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

  • Ive made that rough calcsheet to check what is now produced in distillery from ovening wood to oil and what is the difference between steam and hydrogene cracking with "little / moderately / serverly" name prefix (circuit settings not attached).

    :/ In my current world, I'm barely getting started on LV power. It looks like converting wood to heavy oil requires HV, so it may be a while before those calculations are useful to me. Still, better than nothing, I guess.

  • And you are wrong now :) - im using two MV energy hatches connected to two LV transformers and two LV 16A battery buffers - moreover, its working ^^ Anyway im impressed - to start new world just beacouse of update, hope that calc will be helpfull when needed.

  • And you are wrong now :) - im using two MV energy hatches connected to two LV transformers and two LV 16A battery buffers - moreover, its working ^^ Anyway im impressed - to start new world just beacouse of update, hope that calc will be helpfull when needed.

    Oh, right - I had forgotten about that trick with multiblock machines X/ Still, I've found a couple of oilsands veins already (including one pretty much right under my house), so I expect I'll use those and maybe do some oil drilling before I look into pyrolysing wood for heavy oil.

    Anyway, my reasons for starting a new world are a little different from what you seem to think - my previous world was using 5.08, which might not have worked so well to update to 5.09.31, and I changed out a few other mods while I was at it. Also, I realized while doing some calculations of my own that my idea of using biogas for LV (in my 5.08 world) wasn't such a good one - net production speed using distilleries was only about 10 L/sec per distillery.

  • I dont calculated it yet, but i suppose with use of MineFactory and Thermal Foundation things you may incrase bio-fuel energy high enough to achieve HV or even EV from plants - but it needs precise calculations to check if that idea is right.

  • I dont calculated it yet, but i suppose with use of MineFactory and Thermal Foundation things you may incrase bio-fuel energy high enough to achieve HV or even EV from plants - but it needs precise calculations to check if that idea is right.

    I'm not using either of those mods, which might be why I don't get a recipe in NEI for the "biofuel" cell. Biogas via single-block distilleries is too slow, but might be viable once I can make a distillation tower and give it effectively-HV power - raw output is 640 L/sec, though it takes almost half as much EU to produce it as I get from it (maybe a bit more than half once I factor in efficiency etc., I haven't done all the calculations yet), so net output might be closer to 320 L/sec, which seems reasonable when I consider that I can make it renewably using low-tier crops such as pumpkins.

  • Fine - ive mentioned MFR mainly in its autofarming capabilities and TF for its transporting ducts. But compared to GT their recipes might be quite cheap in comparsion whan can be achieved with them. Always configs allows for manipulations in their energy usage (both uses RF system, but as ive seen in GT configs battery buffers may cooperate with RF system at borders EU/RF). Also recipes themselves can be tweaked with MineTweaker, but i suppose its a bit of time to create perfect balance in such mod pack.

    I wrote "biofuel" but its a kind of shortcut - to get something usefull from raw plant it needed to be refined few times. As i remember (cannot check it right now) raw plants must be compresed to ball, then macerated to biochaff, then fermented and so on - chain has a few more steppes. Ofc MFR can be used to strictly farming plants with conjunction of centrifuges to get methane which runs turbine... There are so many options when many mods are present togheter... Thats a pity when MC lacks in performance when many mods are running. Anyway, imho most funny is managing reactors and optimising steam flow, but everything is just before you ^^

  • I've done some more of my own calculations, and it looks like steam is the best option pre-oil-drilling. If I can find a good source of natural gas, making refinery gas from it looks like a good option (although not exactly renewable).

    Once I can make a distillation tower, the following look like viable fuel choices:

    1. benzene (distilled from wood tar)

    2. methane (distilled from fermented biomass)

    3. biogas (distilled from ic2 biomass, though probably not as good as using the crops to make methane)

    I'm not sure any of the diesel generator fuels can be produced fast enough to make them viable. (edit: to clarify, I mean per machine speed at lowest available voltage; I am aware I can build more of the processing machines or make higher-tier versions of them to produce the fuels faster, but that hardly seems worthwhile if there are alternatives that can be made with fewer and/or lower-tier machines)

  • I'm having second thoughts about using Ender IO. On the one hand, the reservoir has a decent but not infinite speed (1 bucket per second or 50 L/t) without having to worry about it running dry (and I can use a GT wrench to enable the auto output). On the other, the default recipe requires fused quartz, which GT does not automatically provide an alternate processing recipe for - unless I write a MineTweaker/CraftTweaker script (which I did for now), I have to use the Ender IO alloy smelter to make it. I hesitate to build the Ender IO alloy smelter considering that several of the Ender IO alloys require an EBF to make via GT machines, so it would feel like a cheat.

