Cleanroom: Difference between revisions

simplified efficiency as output chance instead of chance of item voided
(fixing link, wording. correcting EU usage rates.)
(simplified efficiency as output chance instead of chance of item voided)
 
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{{Infobox Test
|name=Cleanroom
|image=Cleanroom.png|alt=A white multiblock 5x5 cube with a small platform leading up to a dark grey door. There are grills on the top, a single window, maintenencemaintenance and energy hatches on the left side.
|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 between 3x4x3 and 15x15x15 (width x height x depth).
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.
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* x1 Cleanroom Controller; top-most layer, perfectly centered
* x0-168 Filter Machine Casings; entire top layer except controller and edges
* 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 5X% glass. Limits are independent for each.</ref>
* x0+-1 [[Elevator]] block, in the floor <ref name=access />
* x0+-1 TravelRotating AnchorElevator block, in the floor <ref name=access />
* x0-1 Travel Anchor, in the floor <ref name=access />
* Up to x10x0-10 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 5x% of of the Plascrete can be replaced with Reinforcedcertain Glasstypes of glass.<ref>Calculation of this is complicated. Sum total of all plascrete blocks in the Cleanroom, It's'except'' the top verylayer. hardUp to movea reinforcedpercentage 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 withoutagain breakingindependently itchecked.</ref>
 
 
<references />
 
==== 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 belowhas a output chance based fullon efficiency, hasEx: a%10 percentageefficiency is %10 chance to voidoutput itemsand equal%100 tois 100%-(currentalways efficiency)outputting. The current efficiency is displayed via [[Waila]] when looking at the controller. Efficiency can also be checked with either with a Gregtech [[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 it.
 
BeIf absolutelyyou suredon't thatwant theyour cleanroomitems isvoided, runningalways atkeep 100%your efficiency duringto use%100. For each [[maintenance]] issue it currently has, the cleanroom will have a %10% chanceless of voiding items for machines running a "Needs Cleanroom" recipe.efficiency
 
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.
Be absolutely sure that the cleanroom is running at 100% efficiency during use. For each [[maintenance]] issue it currently has, the cleanroom will have a 10% chance of voiding items for machines running a "Needs Cleanroom" recipe.
 
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.
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.
 
=== Accessing the Cleanroom ===
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.}}
 
=== Machine Hulls ===
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On the other side of the hull, right-clicking with a Wrench will control where the "dot" face points and this face will be where ingredients come 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 a [[Conveyor]] and [[Pump Cover]]s on a hull does not work because it itself holds no EU (it merely transports it) to power the covers. However, attaching [[Fluid Pipe]]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.
 
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 one Amp of HV.
 
Because there are a max of ten machine hulls per 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.
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*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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