I like to think of Mekanism pipe lines (or cable lines or tubes or whatever) as multiblocks. With other mods, usually each individual pipe block has some internal storage of fluid or power, and then it pushes to the next block, which pushes to the next block, on and on until it goes into a destination. With Mekanism, an entire pipe network is essentially a single large multiblock with one internal storage. The size of this internal storage is also how much the pipe network can transfer per tick. This explains why fluid and gases flow instantly through pipes, and it's also why if you have a gas tube or fluid pipe connected to multiple empty tanks, it splits the output evenly into all the tanks. The only way the individual pipe blocks matter is if you manually set them to push or pull mode, then that connection will be pushing or pulling at the rate of whatever rate that individual pipe block is capable of. Incidentally, it's insane how much gas can be stored in a single ultimate pressurized tube. It seems the default Mekanism config options make a single ultimate pressurized tube hold something like 30 times more than an ultimate chemical tank.
Really good video, helped me a ton. The "weird rounding error" is the result of the passive heat dissipation working in the background (don't know if dissipation is the right word, I mean radiating thermal energy). The Process produces enough thermal energy to heat up 600.000 mb water per tick, but at the same time, the reactor frame gives of heat(-energy) to the environment. This heat can't be used to hear up water and a such the net production drops a bit. The heat dissipated this way relates linearly with the frame temperature while the water evaporation speed relates linearly with the core temperature. The equilibrium is met when the sum of heat dissipation equals the heat production of the reaction. The stats in reactor it self don't seem to take the reactor frame heat dissipation into account and a such always display higher stats than actually met. The numbers wouldn't look as cool and neat if this was the case. If somebody wants further details I'm willing to write a few pages, but most likely that's enough or even too much information.
@@Iapetus31 what are the core questions you have and what is it you're trying to understand? I could try to answer it so the reader doesn't have to know about the basics of thermodynamics, but I wanna avoid that of at all possible. The answer would be extensive ^^
"Nobody watches the crafting" gave me a laugh I'll always watch your videos man lol just sometimes I don't have a full half hour but when I do I watch.
Glad you like the videos and manage to learn a lot :D thats why I love doing this! Hope you put the Mekanism knowledge to good use and can impress some people on a server with some nice builds!
Coming in with an improvement almost a year later: you can output heat to an industrial boiler from the fusion reactor, while at the same time water cooling it. You'll still output the same amount of heat to the boiler as when it was air-cooled, and you'll have more than double the steam production for more than double the power!
I have an RS autocrafting setup for the induction cells and providers, including alloy infusers, crushers, and steel production. Did you know it takes around 6000 gold to make an ultimate induction cell?
Yeah AE2 is something I will never not install on my custom tekkit packs, but same goes for industrial craft, which kinda traps me in 1.12.2. Mass generators are just to damn convenient in the lategame to not use them.
I can't remember if he mentioned this, but keep around enough power to restart your star. Something happens, you can connect it to the resupply and be working again in no time.
I just never disassemble my laser focus charging setup. I have a redstone-sensitive section of ultimate cable so I can turn off all the lasers once the front focus is fully charged, then move just the front focus to where I need it when I need it. I do typically run multiple fusion reactors, which may sound like overkill but not in the packs I play, even when they're heating boilers plus producing their own steam.
@@maxwhitfield1894 The limiting factor is almost always polonium production though. You'd need a reactor with like 200 mb/t to need that much power, and even then you probably can't obtain uranium fast enough to sustain that. My guess is the only time you'd need this much power is if you have a community of multiple people all trying to product as much antimatter as possible with like 3-4 large reactors and a team of people constantly relocating a digital miner to get uranium.
@@askmiller most people play mekanism in modpacks that include things like productive bees or mystical agriculture which if you progress quickly enough make it stupid easy to get large amounts of any resource, including uranium.
Can't beleive he missed soemthing ,these vids have been so helpful. But just in case you're wondering, you cna actually put ports on the corners of either layer 2 or4. The layers that are the 5x5 without corners. THe corner can be a port. So says the official wiki.
