@@dbaker280 thermal machines run based on the process costing a certain amount of energy. The two energy nullifiers are multiplicative and make the energy cost 25%. The other thing on it is base power -30%. Thermal machines base power is 20fe/t. It takes 6fe/t off the crafting cost. These are additive. Efficiency nullifier makes it +300% base energy or 20(base) + 60(+300%) giving us a total of (80-6-6) or 68fe/t, multiply by the 12x integral component and you get 816fe/t. I used a battery and found that each seed used 24000 fe per operation. This was reduced to 6000 fe per operation by the two energy nullifiers. If we take our 6000fe per operation, divide by 816 fe/t, we get 7.35 ticks per operation. Or about 3 operations per second. Two efficiency nullifiers and 1 energy nullifiers came out to 11.2 ticks per operation at 1608 fe/t cost. Which is basically double the energy cost and is still 50% slower than above.
@@dbaker280 This orientation of upgrades works because the scale of the upgrade plus the single nullifier increases the speed A LOT, but due to the low efficiency it can't handle the speed so that's why you use 2 of the other nullifiers which reduces the speed while increasing the efficiency which also increases speed too.
@@dbaker280 The technicality goes like this: A single operation of a phytogenic insolator requires 20,000 FE at 20 FE/tick the base speed would be 1000 ticks or 50 seconds for a single output. If you add the 300% base power and 1.5x process energy, that would be 30,000 FE at 80 FE/tick which would be 375 ticks or 18.5 seconds for a single output. Now we reduce the FE requirement using the Energy Nullifier Augment at a multiplier of 0.5x while reducing the power by 30%. The base power would be at 240% on top of 100% base power which means 68 FE/tick. The required FE would drop to 7,500. This means you are processing every 5.5 seconds. Add the integral components and phyto-gro's and you can reduce this to a whopping 0.33 seconds per operation *iirc* . from 50 seconds to 0.33 seconds....
To utilise the 16x circuit crafting you still need 15 co processors. I did towers if 8 for each step, resulting in a need for 4x4x8=128 co processors for one step, so since there are allways 3 steps for a circuit, I used round about 400 co-processors. But I would only do that for one overkill crafting storage. Iline to have one of them around for big projects and there are also 4x coprocessors, at least in atm9(no sky), they where there
Hey Chosen, Dont Know If You Know This But The Powah Reactors Have A Port For Power On The Bottom Center Block. If You Wanted To Route Power Like You Originally Did. I Always Put Ender Power Cells At The Bottom Of Them At The Same Material Level With A Battery(Needs One) But Different Channels So Power Cable Management Is Less Hectic But You Can Get Full Draw.
btw pedestals for seed crafting don't need to have the same pattern as shown in the jei, you can have 4 blocks right next to each other and 4 essences in the other 4 pedestals and the crafting will still go through
To help with how many coprocessors you need I think it's mega that adds a bigger one with 4 cores per block, definitely worth getting. But needs a new type of press that I'm not sure will work with the universal one
14:20 there's a more optimal configuration: 1 Stellar Integral Components 1 Abyssal Flux Linkage Amplifier 1 Abyssal Flux Efficiency 1 Energy Nullifier Augment With this config you'll get 513% efficiency for 380 RF/t, That's really good!
Hey Chosen, You could always switch the Extreme Reactors from passively cooled to actively cooled and make the turbines letting them produce a lot more power. I am almost sure the ATM team made it so that the ATM metals can be used as electromagnet blocks.
That would be awesome. The issue there is that there is little to non info out there on how to scale up the reactors. By what I said, I mean that there is The reactor, Steam turbine AND the Heat exchanger. The math is very hard to make because of the many ways to set up the reactor. You have height into consideration, width, and length, not to mention the amount of coolant and the ratio at witch the steam is converted back into water to reuse using the heat exchanger, etc. For all above mention, the gain in power is very little for the other alternatives out there. Not to discourage any brave soul out there to make the math happend but is something that has been discussed at length on the reddit page. Hope this helps
@@Seroku03 Your right about the documentation on the scales. Now for the Turbines for Extreme Reactors, Its mainly the coil blocks that help determine the power output, size helps determine the amount of steam used. This may take some trial and error, but i think Unobtainum might be the best there is. Could be wrong.
Hello you magnificent architect! Don't know if you have notice but not all your reactors (Extreme Reactors Mod) are connected to your grid and producing power. Excellent content as always
Apologies if this has been addressed before but is there a reason that you’re not utilizing the steam from the fission reactor for a Mekanism turbine? The power generation would easily surpass the Powah Nitro generators.
Not sure if anyone else is experiencing it, but the inscribers like to put in the printed silicon first when making the full circuit, clogging up the auto crafts. Not sure if there's a solution but just wanted to put it out there.
