It sends items like cobblestone, sand etc to the recycler, ore to the ore refinery, and so on and so forth. Any item that does not need to be processed is sent to the storage room and automatically sorted into the chests. It also has individual chests at the side 3 on each side for the player to put items into should he want to send them to the respective systems.
The solar panels: Directly behind the control center is a large array of solar panels. This is where all my power comes from. I have no windmills or any other methods of generating power. The white cable Glass Fibre Cable is the most efficient cable in the game, causing a loss of merely 1EU every 40 blocks. The power room: The power from the solar panels is fed into the power room, where it is stored in MFSUs. The power output from the MFSUs is sent via underground passageways all fully accessible via the power room for any modification to the various systems around the compound.
It also has an emergency circuit breaker should the player need to stop all power flow. And on to the systems! The material input for all of these systems are mainly from the sorter, and they output back to the sorter. All of the pipes are underground. The ore refinery: This system refines iron, gold, copper, tin and silver ore into their respective ingots.
I used electric furnaces and regular macerators, both filled with overclockers, transformer upgrades and storage upgrades. This yields twice as many ingots per ore block. Each ore has its own individual lane, and a chest at the start of each lane. There is an underground timer that controls the energy link pumping the items out of the chests. However, an energy link pumps out 2 stacks of ore with each cut of the redstone current so I split the path up into 2 macerators.
The timer is set to 20 seconds as each macerator takes 20 seconds to macerate a stack of 64 ores. This is the rate at which it produces ingots:. All 5 lanes combined, it effectively produces ingots at a rate of 64 per second. This system took me the longest to design, and many of the other systems are based off this. You can read this post to see all the design iterations that I went through. The furnace: Anything that needs to be smelted or cooked is sent here. Dust and ore can be smelted into ingots, food can be cooked for consumption, and sand can be smelted into glass, among many other things.
Again, these are electric furnaces with upgrades instead of induction furnaces. The compressor: Compresses things. Mainly uranium. All of the machines contain upgrades. The macerator: Macerates things that are sent to it. Ores can be macerated into ore dust, bone to bone meal, blaze rods to blaze powder and so on. All of the machines are upgraded as well. The extractor: Extracts rubber from rubber wood and sticky resins. Each of them has their own lane of 2 extractors again for the same reason that energy links pump out 2 stacks at once with every redstone current cut.
The recycler and mass fabricator: Both of these are located in the same building, as the recycler sends scrap into the mass fabricator. The mass fabricator creates UU-matter, which can be crafted into any material. The scrap from the recycler speeds this process up.
You'd be surprised how little power you need, probably a stack of coal is enough to get you through the early game, and it is very common in caves so it is fairly easy to get a large amount. My advice would then be to set up a nuclear reactor as fast as you can. As dangerous as it sounds, nuclear reactors are the best source of energy in industrialcraft and require the least amount of materials to maintain. Obviously the main detractor is the cost of making one, but with your materials at the moment I can't see it being too difficult.
The clear danger here is a nuclear meltdown, which is absolutely devastating and will destroy everything around the reactor. However, using redpower or Project Red, you can use circuitry to make a meltdown an impossibility. You'll need a thermal monitor on the side of the reactor set to emit a redstone pulse when the reactor's core temperature reaches degrees.
Industrialcraft reactors are somewhat unrealistic in that their "operating" temperature i. From the thermal monitor connect redstone to a toggle latch, and that output back to the reactor. It should look something like this:. That will ensure the reactor never overheats, as it will shut itself off as soon as the temperature inside gets too high.
From there you can increase automatic maintenance, and potentially end up with a system like I've built in many worlds which will automatically produce a coolant cell whenever the reactor needs a new one. In terms of the materials used to run the reactor, all you need for a starting reactor is a uranium cell and a coolant cell, arranged something like this:.
You will need to fairly regularly replace coolant cells when they run out, but that is all the maintenance you will need to do.
If you need more power, all you need to do is add more uranium and coolant cells. In short, an amazing source of power with a low running cost. And finally, some screenshots of a system automating the production of coolant cells:. This system will first detect when the reactor overheats. It then immediately shuts off the reactor, and a new coolant cell is put into the reactor from the chest in the corner.
In the meantime, on the top of the building, redstone machines are fetching the parts for a new coolant cell; i. It then makes the cell using automatic crafting tables and feeds the water cell into the extractor which can't be seen in the screenshots. This extractor then pumps the cell into the chest in the corner. During this time, a timer has been timing 10 seconds, after which time the coolant cell has been completed and the reactor restarts.
The most complex part is manufacturing new coolant cells. It would be a simple process, were it not for the fact that each recipe produces 16 cells. On the top of the building, a counter is incremented every time a cell is made. After 16 cells have been produced, 4 tin ingots are pumped up from the ingots chest downstairs, ready to be crafted. The counter is then reset.
By far, the best one to "get started" with is the basic Generator. It only requires coal to run, and if you find a tree, you can start a tree farm, turn the wood into charcoal, and burn that. The next best option would be the watermills. Sure, they don't provide much power, but they are low cost, and only require a pool of water to run. Setting up a puddle of water shouldn't be too hard.
If I need to instruct you on the building and usage of an infinite water source, we have bigger problems. Up from that, the windmills provide more power per unit, however, setup and cabling can be a real pain. To be even slightly efficient, They need to be above level 70 it might be higher, I can't quite remember , and that distance alone is enough for the cable leakage to render the power output next to nothing on anything lower than glass-fibre cables.
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