I'm just wondering: what are you doing with all this power? I stopped doing your tutorials since the antimatter part because I had more than enough for everything lol
Honestly the only use would be antimatter for this. It isn’t critical to do stuff like this with only Mekanism but I cover it for people looking for the info in modpacks where it is infinitely more useful :)
I'm playing currently on mekanism 1.12.2, since in this Version you can have the most stable reconfigurations with other mods like rftools, industrial craft ect. If I want to add a reactor port here, I need to have a Hohlraum filled with dt fuel ready, because if you reassemble the reactor, it will not start up again on its own, but it has the temperature left in the reactor, so that if you place the Hohlraum fast enough in the control panel, it will ignite again. I had to painfully laser charge a dozen reactors before I figured that out 😂😂 nice video man, thanks for the steam numbers! Btw I noticed that the power increase has a factor of around 1.5 counting in raw thermoelectric output of the reactor, so it is safe to assume that a boiler setup will have a 2.0 factor? My biggest fusion reactor has an input rate of around 400 mb/t of D-T-Fuel, which I don't really know how to handle yet, but maybe I will figure it out with your series :-D thanks alot again.
what mod gives u all the details of what's inside like energy and gasses when u look at the blocks or machines? (the thing that tells u wat block ur looking at and all the details in it)(top middle)
The tubing thing really does sound wrong. It sounds like there's some sort of programming shortcut they took with implementation that led to that behavior. I suspect the issue happens when you have a tube that has multiple paths to a destination or multiple destinations. If you use the minimum throughput as the actual throughput, then you have issues where you'd need to manage all of the calculations for the fluids in the pipes. You'd have to use a pathing algorithm to figure out where the fluid is going and then update all of the pipes individually. Treating the pipe as a whole shortens it to just 1 simple computation for adding pipes, routes, and operation.
While it is definitely wonky, I think it is intended as the official wiki page for throughput documents the phenomenon quite well and the network reader can show you all the details about the pipe system. As mentioned in a prior comment, it seems the pipe system is treated as a single large network multi block for all purposes. Not sure if it was a shortcut or so people could handle the insane throughput requirements of some of these other setups. If it didn’t work this way idk how you’d handle the output of an 18x18x18 reactor in any way with mekanism piping. Interesting info on the calculations though, I never considered it would be more resource intensive to deal with the non instantaneous flow in the pipe system.
@@RagePlaysGames I meant wrong in the sense that it isn't how pipes should work, not wrong in that it wasn't intended. From what I've read on the wiki, I believe you are correct in that it is intended. The intuitive way to increase throughput is to increase the breath of pipes, not the depth. You'd basically need multiple pipes and multiple ports to connect the machines. Obviously though that isn't ideal. One way they can get close to the intuitive behavior of pipes without sacrificing computation complexity is to still treat them as a whole but set their flow rate to the minimum of the entire pipe. Given how in depth they went with everything, I'm sure they thought of that but decided to go with the sum, likely for the specific issue of not wanting parallel pipes everywhere and being able to support the massive reactors. The pipes definitely seem like a good candidate for rework in future updates of mekanism. Also I hope they add a way to better use the SPS. I don't know if you've had this issue, but in my world the SPS uses the maximum amount of power possible regardless of if there's enough polonium to justify use. Even when you run out of polonium it will still use power until you break a cable and reconnect it.
Yeah i also want to know how big it is en how many parts are in it special the vents and blades and that kind of stuff. The case is less problem i can count that.
For some strange reason, Mekanism considers steam as a liquid instead of a gas, so steam uses the mechanical pipes, _not_ the pressurized tubes. That one took me a minute, too.
Pls somebody can help me with this.. i got a maxed turbine.. but the pressurized Tubes just wont connect into it (there are red particels and i also gut the gui in the turbine.. the water from the vents works ) but the tube just wont connect
Sadly I do not, but it was a LOT lol. Thankfully this is one of the last large builds in the series so I was more than happy to dump tons of iron/steel into it.
Is it possible to put the water input port in the top face of the reactor? or do you need the extra piping to move the water fast enough? I was just thinking you could make it a little more streamlined that way.
