had not discovered the issue until later when building my big reactor for steam. Mekanism pipes have a flow rate limit of 520mb and ducts are 360mb. I had originally gone with mekanism pipes on the accumulators and they always looked filled. I chose accumulators because i didn't want to provide power as well as plumbing. That sad, by the time i got around to Transfer Nodes and upgrades for them my vast network of accumulators were already functional.
My biggest problem so far with this mod has been a problem with brine output. I'm currently in a desert biome and have had 4 towers built for brine. Everything else in my chain is only done once downstream. I have tried AE, TE, and even mekanism transport pipes to get buckets of water to the controller and remove empties. I cannot find any way to keep the tower full of water or at least keep up with the rate of burn off. The bottleneck on brine production is practically negating the 5x ore bonus in the end. At present i keep lowering one tower in hopes of reaching some balance point with temperature and maintain a higher than 1 or 2 per tick brine output.
i have similar fires over time. they never burn out for some reason and they are all from lightning. whats weirder is its blocks that aren't flammable like sand, cobble, etc...
well i guess it depends what part you are considering bad and which specific mob farm type.
I have a dark room spawner in town - good for arrows, bone, flesh, gunpowder and the occasional odd drop like power 1 bows, iron tools, etc..
I have a blaze farm in the nether - for blaze rods primarily, but slightly better xp rate then the town farm.
I have an enderman farm in the end for pearls and even better xp.
All of those give xp, but xp to me on my server is merely an inconvenience for use in enchanting really.
I have other machines that give material in higher quantities too
sand farm
sugar farm
normal tree farm
wheat farm
sheep farm of all colors
cow pasture
pig pasture
chicken machine
at what point are you arguing from that anything is cheating? I figure the more things you can come up with to increase your material income rate the bigger and faster you can build things which is usually the goal I think.
I confess to not having gone back and read the posts since I last posted in this thread, but I'll throw a new idea on the pile that really made my day today.
A fully automatic streetlamp electrical grid complete with daylight detector building. I've sat and watched my 4 main roads all day today turn on and off on their own its gorgeous to see. My only hiccup is the time it takes for the grass block to die off and turn the lights on at night is quite random in the detect building.
A darkroom design works perfectly fine on SMP. The lighting radius is 8 chunks (144 blocks ) out from centerpoint of spawner that you need to concern yourself with finding all the caves and lighting them.
Mine happens to be in the center of my town and I have the towny mod running on the server with no hostile mobs spawning allowed except the 4 chunks in the center of the town where the spawner is.
I have a blaze farm in the nether 1-50 is about 25-35 minutes
I have an enderman farm in the end and 1-50 is about 20-30 minutes
And the darkroom farm in town is about 40-50 minutes.
All leave mobs at half heart and swinging one at a time at the mobs. Haven't tried splash potions to see if speed increases on any of the farms.
my current smp map i for some reason had the wild hair idea to go to 0,0,64 to build it and swore to my friends I wouldn't reset the map again unless a file format/update change forced me too. As a result the spot was potholed with massive holes 50 blocks deep and sat on the cross of a desert/swamp/tundra biome convergance.
Then I built right on 0,0 a darkroom mob tower/monkeyfarm mob grinder. Then proceeded to make a giant castle wall at the radius that would encompass mob spawn distance from the tower. So 8 chunks in radius
I have since been leveling all the ground within to layer 64 and expanding the shoreline in other areas within the wall. It blends rather well considering the surrounding countryside is within 5 blocks of layer 64 for a vast distance.
I let my son ( 10 years old ) onto my smp server. all he does is follow me around till I tell him to stop and then he goes and takes things from any open chest and maybe makes a golden shovel or sword and then finds some new way to die and lose it all. Also there is the added random blocks being broken throughout the city.
And that is my controlled version of the "normal" people I meet today in online games
I've been getting back into my smp build a bit and have demolished a great deal of my initial structures having found a design theme I liked and rebuilt separate structures in my city. I do find myself leveling and forcing the land into shapes and flat ground out of ease of working with but I'm beginning to wonder if i'm losing some of the natural beauty i would have if I followed the land more.
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apologies for the late response. I had not discovered the issue until later when building my big reactor for steam. Mekanism pipes have a flow rate limit of 520mb and ducts are 360mb. I had originally gone with mekanism pipes on the accumulators and they always looked filled. I chose accumulators because i didn't want to provide power as well as plumbing. That sad, by the time i got around to Transfer Nodes and upgrades for them my vast network of accumulators were already functional.
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There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: powercrystals.minefactoryreloaded.api.FactoryRegistry.registerLiquidDrinkHandler
when trying to use the latest MFR 2.7.3-179 with the latest tinkers construct 1.5.1 version for 1.64MC
Skyboy is of the opinion you are still using the old api in this mod. Is this a load order issue or something else?
Nevermind, I think the problem is Artifice using an old API.
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There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: powercrystals.minefactoryreloaded.api.FactoryRegistry.registerLiquidDrinkHandler
when trying to use the latest MFR with the latest tinkers contruct 1.5.1 version for 1.64MC
Oddly enough I think the problem may lie with Artifice though. I have his latest 1.1.3 version and TC launches fine with MFR if I take Artifice out.
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I have a dark room spawner in town - good for arrows, bone, flesh, gunpowder and the occasional odd drop like power 1 bows, iron tools, etc..
I have a blaze farm in the nether - for blaze rods primarily, but slightly better xp rate then the town farm.
I have an enderman farm in the end for pearls and even better xp.
All of those give xp, but xp to me on my server is merely an inconvenience for use in enchanting really.
I have other machines that give material in higher quantities too
sand farm
sugar farm
normal tree farm
wheat farm
sheep farm of all colors
cow pasture
pig pasture
chicken machine
at what point are you arguing from that anything is cheating? I figure the more things you can come up with to increase your material income rate the bigger and faster you can build things which is usually the goal I think.
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A fully automatic streetlamp electrical grid complete with daylight detector building. I've sat and watched my 4 main roads all day today turn on and off on their own its gorgeous to see. My only hiccup is the time it takes for the grass block to die off and turn the lights on at night is quite random in the detect building.
0
A darkroom design works perfectly fine on SMP. The lighting radius is 8 chunks (144 blocks ) out from centerpoint of spawner that you need to concern yourself with finding all the caves and lighting them.
Mine happens to be in the center of my town and I have the towny mod running on the server with no hostile mobs spawning allowed except the 4 chunks in the center of the town where the spawner is.
I have a blaze farm in the nether 1-50 is about 25-35 minutes
I have an enderman farm in the end and 1-50 is about 20-30 minutes
And the darkroom farm in town is about 40-50 minutes.
All leave mobs at half heart and swinging one at a time at the mobs. Haven't tried splash potions to see if speed increases on any of the farms.
0
day to day to me on my 6 month old server with an established mega city...diamond
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Then I built right on 0,0 a darkroom mob tower/monkeyfarm mob grinder. Then proceeded to make a giant castle wall at the radius that would encompass mob spawn distance from the tower. So 8 chunks in radius
I have since been leveling all the ground within to layer 64 and expanding the shoreline in other areas within the wall. It blends rather well considering the surrounding countryside is within 5 blocks of layer 64 for a vast distance.
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And that is my controlled version of the "normal" people I meet today in online games
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