Like many people, I hate to waste coal on torches or powering a vanilla furnace when I can use renewable charcoal instead. But because I have to make charcoal (rather than just mine it incidentally as I’m looking for iron, gold, and diamonds), I never have charcoal when I need it. The obvious solution is an automatic charcoal factory. Using hoppers and droppers it’s easy enough to set up a furnace that cooks logs and feeds itself charcoal. But providing a steady and automatic supply of logs is something not easily done using strictly vanilla resources. Fortunately, many mods, Rotarycraft included, provide a machine for just that purpose. Today’s project is a charcoal factory that uses Rotarycraft’s Woodcutter to harvest and replant trees, vanilla Minecraft resources to apply bonemeal to the sapling, process the logs, and sort by-products, and JABBA to store those by-products.
If you want to use Electricraft extensively to transfer Rotarycraft power to different parts of your base, you’re going to want to use Superconducting Wire, especially for that critical place where you transfer electricity from batteries to Induction Motors. As I’ve shown before, the slight power lossage from that one-block bit of cable (Induction Motors cannot receive power from the bottom, and Electricraft’s batteries can output only from the top) can greatly complicate builds. But Superconducting Wire is a perfect conductor, having no lossage to current whatsoever over any distance.
The problem is that while Superconducting Wire is relatively easy to craft and only moderately expensive, you have to fill it with coolant before you can use it. Furthermore, the process for filling Superconducting Wire with coolant is not very obvious. There is no in-game manual for Electricraft, the in-game manual for Rotarycraft assumes, to an extent, that you already know what you need, and NEI doesn’t really fill in the gaps completely. Briefly, you need to make liquid nitrogen from ice and fill the Superconducting Wires with it. What you’re going to need in order to do this are three machines from Rotarycraft: 1) the Fluid Crystallizer, 2) the Refrigeration Unit, and 3) the Filling Station. Here’s what you need to do to use them. Continue reading
This post is kind of a two-fer: it’s about Rotarycraft AND simple redstone devices.
When playing with Rotarycraft, one of the things you really want to make fully automatic is lubricant production, because you will need lubricant and lots of it. I’m sure there are many fantastic ideas out there about how to automate lubricant production. I’m not going to pretend that my system is the best or the fastest or the most economical. But it sure was fun to build, and it provides me with an opportunity to talk about the RS latch, one of a couple of kinds of redstone logic gates we call memory cells (because they “remember” an input).
Rather than bloating the last post, I decided to dedicate a post just to the redstone setup that made my Industrial Coil-powered Woodcutter system from last time work. So here you are:
One thing is that nigh-impossible to automate in vanilla Minecraft is a tree farm (Wither tree farms are possible, but … really?). Many mods, however, introduce some way to do just that, either through a dedicated tree-farming mechanic or through some kind of multi-use block-breaker (i.e. see my Factorization tree farm). The original raison d’etre of the Forestry mod was specifically the automation of tree farms, for crying out loud. Rotarycraft’s solution is the Woodcutter, a machine that becomes available very early on (it uses only about 22 steel ingots and requires only the slightly modified power of a steam engine).
I hinted last post that it was possible to power a Bedrock Breaker with a Microturbine without using any diamonds. Well, that’s not entirely truthful: it takes two Microturbines.
Last post I made the tech-tree leap in Rotarycraft into bedrock dust and all of its wonders. But the way I did it, using Industrial Coils, was not really ideal. Even though it works, the Industrial Coil solution has some pretty serious inherent problems: 1) it only goes so long before it needs to be recharged, and 2) it’s really expensive in terms of iron. As I noted, the expense in terms of iron isn’t a deal-breaker, since Industrial Coils are super useful in a lot of different contexts (I’m working on a couple of models for Rotarycraft tree farms, one of which will use Industrial Coils). But the best solution for powering the Bedrock Breaker (and the solution that Reika really intended) is the Microturbine.
Using the Microturbine, though, requires some things I haven’t talked about, yet, namely jet fuel and diamond gearboxes (though there is a way around the latter, which I will show in a following post). Continue reading
I’m currently working on fine-tuning my farming room. This means that showing off my lubricant production will be a little while longer. I realized that I wasn’t using Rotarycraft’s Fans to the fullest of their capacity. So instead, today, let’s talk about moving up tech tiers in Rotarycraft.
If you play Rotarycraft for any length of time, you’ll soon realize that a lot of what you really want to do with the mod is out of reach without bedrock dust and ingots. Wait. Bedrock? That unbreakable stuff around y-levels 1-5 below which is just an endless void? Yeah. Only it’s not so unbreakable, though breaking it requires a lot of power compared to what I’ve shown so far (i.e. powering fermenters, water pumps, grinders, even an extractor, for goodness’ sake).
Behold, the Bedrock Breaker: the machine that holds within it the keys to Rotarycraft’s top-tier tech and generally crazy-awesome stuff!
You knew I’d eventually have to talk about farming. I love finding new ways to automate farming processes in Minecraft, especially when playing with mods. As I’ve been playing with Rotarycraft, I’ve been experimenting with several of its farming machines. First and foremost among these machines is the Fan.
***Beware: this post is a doozy*** With v25 of Reika’s mods being released any day, now, solar power is about to be rendered impossible as an early-game strategy. Nevertheless, the setup I started describing in my last post not only works (assuming you have access to the materials necessary to craft it), but also serves as a useful way to introduce many of the blocks made available by Electricraft. As I mentioned before, the problem with solar power is that it doesn’t work at night. But with Electricraft, what we can do is stabilize the energy system by storing the mechanical energy the solar tower generates during the daytime in the form of a battery, which can provide that energy on demand, day or night.