You could put the water in the top face, but youre correct that you MAY need extra piping to make the throughput sufficient for the injection rate. It all depends on how much steam you are producing, if youre at a rate of 2, very little piping is needed, but anything over 10 and you will need a decent chunk of piping the reach the sufficient throughput for it.
wouldnt the air cooled fusion reactor generate more power after a certain point than the watercooled with a maxed out turbine? obviously you would require massive 2H and 3H setups so it is probably not worth it but i mean food for thought
No, because the multiplication factor of steam to energy ratio is 1.5, so you will always get 1.5 times more energy from a turbine then the raw thermoelectric output of the reactor is. Only problem is that the amount and sizes of those turbines become increasingly ridiculous, I've just completed my 400 mb/t D-T-Fuel plant and I have no bloody clue how I ever will water cool this monster. That's 40 MRF per tick of energy, and each MRF gives off 150.000 mb of steam per tick. That's 6.000.000 mb per tick, didn't know what I was thinking tbh.
That is the way you run optifine now with forge :) Mekanism can cause some lag with all the large machines running constantly in a small area so I added it to be sure we would have all videos at a clean 60 fps 1080p without any concerns.
@@Official_Rz yes but I’m talking the machines nuclear craft has a bunch of the stuff mekanism has like alloying and such it’s also a bit of a process to make fuel for the fission reactor and fusion reactor. There’s a crusher for things and refiner and all of that… there’s a bunch of similarities between the two mods imho
@@bryanhickernell7189 Oh, I totally agree, I feel the same way. Nuclear craft is interesting but as you said, Mekanism is more refined in basically every way.
I have a question I use the fusion reactor with dt fuel and he output about 130mj/t with a injection rate with only 2 and he drain so much fuel and I run about 30 evaporation towers but that’s not enough.. so it’s better to put the two fuels in single mode in them ?
Ok, guys, I have a question. Every time I put a pump (no matter where on the water or how deep underwater) it is unable to do the pumping. It says something like "not enough water". I live on the ocean shore and don't have enough water...
i'm a bit late, but the electric pump should work if there's a water source block below it and power going into the side with the connector idk why it wouldn't, maybe the pack you're playing changed something about it
@@epicgaming11195 I have stopped playing a while ago, but as far as I remember the problem was that my water consumption was so high that it immediately drained all the pipes. Adding a ton of pumps have fixed the issue.
Yes, the water cooled Version has a 1.5 energy multiplication, boilers add another 0.5 to that, so if your reactor produces let's say 10 MRF per tick of raw thermoelectric power (that's the maximum setting with a separated fuel injection system if it's air-cooled) it will then go up to 20 MRF. But the boiler and turbine setup behind those numbers is ridiculous after a while, in my old main world I had a fusion reactor with a RAW output rate of 100 MRF, that's 20 million mb/t of steam generated in a boiler. I constructed halls the size of a football stadium just for the casing.
Nice video as always Rage. But two questions for you:- 1)What happened to Create? 2)Will you do a "Surviving with Greg tech community edition" Let's Play?
Create wrapped up on episode 16 as there was nothing left to cover but niche builds. Create 0.3 is out now with a lot more stuff to go over, but I dont have any current plans to start the series up again as we will be starting a modpack series and a new surviving with series soon. I am planning on trying to find a modpack with Create in it to cover the new stuff there tho!
i have a question regarding buildcraft in my game some machines like the the ore processor are not showing up and i cant craft them does anybody know how to fix this?
Technically yes it is :) since the turbine turns the steam into power, the turbine is the best power producer and the fusion reactor is the best steam producer.
Easiest way to generate shit loads of energy is the first energy thing Rage setup via the gas burning generators. Just with gas burning generators the most fancy you get is with auto melon farms. lol.
@@Tantalus010 That is wrong, Mekanism has a "liquid steam" that can be made using a rotary condensentrator for mod compatibility reasons, but the steam produced by Mekanism reactors and boilers is a gas, and is transported in pressurized tubes and chemical tanks.
Oh yea, I cant remember a time when this wasnt one of the go to OP power gen methods if Mekanism is available. Thankfully it looks cool imo so I dont mind making it in every modpack lol.