    There are a few alternatives I'm already aware of:

    1. Buildcraft pump (about 4.95 L/t or 99 L/s using a redstone engine, which by my calculations is not quite fast enough to reliably keep up with a large bronze boiler, but two of them in non-connected water sources might work; about 62.7 L/t if powered by a GregTech LV gas turbine, which would be more than enough to keep up with hydrogen production for a fusion reactor)

    2. "Infinite Water Source" from Pressure Pipes - I've looked at the source, and using the pump block from this mod, I think it can push the water at up to maxint liters per tick, only limited by the pipe, tank, machine, etc. it is pushing into.

    3. IC2 pump (at least if I don't enable "finite water", default speed seems to be 1 bucket per second at 1 EU/t)

    Could some of you please suggest other mods I can investigate for this? I would somewhat prefer a mod without redundant/conflicting machines, and being able to generate the water without needing to supply power would be nice, as would the existence of a 1.12 version of the mod (in case I decide to switch to GT 5.10 if/when the rewrite is ready)

  • BC pump might be energized directly with RF what incrases its water production - but I personally using aqueous accumulator of Thermal Foundation. It can slowly accumulate water from air or much faster if surrounded by water. It also can be upgraded with TF machine upgrade plates inside its GUI (at least i suppose it is possible). Moreover, machine works energyless. Good idea might be to run ProjectRED Logic items with conjunction of BC logic gates to make self-controlling cycles, but i suppose you already know it.

  • aqueous accumulator of Thermal Foundation

    strictly speaking, that device is from Thermal Expansion. :) The mod satisfies the "existence of a 1.12 version", though not the "without redundant/conflicting machines", so additional suggestions would still be nice.

    Good idea might be to run ProjectRED Logic items with conjunction of BC logic gates to make self-controlling cycles, but i suppose you already know it.

    Actually, I have not used Project Red or BC logic gates before.

  • For anyone using the Diesel generator and having Rotarycraft installed:

    It does not work with Rotarycraft Lubricant. Even if the tooltip says "Gregtech", it can be wroung. The correct one is brighter and more yellow:

    And the wrong one to compare:

    Thanks to Blood Asp for helping me with that on Discord.

  • For anyone using the Diesel generator and having Rotarycraft installed:

    It does not work with Rotarycraft Lubricant. Even if the tooltip says "Gregtech", it can be wroung.

    If you're referring to the tooltip that shows up when you hover over the fluid contained in an input/output hatch (or the input/output tank of a GregTech machine), then as far as I can tell, that always claims to be from GregTech, even for water (which is from Vanilla Minecraft!). Thus it's not a reliable indicator.

  • If you're referring to the tooltip that shows up when you hover over the fluid contained in an input/output hatch (or the input/output tank of a GregTech machine), then as far as I can tell, that always claims to be from GregTech, even for water (which is from Vanilla Minecraft!). Thus it's not a reliable indicator.

    Yes, the fluids always claim to be from GT, because Greg doesn't use the forge fluid display system because he has extra data to display, (acidic, simple, etc.) so Greg uses a custom item that is hidden from NEI but is effectively "tank-item-like", and that item is from GT.

    Also forge doesn't record which mods add a fluid so Greg can't display that either.

  • strictly speaking, that device is from Thermal Expansion. :) The mod satisfies the "existence of a 1.12 version", though not the "without redundant/conflicting machines", so additional suggestions would still be nice.

    Actually, I have not used Project Red or BC logic gates before.

    I apologise for this - didnt notice "reduntant" requirement. But each TE machine or utility item can be disabled from crafting in its config.

    And here is example of usage Project Red and BC gates to control fluid and fill level of tank

    Display Spoiler


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    Something got wrong...?

  • And here is example of usage Project Red and BC gates to control fluid and fill level of tank

    Um... I hope you realize your spoiler has 4 links to the same image. Also, I realize now I might have misremembered about not having used Project Red - I think I've used either it or RedLogic before, but only a little. Still, without more explanation, it's hard to completely figure out what's going on in that image - the closest gate looks like it might be what's apparently called a "buffer gate" wait that's an AND gate I think, I see a couple that are probably "NOT gates", and a couple of RS latches. However, are those cobblestone structure pipes connected to your iron tank valve? I don't get that part at all.

