Cleanroom: Difference between revisions
editing, cleanup
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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
▲
|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
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 Maintenance Hatch; anywhere that is not an edge.▼
*
*Up to 1 Reinforced Door
*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
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.
===
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
▲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 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
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
== 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
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