Cleanroom: Difference between revisions

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a quick writeup of cleanroom, what it does, how to make one, tons of tips
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(a quick writeup of cleanroom, what it does, how to make one, tons of tips)
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== Introduction ==
[[Category:GT_Multiblock_Machines]]
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.
This room must be clean.
 
== How to Build ==
Good info on this page
A cleanroom is a hollow, variable-sized structure. It is, at the very minimum, a 3x4x3 (WxHxD) structure and, at max, a 15x15x15 structure. The cleanroom's width and 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:
-1 Controller block; top-most layer, perfectly centered
-Between 0 and 168 Filter Machine Casings; must fill all of the top layer except for the controller and the edges
-1 Maintenance Hatch; anywhere
-1 Energy hatch; anywhere. This powers the cleanroom only, not the machines inside.
-1 Reinforced Door; can be opened/closed with a redstone signal and must be closed for 100% efficiency
-Up to 10 Machine Hulls; anywhere that is not an edge. This can power the machines inside a cleanroom.
-Plascrete Blocks everywhere else
 
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 portable scanner or a gregtech sensor kit on an Industrial Information Panel.
https://www.reddit.com/r/feedthebeast/comments/6v8egi/some_observations_on_gregtech_cleanrooms/
 
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.
==Tips==
Place a maintenance hatch cover on the controller and attach it to a light or alarm. For each maintenance needed, the chance of voiding is increased by 10% (3 repairs needed, 30% chance to void). Because the cleanroom operates continuously, maintenance needs will occur over time. Later upgrade to an auto-maintenance hatch.
 
== Machine Hulls ==
Place signs over the machine hulls to remind that they must be upgraded when changing voltage levels. They can easily be forgotten and cause an explosion destroying the clean room.
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.
 
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.
 
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.
 
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.
 
==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.
*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 is much easier to make.
*It is highly recommended to use 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 transfer multiple amps of energy into a cleanroom by up-transforming prior to sending energy into a hull and down-transforming inside the cleanroom. Be careful and remember that the correct voltage tier hull must be used when doing this.
*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.
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