I like to think of Mekanism pipe lines (or cable lines or tubes or whatever) as multiblocks.
With other mods, usually each individual pipe block has some internal storage of fluid or power, and then it pushes to the next block, which pushes to the next block, on and on until it goes into a destination. With Mekanism, an entire pipe network is essentially a single large multiblock with one internal storage. The size of this internal storage is also how much the pipe network can transfer per tick. This explains why fluid and gases flow instantly through pipes, and it's also why if you have a gas tube or fluid pipe connected to multiple empty tanks, it splits the output evenly into all the tanks. The only way the individual pipe blocks matter is if you manually set them to push or pull mode, then that connection will be pushing or pulling at the rate of whatever rate that individual pipe block is capable of.
Incidentally, it's insane how much gas can be stored in a single ultimate pressurized tube. It seems the default Mekanism config options make a single ultimate pressurized tube hold something like 30 times more than an ultimate chemical tank.
intergrated dynamic can tranfer a huge rate. atlhough it dont have gas connectors
This also explains why the mekanism cables can become really laggy when you're using lots of them...
Really good video, helped me a ton. The "weird rounding error" is the result of the passive heat dissipation working in the background (don't know if dissipation is the right word, I mean radiating thermal energy). The Process produces enough thermal energy to heat up 600.000 mb water per tick, but at the same time, the reactor frame gives of heat(-energy) to the environment. This heat can't be used to hear up water and a such the net production drops a bit. The heat dissipated this way relates linearly with the frame temperature while the water evaporation speed relates linearly with the core temperature. The equilibrium is met when the sum of heat dissipation equals the heat production of the reaction. The stats in reactor it self don't seem to take the reactor frame heat dissipation into account and a such always display higher stats than actually met. The numbers wouldn't look as cool and neat if this was the case.
If somebody wants further details I'm willing to write a few pages, but most likely that's enough or even too much information.
I’m willing to read m8
@@Iapetus31 what are the core questions you have and what is it you're trying to understand? I could try to answer it so the reader doesn't have to know about the basics of thermodynamics, but I wanna avoid that of at all possible. The answer would be extensive ^^
"Nobody watches the crafting" gave me a laugh I'll always watch your videos man lol just sometimes I don't have a full half hour but when I do I watch.
Thank you for making ur videos, i really learned a lot from you! Keep up the good work!
Glad you like the videos and manage to learn a lot :D thats why I love doing this! Hope you put the Mekanism knowledge to good use and can impress some people on a server with some nice builds!
Thank you Rage for this series. My friend and I have set up a pretty great set up and factory build thanks to the tutorials you have provided.
Coming in with an improvement almost a year later: you can output heat to an industrial boiler from the fusion reactor, while at the same time water cooling it. You'll still output the same amount of heat to the boiler as when it was air-cooled, and you'll have more than double the steam production for more than double the power!
Can you elaborate on this? Industrial Boiler from which mod and how would you do it?
How exactly does that work? The water cooling decreases the internal temperature, so the thermal output should also drop or not?
@@timothywheeler1831mekanism
I can't imagine doing all this crafting without a lick of autocrafting from RS or AE2... just seems so damn painful.
It was. I started doing ae2 after I had a fusion reactor and an induction matrix capable of holding 500 gj. It was rough.
@@secularsam7678 I made a 1.60 TRF matrix by hand. You have no idea how painful that was. Surprisingly short but painful
I have an RS autocrafting setup for the induction cells and providers, including alloy infusers, crushers, and steel production. Did you know it takes around 6000 gold to make an ultimate induction cell?
rel
Yeah AE2 is something I will never not install on my custom tekkit packs, but same goes for industrial craft, which kinda traps me in 1.12.2. Mass generators are just to damn convenient in the lategame to not use them.
Heh, your chemical engineering is showing. Closed loop and steady state in the first 3 minutes gives it away. Second generation ChemE here!
I can't remember if he mentioned this, but keep around enough power to restart your star. Something happens, you can connect it to the resupply and be working again in no time.
