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Gus_Smedstad

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4,341

Monday, December 19th 2016, 10:29pm

some diagrams of mining patterns, but it looked like they were less efficient
It's most efficient i ever seen. You need to mine only 32% or vein volume to see every single block of ore.

And branch mining is 33%. While 32% is a little better than 33%, it doesn't seem worth the bother to worry about a pattern instead of just mining in a line.

More to the point, I was looking for advice for mining that's reasonably efficient and not confusing. My experience with very large branch mines on Gregtech veins is that they become random swiss cheese once I've actually started removing ore, and it's remarkably easy to get disoriented, or forget which branches still needed work if I leave and return. This is particularly true if I chase ore vertically instead of confining myself to removing what's on the current dig level.

Mostly I think what I need are landmarks so I can quickly orient myself. The wider corridor Mauve Cloud is a possibility, since it's obviously and visibly different from the branches. Maybe a sign or two saying "exit that way -->" as well.

This post has been edited 2 times, last edit by "Gus_Smedstad" (Dec 19th 2016, 10:37pm)


4,342

Tuesday, December 20th 2016, 11:10am

Hello, I'm getting a crash when using the latest version:

Source code

1
2
3
WARNING: coremods are present:
  IC2core (industrialcraft-2-2.6.128-ex110.jar)
  GregtechASM (gregtech-5.10.06.jar)

Latest version is gregtech-5.09.27pre.jar
gregtech-5.10 is port for MC 1.10 made by another author.
Ideal Industrial Assembly (IIA) - my pretty hard modpack based on GT5.09 https://yadi.sk/d/y6jW8SH6mjuAV

benthehun1

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4,343

Tuesday, December 20th 2016, 7:54pm

Where would I go for support then?
~RiTBiXeS~



:Nano-Helmet:
:Nano-Bodyarmor:
:Nano-Leggings:
:Nano-Boots:

Blood Asp

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4,344

Wednesday, December 21st 2016, 12:26am

The MC 1.10.2 builds are uploaded on github. I will from time to time upload them on the other download places too. https://github.com/Blood-Asp/GT5-Unoffic…10.2/build/libs

junglejim

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4,345

Wednesday, December 21st 2016, 9:45am

some diagrams of mining patterns, but it looked like they were less efficient
It's most efficient i ever seen. You need to mine only 32% or vein volume to see every single block of ore.
Tiny improvement (31%) :
junglejim has attached the following file:
  • mining.png (4.07 kB - 172 times downloaded - latest: Mar 27th 2017, 1:17pm)

MauveCloud

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4,346

Wednesday, December 21st 2016, 6:26pm

some diagrams of mining patterns, but it looked like they were less efficient
It's most efficient i ever seen. You need to mine only 32% or vein volume to see every single block of ore.

And branch mining is 33%. While 32% is a little better than 33%, it doesn't seem worth the bother to worry about a pattern instead of just mining in a line.

More to the point, I was looking for advice for mining that's reasonably efficient and not confusing. My experience with very large branch mines on Gregtech veins is that they become random swiss cheese once I've actually started removing ore, and it's remarkably easy to get disoriented, or forget which branches still needed work if I leave and return. This is particularly true if I chase ore vertically instead of confining myself to removing what's on the current dig level.

Mostly I think what I need are landmarks so I can quickly orient myself. The wider corridor Mauve Cloud is a possibility, since it's obviously and visibly different from the branches. Maybe a sign or two saying "exit that way -->" as well.

If getting lost is the main concern, I came up with an alternative (attached). 43% might not be as good as 33%, but it leaves a nice big open area in the middle layers instead of a maze, and you can fill in the floor holes with some of the excess cobblestone, so you know you've already mined those spots.
MauveCloud has attached the following file:

4,347

Wednesday, December 21st 2016, 8:36pm

Tiny improvement (31%) :
Nice! Will save it :)
Ideal Industrial Assembly (IIA) - my pretty hard modpack based on GT5.09 https://yadi.sk/d/y6jW8SH6mjuAV

Gus_Smedstad

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4,348

Friday, December 23rd 2016, 3:13am

I'm in the process of automating my ore processing, and it seems like some steps are very expensive and bulky. Am I missing something?

For example, at the Purified Crushed Ore stage, I'd like to route some ores to a Sifter. Since there's some 26 ores that can benefit from the sifter, eventually this means a total of 6 item filters. 3 to specified all the ores that should go to the sifter, and 3 to prohibit those ores from moving into the auto hammer. Overall it's just cheaper and more compact to build a second, sifter-specific assembly line, macerator -> ore washer -> sifter, and take care to only put the correct ores into that macerator.

The Item Type filters don't really help, because the categories are too broad, and not processing-specific. For example, a type filter can specify "purified crushed ore," but not "purified crushed ores that can be used in the sifter."

Mercury baths are almost as bad, since there are 13 ores that benefit, which means 4 item filters (2 to transfer to the bath, 2 to ensure the ores don't go to the ore washer).

