I plan on having 3 or 4 total lines running. As the barrels fill up, the production lines start shutting down. These will provide a signal and turn off the igneous extruders and thereby the gravel, sand, and dust production as necessary. Behind the igneous extruders are AE level emitters. Each barrel is attached to a storage bus to provide sand, dust, gravel and soul sand where needed. The real nice part of my setup is not the room, but the AE connections. I can add 2 more connections if necessary. This will pull 3 stacks of materials out each and every time and hopefully will be enough to keep up with the sifting operation. A vacuum hopper sits above the sifters with 3 item tube attachments. Eventually, there will be 3 autonomous activators on each sifter, but for now, I only have the 1. From there, the tubes snake across the floor into their own sifting room. The first set makes dust, the next sand, and the last gravel. I have yet to tear out my old tree farm above.) I have several sets of pulverizers each being fed by their own igneous extruder. I may have to add a TC4 defense golem if I start getting passive mob spawns in the room due to the grass.Ī small little update. The piston pushed the center block, and the grass on either side has a chance of growing on the dirt as it gets pushed towards the hammer at the end of the line. This is the same way mossy cobble was created en mass with redpower2. Since earth shards are only created from grass blocks hit with a hammer, I set up a way to auto-generate the grass blocks (without silk touch). Right now, it is semi-automated, but later on, it will be fully integrated into AE along with level emitters to keep a specific amount of shards on hand at all times for any of my crafting needs. If grass is grown on the block, it will simply vanish when hit by the hammer with a low chance to create an earth shard. Any broken dirt blocks are recycled back into the system.
I plan on replacing the redstone clock with a MFR rednet controller to make it a bit slower to activate as the redstone clock from extra utilities is a little faster than I would like. I have a vacuum hopper for the 5 regular shards area, and a separate one for the earth shards.
Most of the blocks for shards can be auto-crafted in AE, then fed into the activator pairs. Next, I have put together my automated thaumcraft shard production. Both of these have item ducts and servos to automatically pull any items out and feed it to my storage chest. The lever on the right goes to a casting table with an ingot cast, and the one on the left goes to a casting basin hidden in the floor. (Or simply clearing out the smeltery after I'm done making the tools I need.) To that end, I have added two levers using the same trick I did earlier for my seared stone production. I wanted this mostly manual, but still have the occasional semi-automatic production for when I want a little clear glass or a handful of alloy ingots. This is where I will make all of my weapons, and small batch alloys (and lots and lots of chisels-alumite/slime).
I moved my manual smeltery to the lower level and have it placed in a 11 x 13 room. That extra thickness is going to help hide the AE cable since there is no buildcraft for the facades.
It will be tall enough for a 6 high room, a ceiling and a floor, plus a layer of cobble in between making the floors 3 thick. I've got my final lower level being built. I'm in the process of completely rebuilding everything. It's been a while, since I've posted any updates on my castle. I believe blizzes need a snow block, and not just snow to spawn, but I am not entirely sure. They still emit light, but will be entirely hidden under a cover, so you won't have any need for visible torches. 1) the thaumcraft lamp, 2) hide glowstone nooks, strips or covers under microblock covers. The one piece of constructive criticism I can give is about the torch spam. countertop in "kitchen" and plants and reeds around the fishing/squid area. I love the details you have placed in the world. Many builders (myself included) make several iterations of a build or area before we are happy with it.
With the mods in this pack, hiding AE cables is not easy. Even the exposed AE cable in the one picture is ok. There is nothing in your build you should be ashamed of. There are a few designers and builders that are just way over the top and put most other mere mortals to shame. I like how you are using contours instead of flat pads. Even your machine area is rather well laid out.