I just never disassemble my laser focus charging setup. I have a redstone-sensitive section of ultimate cable so I can turn off all the lasers once the front focus is fully charged, then move just the front focus to where I need it when I need it. I do typically run multiple fusion reactors, which may sound like overkill but not in the packs I play, even when they're heating boilers plus producing their own steam.
Is there any point in having so much power in the mekanism mod? Are there any functions that use up that much power?
Turtlebig supercritical phase shifter
@@maxwhitfield1894 The limiting factor is almost always polonium production though. You'd need a reactor with like 200 mb/t to need that much power, and even then you probably can't obtain uranium fast enough to sustain that. My guess is the only time you'd need this much power is if you have a community of multiple people all trying to product as much antimatter as possible with like 3-4 large reactors and a team of people constantly relocating a digital miner to get uranium.
@@askmiller most people play mekanism in modpacks that include things like productive bees or mystical agriculture which if you progress quickly enough make it stupid easy to get large amounts of any resource, including uranium.
Can't beleive he missed soemthing ,these vids have been so helpful. But just in case you're wondering, you cna actually put ports on the corners of either layer 2 or4. The layers that are the 5x5 without corners. THe corner can be a port. So says the official wiki.
I'm just wondering: what are you doing with all this power? I stopped doing your tutorials since the antimatter part because I had more than enough for everything lol
Honestly the only use would be antimatter for this. It isn’t critical to do stuff like this with only Mekanism but I cover it for people looking for the info in modpacks where it is infinitely more useful :)
@@RagePlaysGames Thanks for the answer and thank you for your tutorials, I really liked them.
I'm playing currently on mekanism 1.12.2, since in this Version you can have the most stable reconfigurations with other mods like rftools, industrial craft ect. If I want to add a reactor port here, I need to have a Hohlraum filled with dt fuel ready, because if you reassemble the reactor, it will not start up again on its own, but it has the temperature left in the reactor, so that if you place the Hohlraum fast enough in the control panel, it will ignite again. I had to painfully laser charge a dozen reactors before I figured that out 😂😂 nice video man, thanks for the steam numbers!
Btw I noticed that the power increase has a factor of around 1.5 counting in raw thermoelectric output of the reactor, so it is safe to assume that a boiler setup will have a 2.0 factor? My biggest fusion reactor has an input rate of around 400 mb/t of D-T-Fuel, which I don't really know how to handle yet, but maybe I will figure it out with your series :-D thanks alot again.
what mod gives u all the details of what's inside like energy and gasses when u look at the blocks or machines? (the thing that tells u wat block ur looking at and all the details in it)(top middle)
Hwyla does :)
You had me at 300 Mega Kelvin...
The tubing thing really does sound wrong. It sounds like there's some sort of programming shortcut they took with implementation that led to that behavior. I suspect the issue happens when you have a tube that has multiple paths to a destination or multiple destinations. If you use the minimum throughput as the actual throughput, then you have issues where you'd need to manage all of the calculations for the fluids in the pipes. You'd have to use a pathing algorithm to figure out where the fluid is going and then update all of the pipes individually. Treating the pipe as a whole shortens it to just 1 simple computation for adding pipes, routes, and operation.
While it is definitely wonky, I think it is intended as the official wiki page for throughput documents the phenomenon quite well and the network reader can show you all the details about the pipe system. As mentioned in a prior comment, it seems the pipe system is treated as a single large network multi block for all purposes. Not sure if it was a shortcut or so people could handle the insane throughput requirements of some of these other setups. If it didn’t work this way idk how you’d handle the output of an 18x18x18 reactor in any way with mekanism piping. Interesting info on the calculations though, I never considered it would be more resource intensive to deal with the non instantaneous flow in the pipe system.
