Cleanroom: Difference between revisions
simplified efficiency as output chance instead of chance of item voided
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{{Infobox Test
|name=Cleanroom
|mod=Gregtech 5
|type=Tile Entity
|tooltip= Controller Block for the Cleanroom
|quest=Cleanroom
|tier=HV
|machinesize=3x4x3 - 15x15x15
|pollutionoutput=none
|blastresistance=6-3000
|hardness= 1-50
|gteuusage=4-40 EU/t <div>(with LV Energy Hatch)
|gtvoltagein= As Energy Hatch
|gtamperage=2A on startup, 1A @ 100%
}}
The Cleanroom is a multiblock that provides a sterile environment inside it. More specifically, when running at 100% efficiency, it satisfies the "Needs Cleanroom" requirement for any machine that runs inside it. A Cleanroom at less than a 100% efficiency rating has a chance of voiding items equal to the difference between its current rating and one hundred. Potential loss ''only'' applies to recipes that require the Cleanroom.
==
A cleanroom is a hollow, variable-sized structure
Its footprint (width x depth) ''must'' be an odd numbered square; 3x3, 5x5, 7x7, etc. There are no restrictions on the height other than a minimum of four and a maximum of fifteen blocks. The Energy Hatch only powers the cleanroom itself; Machine Hulls are used to supply power to machines inside.
'''Requires:'''
* x1 Maintenance Hatch, anywhere<ref>Maintenance Hatch can face the interior or exterior.</ref>
* x1 Energy hatch; anywhere
* x0-2 Reinforced Door <ref>Despite the tooltip making the Reinforced Door sound mandatory, it is indeed optional.</ref><ref name=access>These blocks count against the non-plascrete block calculation for maximum X% glass. Limits are independent for each.</ref>
* x0-1 [[Elevator]] block, in the floor <ref name=access />
-Plascrete Blocks everywhere else▼
* x0-1 Rotating Elevator block, in the floor <ref name=access />
* x0-1 Travel Anchor, in the floor <ref name=access />
* x0-10 Machine Hulls/Diodes; anywhere that is not an edge.<ref>Both Machine Hulls and Diodes count against the ten count limit, in any combination.</ref>
* Up to x% of of the Plascrete can be replaced with certain types of glass.<ref>Calculation of this is complicated. Sum total of all plascrete blocks in the Cleanroom, ''except'' the top layer. Up to a percentage of this can be glass, how much depends on the type - as little as 5% for Reinforced Glass and up to 50% for Warded Glass. Limits are again independently checked.</ref>
<references />
Doing a "Needs Cleanroom" recipe in a cleanroom without 100% efficiency can potentially void items. Be absolutely sure that your cleanroom is running at 100% efficiency, either with a Extra Utilities Portable Scanner or a GregTech Sensor Kit on an Industrial Information Panel. (Right click the Controller to bind the Sensor Kit to the controller.)▼
==== Known Issues ====
Due to its valid structure check coding, attempting to replace plascrete blocks on the top layer or SE edge (X+,Z+) of the cleanroom will result in an incomplete structure. Relocate any hatches, busses or hulls to other locations. It's very hard to move Reinforced Glass without breaking it, so place carefully. If the multiblock doesn't form, try reducing the amount of glass.
== Usage ==
▲Doing a "Needs Cleanroom" recipe in a cleanroom
If you don't want your items voided, always keep your efficiency to %100. For each [[maintenance]] issue it currently has, cleanroom will have %10 less efficiency
== Machine Hulls ==▼
Machine hulls allow players to transfer items, fluids, and energy (henceforth abbreviated as IFE) in and out of the cleanroom. Putting IFE into a hull is easy enough. Treat it basically like any other inventory/tank when transferring items/fluids and treat it like a machine face when transferring power, since it can accept GT cables.▼
At 80% efficiency or higher with a LV Energy Hatch, the cleanroom drains 4 EU/t. While charging up, the cleanroom will use 40 EU/t, swiftly decreasing as it rises above 10% efficiency. For this reason, it's necessary to have at least two amps of LV feeding into an LV Energy Hatch. A 2x battery buffer can also be used to supply the initial surge demand. Providing a higher [[tier]] Energy Hatch will [[overclock]] the cleanroom, making it gain efficiency faster at the cost of higher power use, even after 100% is achieved.
