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

  • Well, I was talking about the one I setup with Thaumcraft golems.
    But you're right, they aren't OP, I spent a lot of time to make it work, and it gives a lot of charcoal, but enough to keep the EBF working for a good time. It just feels OP, because I used to starve for energy before TC.

    Well, without other mods, I would be starving yet. I have TC for a tree farm, Railcraft for a steam tank and used to have BC for the pump, but now GT have one, finally.
    A starter fluid tank, before the quantum would be great on GT, and the tree farm would be optional with other means of EU generation.

    Maybe the problem is, I depend too much on GT, and seems that about no one plays with GT alone.

  • I´m on my way to write an Survivaladdon for Gt5u which implements (among other things) environmental effects to the player and the world. Think of it like an reduced Enviromine for GT. It will take some time, but my goals for it cover the here expressed wishes :D

  • Now, with Ic2 generators disabled by Gregtech, we are much more limited.

    Wait, when did that happen? I'm still on build 26, which has the IC2 generator enabled by default, but I don't find any indication in the changelog (including for the 5.09 preview) that that was changed. Also, I would not expect Blood Asp to cancel out the ability to make nuclear reactors after he brought back the GT4 reactor components.

  • Well, I was talking about the one I setup with Thaumcraft golems.
    But you're right, they aren't OP, I spent a lot of time to make it work, and it gives a lot of charcoal, but enough to keep the EBF working for a good time. It just feels OP, because I used to starve for energy before TC.

    Well, without other mods, I would be starving yet. I have TC for a tree farm, Railcraft for a steam tank and used to have BC for the pump, but now GT have one, finally.
    A starter fluid tank, before the quantum would be great on GT, and the tree farm would be optional with other means of EU generation.

    Maybe the problem is, I depend too much on GT, and seems that about no one plays with GT alone.


    I agree. GT5 doesn't feel like it's designed to operate stand alone which I don't think is a flaw. It's up to the pack creator and player to decide how easy or hard the energy crisis will be. One thing's for certain: late into LV before a tree farm is a huge hurdle and HV before a large scale fission set up is a huge hurdle.

  • Have been away from GT for a while, does this modified version of gt supports direct IC2 cable input now? (since there is already RF support)

    Edit: all right it's still the same, could you make it works at least with aroma1997's classic e-net modification?

    Edited once, last by wormzjl (August 20, 2015 at 7:54 PM).

  • Well, what about new steam machines math? First, power multiplying for boilers does not work - large steam boiler still produces 24000 mB/sec. What did happened with small turbines? Earlier advanced steam turbine (128 eu) ate 512 mB/tic according to formula energy output*2/efficiency (128*2/0.50=512). And now it requires twice a lot of steam (1024 mB/tic)... Second, old formula for large steam turbine also does not work. For example, if steel boiler produces 24000 mB/sec this amount must give 600*rotor efficiency (720 eu/tic for 120% efficiency). But, large aluminium or cobalt brass rotors (120%) have different output - 650 and 560 eu/tic. Not 720!

    P.S. Why did recipe of charcoal from wood in the furnace have been disabled? So, large boiler needs 90 Railcraft coke ovens to produce 1 charcoal per second? Isn't too many?
    Sorry for my english and thanks for GT improvement)

  • Wait, when did that happen? I'm still on build 26, which has the IC2 generator enabled by default, but I don't find any indication in the changelog (including for the 5.09 preview) that that was changed. Also, I would not expect Blood Asp to cancel out the ability to make nuclear reactors after he brought back the GT4 reactor components.


    Are you sure? I appears on my NEI, but I couldn't craft it;
    I am know that Greg disables all IC² generators by default, otherwise you could skip all the steam age (or mostly);


    Well, what about new steam machines math? First, power multiplying for boilers does not work - large steam boiler still produces 24000 mB/sec. What did happened with small turbines? Earlier advanced steam turbine (128 eu) ate 512 mB/tic according to formula energy output*2/efficiency (128*2/0.50=512). And now it requires twice a lot of steam (1024 mB/tic)... Second, old formula for large steam turbine also does not work. For example, if steel boiler produces 24000 mB/sec this amount must give 600*rotor efficiency (720 eu/tic for 120% efficiency). But, large aluminium or cobalt brass rotors (120%) have different output - 650 and 560 eu/tic. Not 720!

