![]() To make buffers for these things, just use long segments of Ultimate Pressurized Tubes - they can hold a lot of gas, so each one added creates a buffer that you otherwise can't make with containers. You can't put radioactive materials (the types that cause radiation if leaked, like Polonium or Nuclear Waste) into portable containers - presumably this is to prevent griefing and/or getting rid of the waste by voiding it, but it's definitely frustrating in single player. Be sure to sleep regularly, set up buffers (see below), or engineer some other way to shut off your Fission reactor at night, or you're gonna have a bad time. The worst that could happen with the Fusion Reactor is that it runs out of fuel and shuts off the Fission reactor, however, will back up with waste and explode, irradiating whatever parts of your base it doesn't destroy. The Solar Neutron Activator, as the name implies, only runs when the sun is out, and it's a key piece of your Polonium production, as well as Tritium for your Fusion Reactor. In general, late-game Mekanism bases don't like night time or thunderstorms. This is pretty much the only viable way to scale the production of the Fission Reactor and keep it cool. It will convert the Steam from the Turbine back into water and pump it back into the Reactor. (That vent part is not at all well-documented or obvious). Build an Industrial Turbine (it's from previous versions of Mek, so there's plenty of documentation online how to build it), but make sure to add several Saturating Condensers to the structure, then hook a Mechanical Pipe (preferably a high-tier one) to *one of your turbine's Vents*, and then feed it back to the Reactor. Otherwise, you'll require dozens of pumps pushing water into the Reactor to keep it cool enough. The Industrial Turbine is pretty much necessary to go along with the Fission Reactor - not just to generate power from it (although it does a pretty fantastic job of that), but mainly to reprocess the steam to pump water back into the Reactor. ![]() Then realize you'll need dozens to finish the MekaSuit, hundreds to build the Supercritical Phase Shifter (386 to be exact), and thousands to create Antimatter pellets for endgame crafting. When you do produce your first Polonium Pellet (which will take considerable time and effort), take some time to admire it and appreciate your journey getting there. Much of Mekanism's late game is dedicated to optimizing Polonium production. These require processing Nuclear Waste from a Fission Reactor, which takes a very long and complicated process to fuel (and an entire separate multi block structure, the turbine, to cool it and harness the energy from it). Polonium Pellets are the key that unlocks the late game (including the MekaSuit) in Mekanism v10. (Also, having a 1:4 ore/ingot ratio just makes numbers nicer for auto crafting and other things). The biggest reason, however, is that I generally want all of my Sulfuric Acid to be going towards producing Fissile Fuel to run my Fission Reactor. I personally don't find 5x ore processing to be worth it - 4x is generally sufficient to generate the resources I need, and adding the fifth tier tends to slow down the process greatly, and can sometimes be finicky to configure. when you enrich all of your infusing materials, things like Atomic Alloys and Ultimate Control Circuits are actually much much cheaper than they would be otherwise. You can even enrich Refined Obsidian! Coal, Redstone, Tin, Diamond (!). Enrich all of your infusing materials in the Enrichment Chamber! Doing so before putting it into the Metallurgic Infuser multiplies its infusion yield by 8x! So one coal can infuse one ingot of iron, or an enriched one can infuse eight. The Bronze Paxel even mines at diamond strength, so you can harvest obsidian before you find diamonds! Bronze is an incredible early-game material for armor and tools that's very easy to make, and it's a great use for the Copper and Tin that you'll find in your early mining trips but don't need for machines yet. Feel free to share your own! (Some of these will be relevant for older versions of Mekanism as well) So with that, I want to share some tips and tricks I've uncovered through multiple playthroughs centered around Mekanism v10. One thing that's become clear through these packs, at least to me, is that Mekanism v10 really lies at the center of them - at most points in the game, it's hard to think of something better to be doing than expanding your Mekanism base. just give me a mix of mods to attack the new Nether with, and I'm happy. I've played Enigmatica 6, Valhelsia 3, ATM 6. Like many of you, over the past few weeks I've left the glory days of 1.12 behind and have forged into the brave new world of modded 1.16 MC.
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