Cleanroom: Difference between revisions

→‎How to Build: added travel anchor to build options
(→‎How to Build: caution for elevator/door calculation interaction.)
(→‎How to Build: added travel anchor to build options)
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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.
-*Up to 1 Reinforced Door; can be opened/closed with a redstone signal and must be closed for 100% efficiency
-*Up to 1 Elevator block, in the floor (can this be inside the room instead?).
*Up to 1 Travel Anchor, in the floor.
-*Up to 10 Machine Hulls; anywhere that is not an edge. This can power the machines inside a cleanroom.
-*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.}}
 
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.)
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