Cleanroom: Difference between revisions

pollution cannot go in cleanrooms
(pollution cannot go in cleanrooms)
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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.
 
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.
 
=== Accessing the Cleanroom ===
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*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.
*You can use an elevator or other forms of teleportation to enter the cleanroom without opening the door.
*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.
*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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