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Old 15th February 2013, 10:28 AM   #1 (permalink)
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Default A reminder about anchoring chunks in Mindcrack

To quote from the TOG Minecraft Server Code of Conduct ,

Quote:
World anchors or similar automatic chunk loading effects cannot be used.
Some players have used the Additional Pipes teleportation pipes to move resources from one area of the server to another, where the second location is far away from the original location, sometimes even in another world. This requires a chunk anchor, which breaches this rule. Consequently, we have removed the anchor from the server.

That doesn't stop players using the teleportation pipes. You are welcome to have a centralised building near quarries etc that resources are teleported to and then processed and sorted. This removes the need for long piping between the building and your quarry. You can then use rail and minecarts and portals to transport the resources to new locations in the server. However, you will not be using anchors.

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Last edited by Sorontar; 15th February 2013 at 10:34 AM.
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Old 15th February 2013, 10:43 AM   #2 (permalink)
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The way I've used the teleportation pipes is I would have a room in my build with the upgraded electrical engines (with brass tubes so they output 6mj, 30mj in total) connected to my main power grid and a set of chests and sorters (well, diamond pipes).



From this room I'd use the teleport pipes to connect the power to my quarry and the output to my chests and sorting system.



The quarry keeps the teleport pipes on that end loaded and I have to wait in the quarry room at my build until the quarry finishes.

This doesn't use any world anchors, but it is still ok?

Edit: I also use a redstone pipes to power the system, meaning when the items stop flowing (when the quarry stops) the engines are deactivated to save wasted MJ. In the early stages because I used Gold Conductive Pipe and a single teleport pipe for the power, this auto shutoff was to stop the pipes exploding. Now using a teleport pipe for each engine eliminates that, but was expensive.
Attached Images
File Type: jpg quarryroom.jpg (40.2 KB, 38 views)
File Type: jpg quarrysnow.jpg (42.6 KB, 37 views)
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Old 15th February 2013, 10:52 AM   #3 (permalink)
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I'll leave it to the quarry experts in the Admin team to confirm, but that sounds okay. The quarry rules are designed to minimise the effect of the quarry's built-in chunk loading. It is the stand-alone anchors that this rule is specifically targetting. We have just made it broad enough that it covers any mod features we weren't aware of.

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Old 15th February 2013, 10:53 AM   #4 (permalink)
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That is a cool setup. All i will say
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Old 15th February 2013, 11:12 AM   #5 (permalink)
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To be extra safe, put a chest on the other side of the item teleport pipe (for the quarry). That way, should the destination chunk unload for any reason, items will flow into the chest instead of popping out.

Also as Akira has shown; if you put your receiver pipe and engines very close together (in the same chunk) then if that chunk unloads, the items in the quarry would start overflowing as there is no destination. But thanks to the engines being in the same chunk as the receiver, the power will be automatically cut at the same time, preventing overflow.
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Old 15th February 2013, 02:27 PM   #6 (permalink)
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Quarries while having similar attributes to anchors for te purposes of the rules they are not counted as one.

As such you setup is fine. A gentle reminder that you can only have one quarry out of a chest and placed at a time.

Any q's just ask. And daed is right in his post
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Last edited by Sorontar; 15th February 2013 at 02:39 PM. Reason: chet->chest
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