@@RagePlaysGames I meant wrong in the sense that it isn't how pipes should work, not wrong in that it wasn't intended. From what I've read on the wiki, I believe you are correct in that it is intended. The intuitive way to increase throughput is to increase the breath of pipes, not the depth. You'd basically need multiple pipes and multiple ports to connect the machines. Obviously though that isn't ideal. One way they can get close to the intuitive behavior of pipes without sacrificing computation complexity is to still treat them as a whole but set their flow rate to the minimum of the entire pipe. Given how in depth they went with everything, I'm sure they thought of that but decided to go with the sum, likely for the specific issue of not wanting parallel pipes everywhere and being able to support the massive reactors. The pipes definitely seem like a good candidate for rework in future updates of mekanism. Also I hope they add a way to better use the SPS. I don't know if you've had this issue, but in my world the SPS uses the maximum amount of power possible regardless of if there's enough polonium to justify use. Even when you run out of polonium it will still use power until you break a cable and reconnect it.
What’s the size of the turbine? I would love to recreate this close system but can’t seem to find enough info
Yeah i also want to know how big it is en how many parts are in it special the vents and blades and that kind of stuff. The case is less problem i can count that.
Go to the mekanism wiki. It has a good deal of information on the turbine.
Why am i not able to attach the pressuriezed tube to the valve of my turbine?
the turbine might be incomplete
For some strange reason, Mekanism considers steam as a liquid instead of a gas, so steam uses the mechanical pipes, _not_ the pressurized tubes. That one took me a minute, too.
Your turbine is incomplete. Don't listen to that guy saying it's a liquid, it's not.
Pls somebody can help me with this.. i got a maxed turbine.. but the pressurized Tubes just wont connect into it (there are red particels and i also gut the gui in the turbine.. the water from the vents works ) but the tube just wont connect
somehow my pressurized tubes isnt connecting to my valve?
is it possible to connect both the fission and the fusion rector to a lets say maxed out turbine to process the steam of both machines?
Would you mind sharing your turbine set up for this? I'm still confused on like the ration of coils with vents?
There's always one coil per 4 blades, the rest is condensators, just spam vents wherever you can :)
Do you have a screenshot of how many resources went into the turbine? Because it eats steel.😅
Sadly I do not, but it was a LOT lol. Thankfully this is one of the last large builds in the series so I was more than happy to dump tons of iron/steel into it.
does the max turbine height of 18 include the base and 3 blocks on top or is this just the shaft?
That's the entire turbine, top to bottom. 14 rotors with 28 blades is the max.
How did you get that water
How can i get those connected glass textures? is it the optiforge mod?
Use CTM.
ConnectedTexturesMod :)
Today I learned the hohlrahum is a RL item.
Is it possible to put the water input port in the top face of the reactor? or do you need the extra piping to move the water fast enough? I was just thinking you could make it a little more streamlined that way.
You could put the water in the top face, but youre correct that you MAY need extra piping to make the throughput sufficient for the injection rate. It all depends on how much steam you are producing, if youre at a rate of 2, very little piping is needed, but anything over 10 and you will need a decent chunk of piping the reach the sufficient throughput for it.
wouldnt the air cooled fusion reactor generate more power after a certain point than the watercooled with a maxed out turbine? obviously you would require massive 2H and 3H setups so it is probably not worth it but i mean food for thought
No, because the multiplication factor of steam to energy ratio is 1.5, so you will always get 1.5 times more energy from a turbine then the raw thermoelectric output of the reactor is. Only problem is that the amount and sizes of those turbines become increasingly ridiculous, I've just completed my 400 mb/t D-T-Fuel plant and I have no bloody clue how I ever will water cool this monster. That's 40 MRF per tick of energy, and each MRF gives off 150.000 mb of steam per tick. That's 6.000.000 mb per tick, didn't know what I was thinking tbh.
um in your mods list i saw optiforge.
what is that tho?
That is the way you run optifine now with forge :) Mekanism can cause some lag with all the large machines running constantly in a small area so I added it to be sure we would have all videos at a clean 60 fps 1080p without any concerns.
@@RagePlaysGames oh ty
So I was looking through this series and is it just me or is mekanism basically a more refined nuclearcraft?
It does a hell of a lot more than just nuclear craft.
@@Official_Rz yes but I’m talking the machines nuclear craft has a bunch of the stuff mekanism has like alloying and such it’s also a bit of a process to make fuel for the fission reactor and fusion reactor. There’s a crusher for things and refiner and all of that… there’s a bunch of similarities between the two mods imho
@@bryanhickernell7189 Oh, I totally agree, I feel the same way. Nuclear craft is interesting but as you said, Mekanism is more refined in basically every way.
