[GregTech-5][1.7.10-FORGE-1355+][Unofficial but approved Port][Stable] Even GT5 Experimental is slowly getting stable.

  • I was thinking that the super conductor could have variable loss (cooling cost) depending on the ambient temperature of the dimension. For example, IGalacticraftWorldProvider, provides methods to get a getThermalLevelModifier() for that dimension. For example, over-world is hot with a value of 1.0, moon has a neutral value of zero, Mars has a cold value of -1.0, and Asteroids has a really cold value of -1.5. I am not sure how you would calculate the different loss, perhaps,

    float loss = (getThermalLevelModifier() + 1.0) / 2; loss = loss >= 0 ? loss : 0;,

    so that earth will still have a loss of 1 eu/t, moon will have a loss of 0.5 eu/t, and mars, asteroids, anything colder than -1 would have 0 loss.

    Let me know what you think?


    I can see some problems with that:
    1. I think GregTech was deliberately avoiding floating-point calculations for cable losses.
    2. It doesn't make sense to use a single ambient temperature across the entire overworld, given that it includes cold biomes like ice plains as well as hot biomes like desert.
    3. Asteroids and the moon have no air of their own, and vacuum has zero thermal conductivity, so how do you figure those dimensions would be colder than the overworld?

  • 3. Asteroids and the moon have no air of their own, and vacuum has zero thermal conductivity, so how do you figure those dimensions would be colder than the overworld?


    Space is very very cold. While you are right in that there is almost no thermal conductivity, thermal radiation is very much still going strong and given time you'll lose all your heat. Since, as you said, there is zero thermal conductivity, that means you'll gain very little heat that way. At best you'll be able to gain some heat from the light of nearby stars but that isn't a whole lot.


  • Space is very very cold. While you are right in that there is almost no thermal conductivity, thermal radiation is very much still going strong and given time you'll lose all your heat. Since, as you said, there is zero thermal conductivity, that means you'll gain very little heat that way. At best you'll be able to gain some heat from the light of nearby stars but that isn't a whole lot.


    Overheating is a serious issue on spacecraft. I hope you know that radiation is only a few percent of heat transfer in atmosphere. If you're in space you need really nice cooling systems to get all of the energy to radiators and even then you need a large surface area for any appreciable amount of power.

    Also in terms of superconductors: they have helium and pumps in them. That means they have the active cooling systems necessary to stay superconducting. You could say the pumps need EU to operate and you'd be absolutely right but that's a GT mechanic overhaul I don't see coming any time soon.

    Actually the pump operation is likely why the loss is 1 EU/block rather than 0. Pump covers needing EU is just unwieldy.


  • Overheating is a serious issue on spacecraft. I hope you know that radiation is only a few percent of heat transfer in atmosphere. If you're in space you need really nice cooling systems to get all of the energy to radiators and even then you need a large surface area for any appreciable amount of power.

    Also in terms of superconductors: they have helium and pumps in them. That means they have the active cooling systems necessary to stay superconducting. You could say the pumps need EU to operate and you'd be absolutely right but that's a GT mechanic overhaul I don't see coming any time soon.

    Actually the pump operation is likely why the loss is 1 EU/block rather than 0. Pump covers needing EU is just unwieldy.

    Well, if you're actively generating heat then of course that will be massively significant compared to the passive heat loss and gain you'll encounter in space.

  • That was my only point. I guess actively cooling superconductors in space wouldn't take much energy because they have a large surface are compared to ho much heat they produce. However heat will still get in through conduction at the edges. I think in the general case you guys are right that because of how hard it is to fight convection in atmosphere. Still I'm not convinced the loss would be appreciable with the way EU works. Oh no you lose 32 EU/block instead of 1. That's still only 0.00000149%.

  • Crazy question but digging stone with B:harderstone=false is too fast. Digging with it on is a bit too slow. Is there a way to speed it up just a tiny bit? It takes about 7 seconds to dig one stone block with a stone pickaxe. Be great if it took maybe 4 or 5.

  • By the way - we can attach Ic2 heat vents (like component heat vent) to gregtech machines. do they give some benefit? like decreasing Eu costs or something? I know they used to do so (or smth simular) but Im not sure about now

    They used to give a benefit in GT4.
    But now: BLOODY, WE NEED 'EM BACK.
    Here we go with customization.

  • Is RedLogic for 1.7.10 and Imbis Microblocks Compatible with GregTech 5 Unofficial? Do I even need them with Gregtech 5? If so, do I need to do anything to make them play nice or just add them to my mods folder and let Gregtech sort it out?

    Or ... should I just get rid of RedLogic and Immibus' Microblocks and just use ProjectRed which includes Forge Microblocks? What is more compatible?

  • Project Red would probably be better by now, in as much as Forge Multipart is present in a lot more places than Immibis Microblocks.

    RedLogic + Microblocks are by now a simple 2-year old solution to a 2-year old problem, for which there are now other, more expansive solutions.