In a related note, dealing with tiny dust byproducts is a headache. I've got a large chest that's nothing but the various small accumulations of tiny dusts. While the packager is supposed to automate the consolidation of tiny and small dusts, it jams if there's anything but a multiple of 9 tiny or 4 small dusts. Regulators can address this, but regulators don't generalize, and they've only got 9 slots each. Which means 5-6 regulators just to ensure that the packager only gets the correct number of tiny dusts, and almost as many to deal with the small dusts.

4,349

Friday, December 23rd 2016, 9:42am

automating my ore processing
Its better to use Storage Buses from AE - to set items for each step of processing.

And Ore Dictionary Export Bus (from Extra Cells) + Super Buffer + Packager for dust combining
Ideal Industrial Assembly (IIA) - my pretty hard modpack based on GT5.09 https://yadi.sk/d/y6jW8SH6mjuAV

This post has been edited 1 times, last edit by "Sapient" (Dec 23rd 2016, 10:05am)


Blood Asp

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4,350

Friday, December 23rd 2016, 12:25pm

Doing the oreprocessing with GT machines only will get big. http://imgur.com/a/SXbus
Including AE2 and/or EnderIO Conduits allows for much more compact systems.

Adding to that i can quote some tipps i made a few months ago:

The setup i posted also looks really complex, but using EnderIO pipes or Applied Energistics can make it much more compact. I can try to list some important improvements/points i have... Input goes into type buffers: Ore, crushed ores, impure dust, dust. Ore into one single universal macerator, that output loops back into input. Crushed ores get split by filters. Chemical bath with mercury and sodium persulfate get filtered out, remaining with lowest priority into normal ore washer. buffer chests of chembash full triggers redstone to close shutter, so nothing flows over into normal washing. Purfified crushed ores go again trough type filter, remains leave oreprocessing. Purfified get filtered for sifting or thermal centrifuge, remains go into macerator. Some purefied dusts go directly into smelting, remains into centrifuges. Now all the output gets filtered for tiny/small dusts or nuggets and typefilter+superbuffer+packager setup turns them into dusts/ingots. Dusts that need Electrolyzing or centrifuging get filtered out again and looped back. Now all coming out gets filtered for dusts that need smelting. Also there are some special lines for other materials that need centrifuging or fuel rods that need thermal centrifuge. The machines are all Low Voltage besides the High voltage macerator. Also are the machines set up so, that stacking them as much as needed is no problem. Remember that (type)filter only need energy for auto output. push pull them with other mods and everything is fine without powering them. Doing that using enderIO is actually quite easy.

Gus_Smedstad

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4,351

Friday, December 23rd 2016, 1:10pm

Doing the oreprocessing with GT machines only will get big. http://imgur.com/a/SXbus

That setup is far, far larger than what I was even envisioning.

I guess you're saying the answer is "yes, you end up using a lot of item filters" if you use GT item transport to route ores to the proper machines. Though you can cut that in half if you shut down default processing if any of the specialist processing buffers get full. At the cost of parallelism, since you're shutting down part of the system.

I don't think alternate mods address the stack-size issue of the tiny dust -> dust conversion, or if you're automating it, the centrifuge recipes that require a multiple of 3 or 12 or 39 or other combinations I don't recall. I've looked at a few, if not in depth, and while some have features like requesting X items, I've missed any mention of "request exactly 9 items, no more and no less."

I'm reluctant to use non-GT item transport, mostly because it feels like violating the spirit of playing Gregtech. Gregtech stuff tends to be much more expensive than the replacement, both for added demand (why else would you care about brass?) and challenge. Though maybe the cost argument doesn't apply to AE; I gather a basic glass cable costs about 1/2 Certus Quartz and 1/2 Nether Quartz, and while that's less than the 3 Brass required for a GT item pipe, it's a lot easier to get brass than the Quartz items.

I'm surprised you went entirely low voltage. Whenever I put together something with low voltage I'm constantly worrying about cable length and voltage drop from the nearest battery buffer.

I didn't know that item / type filters worked without power, provided you pull from them. Presumably you can do that even with GT, if you attach a conveyor to the item pipe.

4,352

Friday, December 23rd 2016, 1:15pm

For mining landmarks why not follow the right hand rule? Place torches on the right hand side as you're exploring away from the base. When trying to get back to a junction or your base always look for the torches on the left.

Gus_Smedstad

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4,353

Friday, December 23rd 2016, 1:35pm

For mining landmarks why not follow the right hand rule? Place torches on the roght hand side as you're exploring away from the base. When trying to get back to a junction or your base always look for the torches on the left.

I don't think you understand the nature of the problem I was posting.

It's not about exploration. It's about clearing a large ore vein, not missing any ore, while keeping the mining site comprehensible. It's about clearing an area, not trying to find my way back to base. I don't have any problems with the latter.

If I mine out part of a vein, and then return later, there's always a question of which parts of the vein are exhausted, and which still need work. Even during a single run, it's easy to overlook some obscure corner.

As mining progresses, the worked vein doesn't retain any kind of order, no matter what pattern you use. Branch mining is simple in structure, but once you knock a bunch of big holes in the walls between the branches from removing ore, it can quickly become a random mess.