@@enzoxdt6130 yeah that was my first thought. I think the printed silicon finishes before the other half, inserting it first. Weird thing is I didn't have an issue with the normal inscribers, probably because the lack of slots
If your silicon-producing inscriber is adjacent to another inscribed and is also auto-exporting, it will export printed silicon to the adjacent inscribers.
I was just watching the previous episode and couldn't you have used the crafting card inside the level emitter to auto craft on the redstone signal when bellow the number?
18:00 - Confused - about the upgrade. You have 5 Pattern Providers, each with 4 Extended Inscribers attached. You have 5 Press patterns (silicon, Logic, Process, Engineering, Energy) The first 4 can use the universal press, the Energy is unique and cannot use the universal. Finally you have 4 assembly patterns that assemble all the components and need Blank inscriber to assemble each of the components to make the processors. You didn't show which patterns went into which Pattern provider. I'm assuming the first three are dedicated to Universal Press and contain Silicon, Logic, Process and Engineering. The Fourth is for Energy. and the Fifth remains for Assembly - can you confirm please Master Architect?
Correction Energy CAN use the Universal press - which I guess would mean the first Four Pattern Providers contain all five patterns and the fifth is reserved for assembly.
I mean if you can tell me where it fits in the modpack then ill use it XD I just dont know how it would fit the theme of the base (not to mention the FPS hits that it causes o>O)
Why doesn't my phytogenic insolators work when im offline? Yes the chunks are loaded, and yes i have allow fake players turned on. I dont know what else im missing.
a a tier mod just went b tier.. having this stupid upgrade nuances sucks... i just spent 10mins replacing what i thought being end tier.... stupid progression path
I was there for the phytogenic insolator discussion! Happy to see the discovery being shared to the world. keep up the great work chosen!
Can you explain why this setup wins out?
@@dbaker280 thermal machines run based on the process costing a certain amount of energy. The two energy nullifiers are multiplicative and make the energy cost 25%.
The other thing on it is base power -30%. Thermal machines base power is 20fe/t. It takes 6fe/t off the crafting cost. These are additive. Efficiency nullifier makes it +300% base energy or 20(base) + 60(+300%) giving us a total of (80-6-6) or 68fe/t, multiply by the 12x integral component and you get 816fe/t.
I used a battery and found that each seed used 24000 fe per operation. This was reduced to 6000 fe per operation by the two energy nullifiers.
If we take our 6000fe per operation, divide by 816 fe/t, we get 7.35 ticks per operation. Or about 3 operations per second.
Two efficiency nullifiers and 1 energy nullifiers came out to 11.2 ticks per operation at 1608 fe/t cost. Which is basically double the energy cost and is still 50% slower than above.
@@dbaker280 This orientation of upgrades works because the scale of the upgrade plus the single nullifier increases the speed A LOT, but due to the low efficiency it can't handle the speed so that's why you use 2 of the other nullifiers which reduces the speed while increasing the efficiency which also increases speed too.
@@dbaker280 The technicality goes like this:
A single operation of a phytogenic insolator requires 20,000 FE at 20 FE/tick
the base speed would be 1000 ticks or 50 seconds for a single output.
If you add the 300% base power and 1.5x process energy, that would be 30,000 FE at 80 FE/tick which would be 375 ticks or 18.5 seconds for a single output.
Now we reduce the FE requirement using the Energy Nullifier Augment at a multiplier of 0.5x while reducing the power by 30%.
The base power would be at 240% on top of 100% base power which means 68 FE/tick. The required FE would drop to 7,500. This means you are processing every 5.5 seconds. Add the integral components and phyto-gro's and you can reduce this to a whopping 0.33 seconds per operation *iirc* .
from 50 seconds to 0.33 seconds....
To utilise the 16x circuit crafting you still need 15 co processors. I did towers if 8 for each step, resulting in a need for 4x4x8=128 co processors for one step, so since there are allways 3 steps for a circuit, I used round about 400 co-processors. But I would only do that for one overkill crafting storage. Iline to have one of them around for big projects and there are also 4x coprocessors, at least in atm9(no sky), they where there
Thats some amazing info to know! Ill make a new area for the processers soon!
Hey Chosen, Dont Know If You Know This But The Powah Reactors Have A Port For Power On The Bottom Center Block. If You Wanted To Route Power Like You Originally Did. I Always Put Ender Power Cells At The Bottom Of Them At The Same Material Level With A Battery(Needs One) But Different Channels So Power Cable Management Is Less Hectic But You Can Get Full Draw.
Why Are You Typing Like This
You can also use multiple Patter- assemblers for your craftings, is slower is the sub components are in the same pattern provider
btw pedestals for seed crafting don't need to have the same pattern as shown in the jei, you can have 4 blocks right next to each other and 4 essences in the other 4 pedestals and the crafting will still go through
To help with how many coprocessors you need I think it's mega that adds a bigger one with 4 cores per block, definitely worth getting. But needs a new type of press that I'm not sure will work with the universal one
14:20 there's a more optimal configuration:
1 Stellar Integral Components
1 Abyssal Flux Linkage Amplifier
1 Abyssal Flux Efficiency
1 Energy Nullifier Augment
With this config you'll get 513% efficiency for 380 RF/t, That's really good!
