Cleanroom: Difference between revisions

simplified efficiency as output chance instead of chance of item voided
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{{Infobox Test
[[Category:GT_Multiblock_Machines]]
|name=Cleanroom
== Introduction ==
The |image=Cleanroom.png|alt=A is awhite multiblock that5x5 providescube with a sterilesmall environmentplatform insideleading it.up Moreto specifically,a whendark runninggrey atdoor. 100% efficiency,There are itgrills satisfieson the "Needstop, Cleanroom"a requirementsingle forwindow, anymaintenance machineand thatenergy runshatches on the insideleft itside.
|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.
 
== How to BuildConstruction ==
A cleanroom is a hollow, variable-sized structure. It is, at the very minimum, abetween 3x4x3 (WxHxD) structure and, at max, a 15x15x15 structure.(width Thex cleanroom'sheight width andx depth must be the same and odd). In other words, it should look like a square when looking down at it from above. It requires:
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:'''
-1* Controllerx1 blockCleanroom Controller; top-most layer, perfectly centered
* x0-Between 0 and 168 Filter Machine Casings; must fill all of theentire top layer except for the controller and the edges
-1 Maintenance Hatch; anywhere
* x1 Maintenance Hatch, anywhere<ref>Maintenance Hatch can face the interior or exterior.</ref>
-1 Energy hatch; anywhere. This powers the cleanroom only, not the machines inside.
* x1 Energy hatch; anywhere
-1 Reinforced Door; can be opened/closed with a redstone signal and must be closed for 100% efficiency
* 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>
-Up to 1 Elevator block, in the floor (can this be inside the room instead?).
* x0-1 [[Elevator]] block, in the floor <ref name=access />
-Up to 10 Machine Hulls; anywhere that is not an edge. This can power the machines inside a cleanroom.
* x0-1 Rotating Elevator block, in the floor <ref name=access />
-Plascrete Blocks everywhere else (up to five percent of these can be replaced with reinforced glass - note that it is very hard to move reinforced glass without breaking it)
* 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>
* Plascrete Blocks everywhere else
* 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 />
{{Caution| It seems that the door and optional elevator block count against the 5% not plascrete calculation, so reducing the amount of Reinforced Glass may be necessary to get the Cleanroom to form.}}
 
==== Known Issues ====
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.)
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 ==
Furthermore, for each maintenance issue it encounters, the cleanroom will also have a 10% chance of voiding items for machines running a "Needs Cleanroom" recipe.
Doing a "Needs Cleanroom" recipe in a cleanroom withouthas a output chance based on efficiency, Ex: 100%10 efficiency canis potentially%10 voidchance items.to Beoutput absolutelyand sure%100 thatis youralways cleanroomoutputting. The current efficiency is runningdisplayed via [[Waila]] when looking at 100%the efficiency,controller. Efficiency can also be checked with either with a ExtraGregtech Utilities[[Portable Scanner (Gregtech)|Portable Scanner]] or a GregTech [[Sensor Kit]] on an [[Industrial Information Panel]]. (Right -click the Controller to bind the Sensor Kit to the controllerit.)
 
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
When at 100% efficiency, the cleanroom drains 4 EU/t. However, while it's charging up to that value (0% through 99%), the cleanroom will drain 40 EU/t. For this reason, it is recommended to have at least two amps of LV feeding into an LV energy hatch (or 1 amp of anything higher than LV feeding into an appropriate energy hatch).
 
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.
== 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.
 
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.
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.
 
=== Accessing the Cleanroom ===
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.
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 5X% not plascrete calculation, so reducing the amount of Reinforced Glassglass may be necessary to get the Cleanroom to form.}}
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.
 
=== SampleMachine Minimum BuildHulls ===
Machine hulls allow players to transfer items, fluids, and energy (henceforth abbreviated as IFE) in and out of the cleanroom. Putting IFEingredients 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.
 
On the other side of the hull, rightclickingright-clicking with a wrenchWrench will control where the "dot" face points and this face will be where IFEingredients comescome 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 GTa conveyor[[Conveyor]] and GT pump[[Pump coversCover]]s on a hull does not work because it itself holds no EU (it merely transports it) to power the covers. However, attaching GT[[Fluid pipesPipe]]s 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.
The following is a sample Cleanroom build of minimal size (26 Plascrete, no Filter Casings) 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.
 
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 machineMachine hullHull can only output anone ampAmp of HV.
 
Because there isare a max of 10ten machine hulls (regardlessper of cleanroom size)multiblock, 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.
 
=== 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 circuits[[Circuit]]s. Note that this setup requires that you useusing the Reinforced Door to swap out the lens - remember to close the door whenpromptly to you'represerve doneefficiency.
 
Top Layer:
Line 74 ⟶ 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 isare much easier to make.
*It is highly recommended to useUse Ender IO item conduits and fluid conduits to transfer items/fluids. Since different types of conduits are allowed to be placed in the same block, this greatly simplifies piping logic in and out of the cleanroom.
*One can transferTransfer multiple amps of energy into a cleanroom by upstep-transformingupping prior to sending energy into a hull and downstep-transformingdowning inside the cleanroom. Be careful and remember that the correct voltage tier hull must be used when doing this.
*You can use an elevator[[Elevator]] or other forms of teleportation to enter the cleanroom without opening the door.
*In order to get access to your ME SystemeSystem inside of the cleanroom Wireless Connectors offrom AE2 Stuff can be used.
*Pollution does not affect cleanroom efficiency in any way, so it would also be possible to have combustion and gas generators running directly inside the cleanroom as a dedicated power source, so as not to deal with any wiring through hulls.
*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.
*In order to get access to your ME Systeme inside of the cleanroom Wireless Connectors of AE2 Stuff can be used.
[[Category:Gregtech]][[Category:Multiblocks]]
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