Can you move a quarry in tekkit




















It is also possible to define an area larger than 64 x 64 by placing multiple Land Marks in line, because each one has a range of 64 blocks. There is however a certain limit, at which the Quarry will say that the area is outside of chunk loading bounds.

The video below in the video section explains the process including changing the configuration files. Once the area has been defined, all Land Marks activated by right-clicking and red lasers between them form a rectangle or cuboid, the Quarry can be placed next to any Land Mark. It will drop all Land Marks, create a black and yellow outline of the mining area and a floating robot will start clearing the area and constructing the frame and drill. The maximum energy consumption varies depending on the presence of GregTech 4 and the base game version:.

The Quarry powered with 2 to 4 High Pressure Boilers fueled with Charcoal connected to 1 to 2 Steam Dynamo or a single Steam Turbine would be sufficient, yet a larger power source via Tesseract more efficient and portable. The Quarry will dig through Water but will go around Lava ; the best way to avoid this is to either have a lake in the mining area or to manually place water in the Quarry pit. This will turn all Lava into Cobblestone , Stone or Obsidian , allowing the Quarry to continue mining.

Alternately, mining in the ocean has three advantages of fewer soil levels to clear, existing Water blocks to clear Lava and Clay if you are mining in a lake or a ocean. A Quarry will break almost any type of block in its way, including Chests , Spawners , Beehives and ores. The drill will pick up loose items that it passes over, similar to an Obsidian Transport Pipe. The main disadvantage of a Quarry is that it cannot carry enchantments such as Fortune or Silk Touch.

You can't set a Redstone Energy Cell to output more than I could try giving it 2 cells and test over But, it won't be faster. I'd calculated maximum usage of The difference from 49 - 51 is presumably due to the slight difference in time taken to charge the quarry. Well whatever the time taken to charge the quarry means like, do you mean it has to replenish the internal energy buffer then perform the next dig, over and over?

In actual practice. And before running the time test, I let it run at each level for a few minutes so it wasn't still speeding up when the timer started. If the internal energy buffer of the quarry was flippety, it should have stabilized into a pattern of behavior by the time I ran each test. If you cut all power, a full speed quarry comes to a halt in a minute or less, similar to rev up to full tilt from a standing start.

Waiting 3 or 4 times that long should be long enough for a new speed to stabilize before running a timed test, I think. In the end, nothing past giving it 50 per tick makes any increase in mining speed. So it's A few more RP Solar Panels should get me there. The Cells still slowly lose ground from full charge, I have been adding 64 solar panels at a time and figure it will take about 8 or 16 more or something like that, to hit sustainable full speed remotely powered quarry. When I have the number of RP Solar panels it took to top out a sustainable fullspeed quarry, I'll post with a pic.

The Quarry has an internal energy store of 15, MJ and the amount of energy it uses to move and hence the speed is based on the energy level stored.

These correspond to movement speeds of 0. The quarry uses a fixed amount per block broken on top of that. This buffer is why the quarry takes a while to stop after you cut the power as it still has 15,MJ stored. Even if it ran full speed till empty it would take 15 seconds to drain.

Because it slows down as the internal energy level drops it lasts quite a bit longer as you mentioned. Possibly a more interesting question is 'does the quarry become less energy efficient as it runs faster? Perdition means eternal punishment or something similar. That line of code is basically configuring the quarry to waste 2MJ every 1 tick. It is from the current development code, as I said only added in the last few days so would be a while before it makes it into any FTB pack.

Other changes to power pipes in the current version not in FTB yet include zero loss through power pipes, and they can no longer explode, but just limit power flow depending on the pipe type. Community Forum Software by IP. Sign In Create Account. Wiki Forums Members Chat. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more.

If you already have an account, login here - otherwise create an account for free today! Javascript Disabled Detected You currently have javascript disabled. Go to the full post ». This topic is locked. Posted 31 May - PM. By the way a list of the stuff I will need would be very helpful.

It doesn't matter how expensive it is. Best Answer. Posted 01 June - AM. I am going to use some solar panels with a BC engine. When placed on flat land, solar arrays need at least 2 blocks between each other….

Basic Solar Panel. Another popular way to power the quarry is magmatic engines. Quarry powering level 3. Energy Links can be used to power the Quarry using EU. It is advised to place the Energy Link adjoining to the Quarry. The Electrical Engine is part of the Forestry mod, which is no longer part of Tekkit for some reason or another. It performed that necessary conversion from EU to MJ. The Quarry is a machine added by BuildCraft.



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