I have a question
I use the fusion reactor with dt fuel and he output about 130mj/t with a injection rate with only 2 and he drain so much fuel and I run about 30 evaporation towers but that’s not enough.. so it’s better to put the two fuels in single mode in them ?
Yes, he said exactly that in the previous episode. DT fuel is consumed really fast and it's hard to maintain a reaction this way
Dt fuel is used at a raté that can't be controlled it's 500mb/t
Ok, guys, I have a question.
Every time I put a pump (no matter where on the water or how deep underwater) it is unable to do the pumping. It says something like "not enough water".
I live on the ocean shore and don't have enough water...
i'm a bit late, but the electric pump should work if there's a water source block below it and power going into the side with the connector
idk why it wouldn't, maybe the pack you're playing changed something about it
@@epicgaming11195 I have stopped playing a while ago, but as far as I remember the problem was that my water consumption was so high that it immediately drained all the pipes. Adding a ton of pumps have fixed the issue.
Whatif we use an air cool reactor than export the heat to boiler to make steam for turbine, will it generate more FE than a water cool reactor?
Yes, the water cooled Version has a 1.5 energy multiplication, boilers add another 0.5 to that, so if your reactor produces let's say 10 MRF per tick of raw thermoelectric power (that's the maximum setting with a separated fuel injection system if it's air-cooled) it will then go up to 20 MRF. But the boiler and turbine setup behind those numbers is ridiculous after a while, in my old main world I had a fusion reactor with a RAW output rate of 100 MRF, that's 20 million mb/t of steam generated in a boiler. I constructed halls the size of a football stadium just for the casing.
Nice video as always Rage. But two questions for you:-
1)What happened to Create?
2)Will you do a "Surviving with Greg tech community edition" Let's Play?
Create wrapped up on episode 16 as there was nothing left to cover but niche builds. Create 0.3 is out now with a lot more stuff to go over, but I dont have any current plans to start the series up again as we will be starting a modpack series and a new surviving with series soon. I am planning on trying to find a modpack with Create in it to cover the new stuff there tho!
i have a question regarding buildcraft
in my game some machines like the the ore processor are not showing up and i cant craft them
does anybody know how to fix this?
The ore processing is from a buildcraft addon, it should be listed in the description of the buildcraft videos or on the official buildcraft website.
@@RagePlaysGames lmao thx i checked the website but didnt see the "addons"
No problem, good luck with the ore processing! It definitely should be in the main mod, not sure why it’s an addon
So, the Turbine is the best at generating power right?
Technically yes it is :) since the turbine turns the steam into power, the turbine is the best power producer and the fusion reactor is the best steam producer.
Easiest way to generate shit loads of energy is the first energy thing Rage setup via the gas burning generators. Just with gas burning generators the most fancy you get is with auto melon farms. lol.
Can the fusion reactor be cooled with sodium?
i have this mod but no recipe menu why
The mod JEI gives the recipe menu. It is a standalone mod that youll want 99.9% of the time you play modded mc.
@@RagePlaysGames thank you
@@RagePlaysGames and play sky factory 4 that's my favourite mod
My gas pipe won’t connect to my turbine valve
Mekanism considers steam a liquid, not a gas. Use mechanical pipes instead.
@@Tantalus010 That is wrong, Mekanism has a "liquid steam" that can be made using a rotary condensentrator for mod compatibility reasons, but the steam produced by Mekanism reactors and boilers is a gas, and is transported in pressurized tubes and chemical tanks.
HEH casually made one in atm 6 with like full injection rate, got 50 MRF/tick
**sad people who see crafting noises*
Haha no worries, it will be back with a vengeance eventually :)
I wish you’d switch to rf though
In 1.12 its a bit op this reactor
Oh yea, I cant remember a time when this wasnt one of the go to OP power gen methods if Mekanism is available. Thankfully it looks cool imo so I dont mind making it in every modpack lol.
At least I am in creative.