Cleanroom: Difference between revisions

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m (→‎How to Build: maintenance hatches and energy hatches cannot go on the edge of the cleanroom.)
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{{Infobox Test
[[File:Cleanroom.png|thumb|right|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, maintenence and energy hatches on the left side.|5x5 Cleanroom]]
|name=Cleanroom
[[File:|image=Cleanroom.png|thumb|right|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, maintenence and energy hatches on the left side.|5x5 Cleanroom]]
|mod=Gregtech 5
|type=Tile Entity
|tooltip= Controller Block for the Cleanroom
|quest=
|tier=
|machinesize=3x4x3 - 15x15x15
|pollutionoutput=none
|blastresistance=6-3000
|hardness= 1-50
|gteuusage=4-40 EU/t
|gtvoltagein=
|gtamperage=
}}
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 Build ==
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
*Between 0 and x0-168 Filter Machine Casings; must fill all of theentire top layer except for the controller and the edges
*1 Maintenance Hatch; anywhere that is not an edge.
*1 Energyx1 hatchMaintenance Hatch; anywhere that is not an edge. This powers the cleanroom only, not the machines inside.
*1 Maintenancex1 HatchEnergy hatch; anywhere that is not an edge.
*Up to 1 Reinforced Door; can be opened/closed with a redstone signal and must be closed for 100% efficiency<ref>Despite the tooltip making the Reinforced Door sound mandatory, it is indeed optional.</ref>
*Up to 1 Elevator block, in the floor<ref name="teleport">Any number of Elevators/Anchors can be placed inside the cleanroom instead of as part of the structure.</ref>.
*Up to 1 Travel Anchor, in the floor<ref name="teleport" />.
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*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)
{{Caution| It seems that the door and optional elevator block/anchor count against the 5% not plascrete calculation, so reducing the amount of Reinforced Glass may be necessary to get the Cleanroom to form.}}
<references />
 
== Usage ==
Doing a "Needs Cleanroom" recipe in a cleanroom without 100% efficiency can potentially void items. The current efficiency is displayed via WAILA[[Waila]] when looking at the controller. Be absolutely sure that your cleanroom is running at 100% efficiency during use, 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.) Furthermore, for each [[maintenance]] issue it currently has, the cleanroom will have a 10% chance of voiding items for machines running a "Needs Cleanroom" recipe.
 
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). 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.
 
=== MachineAccessing Hullsthe 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.
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.
 
=== Machine Hulls ===
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.
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.
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.
 
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 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.
 
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.
== Sample Minimum Build ==
 
== 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.
 
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