On the other side of the hull, rightclicking with a wrench will control where the "dot" face points and this face will be where IFE comes out. Note that the hull does '''not''' auto output items and fluids. There will need to be something pulling items and/or fluids out of the hull on the other side. Attaching GT conveyor and GT pump covers on a hull does not work because it itself holds no EU (it merely transports it) to power the covers. However, attaching GT pipes with covers attached to them (screwdriver set to "import") will work. The same goes for covers attached to machine faces (screwdriver set to "import") facing the machine hull dot face.▼
Polluting machines cannot be run inside a Cleanroom. Attempting to do so will immediately result in the Cleanroom shutting down with **HAS PROBLEMS**, requiring [[Maintenance]] and potentially voiding recipes. Non-polluting generators such as [[Magic Energy Converter]]s and [[Magic Energy Absorber]]s can be run inside safely.
EU is transferred directly to the cable or machine face the dot face is pointing at and does not need anything special "pulling" the EU out. A hull can only transfer as much energy as the tier of the hull. For example, an HV machine hull can only output an amp of HV.▼
=== Accessing the Cleanroom ===
Because there is a max of 10 machine hulls (regardless of cleanroom size), it is important to be efficient with hulls. A single dedicated output hull from inside the cleanroom to the outside is highly recommended, rather than having an output hull for each machine inside. A dedicated power line is recommended as well.▼
A Reinforced Door, Travel Anchor, and/or [[Elevator]] can all be used to enter and exit the cleanroom. The door requires a redstone signal to open and must be closed for 100% efficiency. Anchors and Elevators do not reduce a cleanroom's efficiency when used. The second Elevator block can be placed on top or below, while another Travel Anchor can be anywhere in its range. Any number of Elevators/Anchors can be placed inside the cleanroom instead of as part of the structure, if desired.
{{Caution| It seems that the door and optional elevator block/anchor count against the X% not plascrete calculation, so reducing the amount of glass may be necessary to get the Cleanroom to form.}}
== Sample Minimum Build ==▼
▲=== Machine Hulls ===
The following is a sample Cleanroom build of minimal size with automation to get you started with HV circuits. Note that this setup requires that you use the Reinforced Door to swap out the lens - remember to close the door when you're done.▼
▲Machine hulls allow players to transfer items, fluids, and energy
▲On the other side of the hull,
▲EU is transferred directly to the cable or machine face the dot face is pointing at and does not need anything special "pulling" the EU out. A hull can only transfer as much energy as the [[tier]] of the hull. For example, an HV
▲Because there
=== Requires Cleanroom Recipes ===
Circuit Assembler
* EV+ [[circuit]]s
* Processors / last circuit recipe of each tier
* BartWorks Resonatic Circuits
* AE2 Storage Components
* OpenComputers CPU
* Data Stick
Precision Laser Engraver
* Memory Chips / Wafers
* Mytryl & Mysterious Crystal
* Engraved Lapotron Chip
* NASA Workbench Schematics
Cutting Machine
* Wafers > Integrated Circuits
▲== Sample Minimum Build ==
▲The following is a sample Cleanroom build of minimal size (26 Plascrete, no Filter Casings) with automation to get you started with HV
Top Layer:
Line 71 ⟶ 119:
==Tips==
*Do not forget about upgrading hulls when upgrading a cleanroom to handle higher tier voltage machines. Overvolting will result in disaster.
*A "Needs Maintenance" cover will also come in handy for alerting players about maintenance issues. Since the Cleanroom runs constantly while powered, it generates maintenance issues more frequently than intermittent machines.
*Zinc is a relatively rare resource early on in the game. Because of this, it is recommended to expand a cleanroom vertically before expanding horizontally. This allows the player to focus on building plascrete blocks instead, which
*
*
*You can use an [[Elevator]] or other forms of teleportation to enter the cleanroom without opening the door.
*In order to get access to your ME
*Cleanroom Controller outputs redstone depending on how efficient it becomes starting at one redstone strength going up as efficency goes up to a max of 15.
[[Category:Gregtech]][[Category:Multiblocks]]
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