  • Correct! Heres go explanation: at background i had setted up iron tank, at each wall is gauge to look inside and lower is valve to provide information about fluid inside. Cobblestone structure pipe just before tank holds BC gates for steering of pump at right side of tank. Next to valve, faceing each other is OR gate, which gives blue, red and yellow signals for less than 25% fluid inside, tank full and space for fluid respectively. Lower row of structure pipe has gates that converts colour signals to redstone, which is connected to PR red alloy wire. First gates are indeed RS Latches, where left one has NOT gate just before it. Lower stands for AND gate. At most right is next NOT gate, which functions just as switch - tank is filled from admin steam producer if redstone is on (tank has space for fluid and has less than 25% fluid inside) or producer is off, but pump is working emptying tank and destroying steam in void pipe. All was setted up just for testing the idea, while it was used in converting hot coolant to cold coolant and steam with Large Heat Exchanger - which becomes horror of plumber when i was trying to balance production of steam and pumps to get out whole steam and i failed. LHE still was producing more steam than i was able to get out, therefore all of its out hatches was nearly always full.

    About pics in spoiler - i really dont know how it happens. Ive just putted one pic using <img>, but in preview they multiplied themselvs only as shortcuts - they are not loading here. What is strange, beacouse im able to see all other pictures in that thread. But nevermind, maybe my old FF is making jokes to me.

    Is there an addon for 1.7.10 which can say whats wrong with mods bundle or world and what can be tweaked to lower internal clock lags?

  • I'm baffled that you'd buffer the steam output of a Large Heat Exchanger in a RC tank like that. Looking at the FTB wiki documentation for it, running it with 3999 coolant per second (just below the threshold for superheated steam) gives it a potential output of 319920 steam per second, which is beyond even the capacity of a large high-pressure fluid pipe (192000 L/sec). Aside from the "Pressure Pipes" mod (which I consider overpowered), I don't know what pipes from other mods can provide sufficient throughtput - I'm pretty sure none of the straight BuildCraft pipes are fast enough, not sure about the ones from the BC addon mods. If I were to use a Large Heat Exchanger for steam instead of one of the other gas/liquid fuel options, I think I'd feed the output directly into a large steam turbine instead (no pipes in-between).

    Is there an addon for 1.7.10 which can say whats wrong with mods bundle or world and what can be tweaked to lower internal clock lags?

    I'm guessing the "Sampler" mod in the FastCraft thread can help with that.

  • Update: I did some oil drilling a few days ago. The first location had 40 L/cycle heavy oil, which I skipped, especially since heavy oil tends to take MV machines to process. The second location had 184 L/cycle light oil, which I thought was good, until I discovered that after I moved my oil drilling rig to the surface (for easier access), it cost me 55984 L refinery gas to get 64 more cells of light oil. My first thought was to look for a richer oil field, and my third drilling attempt got me 1 L/cycle oil, which definitely wasn't worth continuing. Then I looked at https://github.com/Blood-Asp/GT5-Unofficial/issues/1238 . It claims that the effective maximum with default configs is 312 L/cycle, which by my calculations would cost me about 28611 L refinery gas. Looking closer at the bug today, I see the amount per cycle is actually dependent on the multiblock voltage, which makes no sense to me, and will likely confuse anyone trying to tweak the config files for different balance. It looks like running the multiblock at LuV will give the expected range, and running it at MaxV (if anyone can come up with a powerful enough energy source for that) will give it 1.75x per cycle.

    In the meantime, I've started setting up kinetic wind generators until I can build a pyrolyse oven and distillation tower for methane production (carrots -> bio chaff -> fermented biomass -> methane).

  • Hello, I have a problem with hammer and ores. When I try to dig them up with him, I only get ore but not any dust. Gregtech 5.10.41 with applied energetics 2 and IC2 2.6.252.

    AFAIK, GT 5.10 isn't really in a playable state right now. There's a rewrite underway, with it re-targeted to MC 1.12. See https://github.com/Blood-Asp/GT5-Unofficial/issues/1196 for progress. That bug is still has a "1.10.2" label, but you can see the 1.12 target here: https://github.com/Blood-Asp/GT5-…d.properties#L1