As the title say I have not been able to find out the limit for cyclic bundled/energy cables and nowhere online did I find any info about this, they are really cheap compared to ender IO and easier to use/remove (vein mine works on it). Anyone knows? Playing on stoneblock 2 if there's any added rules etc.
What are the power cable options in this pack that people are using?
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Cyclic cables just straight stop working. So those are no good.
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Mekanism cables are disabled for some silly reason.
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There's no Ender I/O
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Cannot attach flux points to everything (or can I?)
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Thermal ducts are limited to about 5k rf/t unless you want to deal with needlessly convoluted recipes due to not having the fluid transfer machine thing. Trying to do everything with cryostabilized ducts feels like a nightmare.
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Integrated Dynamics requires exporters on every device and does not allow more than one thing to interact with that face (making it a nightmare when dealing with mekanism) there also seems to be a power transfer limit well below the 4-5m rf/t that is expected at endgame.
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Don't know how xnet power works, but imagine that would be a nightmare if you aren't already using xnet for handling items.
Any other reasonable alternatives?
Videos
I'm trying to find something new to use to move power around on my server. I would like to use a conduit-style block for my builds, but Mekanism's Universal Cables flake out often and I have to break to whole line for power to start moving again.
I've used Ender IO and the old ExUtil energy pipe back in 1.7.10, but neither option exist now. I'm considering using the Draconic Evolution energy crystals, if I can get them to match my asthetic. Are there any other options out there I'm not thinking of?
Went through and tested the max transfer rates on everything I could think of...and figured I'd share my data. Testing methodology shared after the important stuff: The results!
Energy:
| Mod/Item | Rate (RF/t) | Notes |
|---|---|---|
| Integrated Dynamics Tunnels (energy interface and energy exporter) | maxInt | must set rate manually in the GUI on the energy export |
| Flux Networks (Plug and Point) | maxInt | must disable Transfer Limit in GUI |
| AE2's P2P Tunnel - FE | maxInt | has energy cost to use |
| Thermal Dynamic's Cryo-Stabalized Fluxduct | ~800m input/1.71b output | tooltip says it's infinite, but I was only getting these rates when testing |
| Xnet Advanced Connectors | 100,000 | has energy cost to use, number of channels transferring energy DOESN'T impact the rate for energy |
| Cyclic Energy Extraction Cable | 64,000 | |
| Cyclic Energy Transfer Node | 64,000 | 16k per GPS Marker, maxes at 64k with 4 Markers, wireless transfer |
Item
| Mod/Item | Rate (items/tick) | Notes |
|---|---|---|
| Industrial Foregoing Insertion Conveyor Upgrade | 128+ | I didn't hit a limit. It seems to be able to insert as many items as exist on the conveyor, and trying to get items faster than this onto the conveyor was a pain, so I stopped further testing. |
| Xnet Advanced Connector (using 8 controller channels) | 102.4 | 8 stacks every 5 ticks |
| Integrated Dynamics Tunnels (item Interface and Item Exporter | 64 | |
| Translocators (item) | 64 | upgrade with glowstone |
| Cyclic Item Extraction Cable | 64 | |
| Ender Utitlities Inserter | 32 | According to the GUI, should be a rate of 64/tick, but I couldn't achieve this. |
| AE2 Export Bus | 16 | with 4 Acceleration Cards |
| Xnet Advanced Connector (using 1 controller channel) | 12.8 | 1 stack every 5 ticks |
| Impulse Itemduct | 6.4 | Resonant Servo |
| Industrial Foregoing Extraction Conveyor Upgrade | 0.4 | Even upgraded with glowstone, this only seemed to extract a handful of items every half second or so. |
Fluid
| Mod/Item | Rate (mb/t) | Notes |
|---|---|---|
| Integrated Dynamics Tunnels (Fluid Interface and Fluid Exporter) | maxInt | must set rate manually in the GUI on the energy export |
| Xnet Advanced Connector (using 8 controller channels) | 4000 | must set rate to 5000 in Controller GUI, otherwise defaults to 1000 |
| AE2 Fluid Export Bus | 2000 | with 4 Acceleration Cards |
| Translocators (liquid) | 1000 | upgrade both sides with glowstone |
| Cyclic Fluid Extraction Cable | 1000 | |
| Xnet Advanced Connector (using 1 controller channel) | 500 | must set rate to 5000 in Controller GUI, otherwise defaults to 1000 |
| Thermal Dynamic Super-Laminar Fluiduct | 80 | using a Resonant Servo |
| Tinker's Faucet and Casting Channel | 6(?) | too slow to care to recheck rate |
Now I'll detail my testing methodologies. Everything was tested in SF 4.0.5, so caveat about updates. You may skip the following wall of text if you don't care for the technical details.
For energy, I used a Creative Energy Battery from Integrated Dynamics as my infinite input. After verifying that Integrated Dynamics Tunnels could pull from the battery at maxInt, I used them to input energy into every other energy transfer method tested. Some methods may be capable of rates higher than maxInt, but testing that would be even more complicated. I used a Induction Matrix from Mekanism as the energy consumer, and built it big enough to handle maxInt/tick. I used the Induction Matrix's GUI to read the actual transfer rate listed in the table above. Every method tested (unless noted otherwise) was accepting power from the infinite source on a single face, and putting it into the Induction Matrix via a single face.
Item/Fluid methodologies were essentially the same. For infinite source items, I had a Crate from the BDS&M mod, used the creative upgrade, and Cobblestone for the item. For infinite fluid, I used a Barrel from the same mod, filled with lava, and creative upgrade. I then pulled from the face with the listed item. For items, I inserted into a Crate maxed out with 4k upgrades (Black Hole Units didn't work for some methods). For items, I used Black Hole Tanks. I ran all methods except Xnet at the same time in parallel for 60 seconds. I then took the totals transferred, and did the maths, and rounded a bit because I'm sure I didn't get exactly 1,200 ticks. All items (except AE2) had 1 block of the tested method in distance. AE2 required 2 blocks because of the ME Toggle Bus, but shouldn't have impacted the transfer rate.
If you have any questions on the methodologies, or ideas as to why the Cryo-Stabalized Fluxduct's rate was much lower than expected, I'd be glad to hear it.
edit: Updated with a few item "pipes" which were brought to my attention: Ender Utilities Inserter and the Conveyor Upgrades from Industrial Foregoing.
so whenever i use the cyclic energy cables to power energized smelters, the energy cables cant keep up with the energized smelters even though i have enough power. how did i fix this?