    P.S. Why did recipe of charcoal from wood in the furnace have been disabled? So, large boiler needs 90 Railcraft coke ovens to produce 1 charcoal per second? Isn't too many?
    Sorry for my english and thanks for GT improvement)


    Are you using a ModPack? Gregtech (still) doesn't disables charcoal.
    Also, this thread have a lot of useful math, and the Wiki have almost all the other information you need.

  • im getting a weird crash report with my modpack i cant seem to figure it out and even some of my dev friends cant figure out why.
    the pack is very big with 200+ mods so hopefully this can be sorted as it would be a awesome addition
    http://pastebin.com/bvNrvNav

    Exnihilo tries to load a recipes in IC2 that GT allready added. So the bug is that exnihilo does not check the IC2 recipes correctly before adding it. Maybe IC2 itself could also change something here, but is is certainly not a GT crash.


    Are you sure? I appears on my NEI, but I couldn't craft it;
    I am know that Greg disables all IC² generators by default, otherwise you could skip all the steam age (or mostly);

    Greg did disable them far in the past. But they are reenabled since forever... The IC2 generator needs a RE-Battery and that needs LV machines with GT, so there is no way to jump techs with that.


    Are you using a ModPack? Gregtech (still) doesn't disables charcoal.
    Also, this thread have a lot of useful math, and the Wiki have almost all the other information you need.

    I did disable charcoal in 5.09 and add alternative methods for that. If you are using 5.08, that it must be a modpack setting.

  • About the generator: You're right, I was stupid and was trying to use a battery hull, without putting redstone. Sigh...
    And I forgot the you released the 5.09 for tests, with no charcoal.

    Well, time to plan my reactor :D

  • I did disable charcoal in 5.09 and add alternative methods for that. If you are using 5.08, that it must be a modpack setting.


    I can't see any alternative methods (version 5.09.01)
    And what about steam math?
    One more question) May you create two types of machines output sign - one for materials and one for fluids? Otherwise it is difficult to make the scheme of resource processing


  • I can't see any alternative methods (version 5.09.01)
    And what about steam math?
    One more question) May you create two types of machines output sign - one for materials and one for fluids? Otherwise it is difficult to make the scheme of resource processing


    Any 5.09.01 changelogs? As for me, I haven't seen any


  • To sum it up: It would be great to have more early viable options, like a Gregtech biofuel produtcion around the lv/mv age, and a recipe to the nuclear reactor.


    Since GT still depends on IC2, you should still be able to do biofuel the IC2 way.



    What's overpowered about tree farms? I dislike MFR because of how unbalanced it is so I don't use it but the tree farm I use right now is run off of opencomputers robots. There's simply no way to run an EBF without automated energy and there's no automated energy outside of tree farms and lava. The notion of tree farms and lava being overpowered annoys me because that's like saying "if you aren't constantly energy starved the game is broken". If you can't do automated energy then you're pretty much just sitting on your hands most of the time waiting for things to get done. That or manually cutting trees, hunting for coal, or hunting for oil. No thanks. I'd rather play smart than play hard.


    If you're not using any mods with easy, automated tree-farming, nothing is OP about tree farms. However if you have farms that magically spawn full-grown trees every few minutes and cut them down and create steam from the wood or charcoal, its common to see people doing this in the late-game, because there's no reason not to.

    I'm in full agreement with you that playing smart is better, which is why I don't want to nerf tree farms in every respect. They have their place, which is the early-to-late steam age. But running a nuclear-age society from tree farming is absurd.

    My goal would be to leave tree farms alone in the early game, or make them even better than they already are. But if you try to do too much with them, they start to clog down your industry.


    Have been away from GT for a while, does this modified version of gt supports direct IC2 cable input now? (since there is already RF support)

    Edit: all right it's still the same, could you make it works at least with aroma1997's classic e-net modification?