    ... I'm not sure how either of them handle Red Alloy ingots though; if they handle them the wrong way, it could become way too easy to make GT circuits.

  • Thanks! I did find a video on how to add Gregtech (see text below) to Forge Microblocks and in the video, they mentioned having ProjectRed installed as well so i went that route. No crashing on startup and new world gen. I did disable all the ore generations in the Project Red config (Tin, Sapphire, Ruby, Peridot, Copper etc) since its a duplicate in Gregtech. I did leave Marble and Volcano generation.


    Just add to microblocks.cfg
    # Gregtech

    "gregtech:gt.blockcasings":0-1­5
    "gregtech:gt.blockcasings2":0-­15
    "gregtech:gt.blockcasings3":0-­15
    "gregtech:gt.blockcasings4":0-­15
    "gregtech:gt.blockconcretes":0­-15
    "gregtech:gt.blockgranites":0-­15
    "gregtech:gt.blockmachines":0-­15
    "gregtech:gt.blockores":0-15

  • I'm not sure if this is intended or if it is a bug and I also could not find a Post about it. I was trying to make some quests where you simply have a list on which bees you need to make one of the Bees that make a GT Comb. As i did the second one, which was the Stickyresin comd, i noticed that it is unobtainable. I later found out that the bee for it does exist, but it simply does not create the Stickyresin comb. I am just assuming that this is a bug so im posting it. Edit: Im using the 5.09.10 atm and IC2 v.2.2.785 and Forestry 3.7.0.633-unstable (not sure if that is a problem, but i am using this for a while now and most versions I tried other than this seem to be crashing my pack) I will gladly test the version you are using if the problem is just on my end :)
    Also i wasn't paying much attention for a while and a few days back i read about all the changelogs and just wanted to say that this is awesome and I jsut want to express my thanks for continuing the mod and implement stuff that is really awesome (the bees for example) :D Made me smile so hard when I read the changelogs. I jsut want to let a big thanks here (I think thats something everyone likes to hear ;)

    Greetings from Germany

  • I later found out that the bee for it does exist, but it simply does not create the Stickyresin comb.

    Forestry Unweary Bee produce Stringy Combs. Stringy Combs + Centrifuge = Propolis. Propolis + Centrifuge = Sticky Resin.

    Ideal Industrial Assembly (IIA) - my pretty hard industrial modpack based on GT5.09

    Идеальная Индустриальная Сборка (ИИС) - довольно сложный сугубо индустриальный модпак, базирующийся на GT5.09

    http://sapientmail.wixsite.com/minecraft

  • Well, actually, I guess that video is out of date... I noticed in server log these errors... so not sure if I will run into issues with Forge Microblocks and Gregtech 5 Unofficial, anyone who uses these mods have an issue?

    [Client thread/ERROR]: Invalid line in microblocks.cfg: "gregtech:gt.blockcasings":0-1­5
    [16:23:17] [Client thread/ERROR]: For input string: "1­5"
    [16:23:17] [Client thread/ERROR]: Invalid line in microblocks.cfg: "gregtech:gt.blockcasings2":0-­15
    [16:23:17] [Client thread/ERROR]: For input string: "­15"
    [16:23:17] [Client thread/ERROR]: Invalid line in microblocks.cfg: "gregtech:gt.blockcasings3":0-­15
    [16:23:17] [Client thread/ERROR]: For input string: "­15"
    [16:23:17] [Client thread/ERROR]: Invalid line in microblocks.cfg: "gregtech:gt.blockcasings4":0-­15
    [16:23:17] [Client thread/ERROR]: For input string: "­15"
    [16:23:17] [Client thread/ERROR]: Invalid line in microblocks.cfg: "gregtech:gt.blockconcretes":0­-15
    [16:23:17] [Client thread/ERROR]: For input string: "0­"
    [16:23:17] [Client thread/ERROR]: Invalid line in microblocks.cfg: "gregtech:gt.blockgranites":0-­15
    [16:23:17] [Client thread/ERROR]: For input string: "­15"
    [16:23:17] [Client thread/ERROR]: Invalid line in microblocks.cfg: "gregtech:gt.blockmachines":0-­15
    [16:23:17] [Client thread/ERROR]: For input string: "­15"

    EDIT: I see whats wrong. These values no longer exist so I copied the gt.blockconcretes and granites (there are a whole lot more) from the recipe.cfg

  • Something I been wondering... do covers add any blast resistance to machines? Like if I coat a machine in tungsteel plates, will it alter it in any way?

    Quote

    Quoted from "zorn":
    People can't handle losing. Lots of new games are like this. My son's Lego games? You die and respawn on the spot, just lose a bit of money. It's made so that anyone can win, even the worst players. Like TE, or EU. They say that IC2 is 'keeping them from moving on' but can never say what that is. In reality they just failed, blew up a bunch of stuff, and their fragile egos couldn't take it so they gravitate towards mods designed to guarantee that you succeed.