Part of my problem, historically, is that I tended to do what we call a "greedy algorithm" in programming. Basically, I'd dig out any piece of ore I saw, even if it was above or below my current level. This often ended up with a 3 dimensional maze that was hazardous to navigate because of long drops. The solution to that is simple - don't dig out any ore below my current working level, no matter how tempting it is.

The simple solution to all those problems is to remove everything. If there's a block left on the current working level, it's not done. Seeing which parts are incomplete is trivial, and navigation's not a problem because the final result is a big open space with no obstacles.

The problem is that this is far more work than necessary. I dig out a lot of stone that I don't really need to in order to expose ore. More efficient methods, however, leave lots of stone to block line of sight, so I can't just glance around the site to see what area still needs work.

4,354

Friday, December 23rd 2016, 5:14pm

I think the mining algorithm used should keep the oregen in mind. Most of minecraft assumes random 2x2 ores but GT oregen is in large clouds. I think picking the bottom layer that the target vein spawns in and strip mining is probably the most time efficient.

I can't think of a quick and easy solution to your problem besides a minimap that builds up a cave view.

Blood Asp

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4,355

Sunday, December 25th 2016, 7:16pm

Merry Christmas everyone.

From me you all get a new GT update!

5.09.27:

Fix usablility of Single use batterys.(by Timeslice42)
Fix Gas turbines/Diesel generators generating infinite fuel when using Universal Fluid Cells.(by Dimach)
Fix Adv Miner II outputting wrong ores.(by codewarrior0)
Fixed burn time of wooden covers.(by Dimach)
Fix fluid regulators ignoring shutters.(by Dimach)
Fix Plasma flow tooltip.(by Techlone)
Add progress bar for last forge loading phase.(Recipe load)(by Данила Большаков)
Fix Diesel Engine Tolltip.(by codewarrior0)
Fix Diesel Engine output when boosted.(by codewarrior0)
Fix efficiency calculation on large gas/plasma turbines.(by codewarrior0)
Fix Oil Cracker tooltip.(by codewarrior0)
Fix unlimited EU in Dynamo Hatch bug.(by codewarrior0)
Fix mining laser recipe change.
Disable markDirty Function of TileEntitys.(Achieved huge memory improvements in GT6, no testing in GT5 so far)
Fixed ore harvest levels for new stone types(marble/basalt ores)(by Dimach).
Various Fixes for Modular Armor.(By dgabehar)
Fix ULV&LV cable recipes.
Add marble and basalt to ore typefilter.
Wrong type of steam inserted in steam turbine will now get voided to avoid getting stuck.
Fix processtime calculation of LuV+ disassemblers.
Fix food can recipes.
Change hot coolant energy value to better fix IC2 heat exchangers.
Fix efficiency data of Diesel engine.
Add Magic super fuel recipes that work without thaumcraft.
Naq Gen MK3 now needs molten enriched naquada instead of dust.
Add new usages for Graphite(Neutron reflectors, 8+32V solars, carbon conversaton).
Fix scanning for oil.
Fix naquadah fuel rods heat bonus.
Reduce damage senses take when harvesting ic2 crops.
Fix sound when using the plunger.
Fix Chlorine and Hydric Sulfide fluid states.
Rebalance Rocket Fuel production costs.
Fix broken Hydric Sulfide recipe.
Add missing metaitems for GT++.
Fix pollution effect coordinate calculation.
EBF efficiency changes for better coils(-5% EU/t per 900K free heat capacity, One tier overclocking without efficiency loss every 1800K)

4,356

Tuesday, December 27th 2016, 4:46am

Thanks for the update! I think I found a bug though: sodium + magnesium chloride does not give back the chlorine.

Also, whenever I run an entire oil drum through a brand new distillation tower, when everything is done I seem to be missing one cycle's worth of fuel. I'm not sure if this will happen again, but does anyone get this phenomenon?

Edit: the reaction to make titanium tetrachloride with rutile is also missing chlorine as an input.

This post has been edited 1 times, last edit by "sprAngles" (Dec 27th 2016, 4:51am)


4,357

Tuesday, December 27th 2016, 2:59pm

Does anyone know if the 5.10 devs keep a changelog?

I guess the commit history is enough.

4,358

Wednesday, December 28th 2016, 9:43am

Server Crash

When i start my server it crashes when the server loads gregtech: http://pastebin.com/QatpMz8M

4,359

Wednesday, December 28th 2016, 2:21pm

When i start my server it crashes when the server loads gregtech: http://pastebin.com/QatpMz8M

cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Could not initialize class Reika.DragonAPI.ModRegistry.ModCropList

4,360

Wednesday, December 28th 2016, 5:13pm

Bug

Bloody, I believe since the update, Chlorine has been taken out of recipes that it used to be in. making Titaniumtetrachloride no longer requires chlorine and magnesiumchloride no longer outputs chlorine when reacted with sodium. I know you fixed the state of Chlorine with this patch but did you intend to remove it from recipes?

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