Hey Chosen, You could always switch the Extreme Reactors from passively cooled to actively cooled and make the turbines letting them produce a lot more power. I am almost sure the ATM team made it so that the ATM metals can be used as electromagnet blocks.
That would be awesome. The issue there is that there is little to non info out there on how to scale up the reactors. By what I said, I mean that there is The reactor, Steam turbine AND the Heat exchanger. The math is very hard to make because of the many ways to set up the reactor. You have height into consideration, width, and length, not to mention the amount of coolant and the ratio at witch the steam is converted back into water to reuse using the heat exchanger, etc.
For all above mention, the gain in power is very little for the other alternatives out there.
Not to discourage any brave soul out there to make the math happend but is something that has been discussed at length on the reddit page.
Hope this helps
@@Seroku03 Your right about the documentation on the scales. Now for the Turbines for Extreme Reactors, Its mainly the coil blocks that help determine the power output, size helps determine the amount of steam used. This may take some trial and error, but i think Unobtainum might be the best there is. Could be wrong.
Hello you magnificent architect!
Don't know if you have notice but not all your reactors (Extreme Reactors Mod) are connected to your grid and producing power.
Excellent content as always
14:13 so excited he's breaking things lol
I maintain that Hydroponic Beds beat Phytogenic Insolators.
BTW, you are able to pipe in inscriber presses to make it faster especially if you have a lot
To think unobtanium only gave a extra 5k RF
You'd think it would nearly double the power output being that it's basically a end-game resource
Alllthemodium has better stats than Unobtanium i think, but i think Powah is still better
Apologies if this has been addressed before but is there a reason that you’re not utilizing the steam from the fission reactor for a Mekanism turbine? The power generation would easily surpass the Powah Nitro generators.
He addresses that issue when he is building the reactor.
I suggest you go and watch the video to see why he is not using the steam.
I was gonna suggest using a steam turbine in mekanism to produce a decent bit of power and you can throw away the water it produces
Not sure if anyone else is experiencing it, but the inscribers like to put in the printed silicon first when making the full circuit, clogging up the auto crafts. Not sure if there's a solution but just wanted to put it out there.
change the order in the pattern, if you put printed silicon in the last slot it will be the last item to input
@@enzoxdt6130 yeah that was my first thought. I think the printed silicon finishes before the other half, inserting it first. Weird thing is I didn't have an issue with the normal inscribers, probably because the lack of slots
If your silicon-producing inscriber is adjacent to another inscribed and is also auto-exporting, it will export printed silicon to the adjacent inscribers.
I was just watching the previous episode and couldn't you have used the crafting card inside the level emitter to auto craft on the redstone signal when bellow the number?
everything just either needs a bee or a seed ;)
Oooh this looks promising!
18:00 - Confused - about the upgrade. You have 5 Pattern Providers, each with 4 Extended Inscribers attached. You have 5 Press patterns (silicon, Logic, Process, Engineering, Energy) The first 4 can use the universal press, the Energy is unique and cannot use the universal. Finally you have 4 assembly patterns that assemble all the components and need Blank inscriber to assemble each of the components to make the processors. You didn't show which patterns went into which Pattern provider. I'm assuming the first three are dedicated to Universal Press and contain Silicon, Logic, Process and Engineering. The Fourth is for Energy. and the Fifth remains for Assembly - can you confirm please Master Architect?
Correction Energy CAN use the Universal press - which I guess would mean the first Four Pattern Providers contain all five patterns and the fifth is reserved for assembly.
Why didn't you use create this time :(
It's my fav mod and you haven't used it, are you planning to use it atleast?
It's better so he doesn't just repeat atm9
I mean if you can tell me where it fits in the modpack then ill use it XD I just dont know how it would fit the theme of the base (not to mention the FPS hits that it causes o>O)
@@ChosenArchitect ya you are right 😐
Help, anyone knows how to stop lagging when i am near the fission reactor? i get 2fps only arownd 10 blocks near the reactor
Why doesn't my phytogenic insolators work when im offline? Yes the chunks are loaded, and yes i have allow fake players turned on. I dont know what else im missing.
can you share your base build schematic
hello!
i have 10 guys dedicated to just silicon press and its still not fast enough for my taste (and 5 for each other)
Draconic reactor when?
welp im just gonna do DT fusion again... 200MFE/t very easy
Yo
a a tier mod just went b tier.. having this stupid upgrade nuances sucks... i just spent 10mins replacing what i thought being end tier.... stupid progression path