    I can't even imagine how hard it would be to try to adapt to Aroma's e-net :\ I believe Blood as set up a config that lets you completely disable IC2 cables and just use GT ones however, which is similar enough (lossiness is back, and wire-fires, etc)

  • The problem with nuclear is the high barrier to entry and difficulty in automation. It takes a Lot of resources (admittedly much less now) and in order to get it to a "set and forget" state you need to use mods like AE2 or CC turtles or OC robots. If you're using just an import/export setup like with AE2 then your designs are limited to having all fuel cells be the same, having no empty slots in the reactor, and not being able to replace any components except for fuel cells. You can forget about cycling coolant cells in a hot reactor design without robots. I don't find it fun to tend a series of reactors every few hours.

  • The problem with nuclear is the high barrier to entry and difficulty in automation. It takes a Lot of resources (admittedly much less now) and in order to get it to a "set and forget" state you need to use mods like AE2 or CC turtles or OC robots. If you're using just an import/export setup like with AE2 then your designs are limited to having all fuel cells be the same, having no empty slots in the reactor, and not being able to replace any components except for fuel cells. You can forget about cycling coolant cells in a hot reactor design without robots. I don't find it fun to tend a series of reactors every few hours.


    Are these really problems though?

    For entry requirements, IC2 nuclear reactors are mostly just a bunch of low-tier resources (gold, copper, tin, etc...all furnace-able). Also, people sometimes tend to forget that they aren't required to immediately set up a Top-Tier 6-Chamber reactor straight away. Realistically they should be making smaller reactors at first, and working their way up, instead of getting the very best on day 1. In this scenario, they're not all that hard to get into.

    For automation, well this totally depends on what mods you're using. Automation is a no-brainer if you have EnderIO for instance. But even without it, a lack of automation entirely isn't really a problem. There's no rule that says everything needs to be set-and-forget.

  • I can't even imagine how hard it would be to try to adapt to Aroma's e-net :\ I believe Blood as set up a config that lets you completely disable IC2 cables and just use GT ones however, which is similar enough (lossiness is back, and wire-fires, etc)

    Thing I still have difficulties about GT E-Net:

    Practicalities:
    - It is inappropriate to centralize energy production.
    - It is inappropriate to power roaming/long distance on site industry (pumping/mining)

    Design:
    - Hiding cables inside construction is limited
    - Cables hit-boxes are a full block. Blocking inventory interaction from a connected machine side would still be possible and a smarter implementation even with minimal wires, cables, pipes hit-boxes.
    - Covers don't support all material
    - Light rendering on covers has no ambient occlusion making them distinguishable from surrounding plain blocks even with same material.
    - Cables connect each others by default despite being jacketed. So you have to use ugly full size covers to separate cables.
    I propose cables connect only when placed at one end of an existing same cable or machine. Cables interconnects shall not be allowed at all (use a machine block or transformer or similar device as a junction box if you really need to split power. This should also fix issues with bouncing packets.


  • For automation, well this totally depends on what mods you're using. Automation is a no-brainer if you have EnderIO for instance. But even without it, a lack of automation entirely isn't really a problem. There's no rule that says everything needs to be set-and-forget.


    To me it is. I'd rather spend my time making systems rather than maintaining them. One is design work and the other is busy work. A reactor run is about 3 hours. In a chunk loaded server you can limit the use of a non automated reactor to limited processing runs. This in itself isn't much of an issue but it just means I have to log in when I wake up, refuel, add more processing jobs, then come back in the evening and everything has been sitting idle for hours. I can't be the only one who is obsessed with time efficiency.


  • To me it is. I'd rather spend my time making systems rather than maintaining them. One is design work and the other is busy work. A reactor run is about 3 hours. In a chunk loaded server you can limit the use of a non automated reactor to limited processing runs. This in itself isn't much of an issue but it just means I have to log in when I wake up, refuel, add more processing jobs, then come back in the evening and everything has been sitting idle for hours. I can't be the only one who is obsessed with time efficiency.


    Im obsessed with automation, and i agree with this. I love GT difficulty, but i don't understand why we have to get forced to do some manual jobs in order to get a system constantly working. I think the goal of technology is to make life easier, but in this case its counterproductive.

  • IC2 Reactors can be automated completely only with GT using Filters and Regulators. Only pulling out partly heated Coolant cells is not possible.

    That is something i only know how to do with AE2 or CC.

    The only stuff not fully automated is maintainace and turbines.
    Doing maintainance once a week in enough and results only in aboit 10 % efficiency loss. The turbines should, when with enough dura, also keep working for about a week, or at last 1-2 days.