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

  • I NEVER had to recharge my lithium+HV drill at all.


    Seriously? I hadn't bothered making an MV or HV drill, figuring that they'd have increased power consumption to match the increased battery capacity, and an LV drill didn't make sense to use without some backup power (I'm currently using a charging lapotron crystal), given that it would run out of power faster than a GT diamond pickaxe would run out of durability.

  • Damn son. Nearly 10 kEU/t on biogas? It took me two LHEs with 4 turbines each to hit that (each LHE runs 2x large tsteel super heated steam turbines). One is lava (not sustainable) and the other is nuclear (7 fluid reactors worth, each taking 8 iridium reflectors and 4x quad thorium).

    The fact that you can match that with a farm is impressive.

    Also jump to fusion asap. It's so much fun. You'll need extra parts and EU because everyone makes mistakes. It's important to be able to afford those mistakes.


    Well it isnt exactly cheap. Since each Distillation Tower only outputs 57mB/t of biogas I will need 4 Distillation Towers in order to feed 6 Turbines.
    I could overclock them, but since Iam doing this for energy generation it would kinda defeat the purpose...

    The good thing is: the distillation tower produces Fertilizer as a Byproduct which I could use to speed up my Treefarm, which in turn would speed up my Biomass production....

    But iam currently at the beginning of the HV age and iam powering my base with 2 Large Steel Boilers feeding into 4 Railcraft turbines. this gets me about 4 Amps of 512EU.
    So it will take a while to get my infrastructure up to par. I did this hwole testing to see where my "way of the Grag" will lead me.

    Fusion is waaaaaaaaaaaaaaaay in the distance... For example... my ore processing consists of 1 macerator 2 ore wahsers and 2 thermals all at MV Level

  • Step ore processing back down to LV except for macerators (get those to HV). If you have a mod doing a treefarm you may have a quarry mod. I didn't use a quarry until EV. Manual mining is easy enough and quarry processing takes a serious amount of EU. Get thousands of iron.

  • Yeah that will be the bottleneck.. but I dont have to run them on my current power supply. I only need to generate enough Biogas to spin the Turbines up, then I can start adding additional turbines and Distillation Towers as the turbines will Power the towers.

    Because every distillation tower needs 512EU/t my actual power surplus will only be 382 EU/t per Turbine, or 573EU/t per Distillation Tower.
    Hmm... doesent sound as good anymore :D

    I might need to test the vanilla IC2 Biogas prodcution... but I doubt that it will be comparable to the Distillation tower...


    I have a quarry installed but iam not using it. As you said... waaay too much power. Iam using a ming laser and an MV Drill for manual mining.

  • Also I'm running it at 85 mB/s

    As shown my tests, regulator should be set to L/t, not L/sec. Because turbine eats plasma each tick. And value should be rounded to nearest larger integer.

    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

  • As shown my tests, regulator should be set to L/t, not L/sec. Because turbine eats plasma each tick. And value should be rounded to nearest larger integer.


    I think I read somewhere that the fluid regulator outputs every tick even in second mode and idk how it handles tick rounding. Hopefully it just picks one value and sticks to it instead of averaging. ie 7.2 would be 4 ticks of 7 mB/t and one tick of 8 mB/t (not good).

    Why round up? Also in your testing did you find that the rotor numbers also round to the mB/t or is it actually impossible to hit maximum efficiency on most rotors?

  • I think I read somewhere that the fluid regulator outputs every tick even in second mode and idk how it handles tick rounding.

    That was my post and i was wrong.
    I made 2 regulators in test creative world and power them with 2 batteries. One of them was set to L/t, another to L/sec. And 1-st one eats 10 eu/t, 2-nd 10 eU/sec (seems like it need 10 eU per operation).

    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

  • Why round up? Also in your testing did you find that the rotor numbers also round to the mB/t or is it actually impossible to hit maximum efficiency on most rotors?

    Results:
    7L/t - 34 067 eU/t
    8L/t - 44 223 eU/t
    9L/t - 38 818 eU/t
    146L/sec - 24 697 eU/t

    44.2k eU/t is near theoretical maximum of rotor 32*1.4 = 44.8
    My test includes rotor spin up (128B of plasma total used), plus some transformer loses (energy collected to 4 slot LuV Bat Buffer), so results are a little lower than it should be.

    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

    Edited 3 times, last by Sapient (October 23, 2015 at 8:24 PM).

  • links:

    https://github.com/AppliedEnergis…cs-2/issues/127

    https://bitbucket.org/binnie567/binn…ing-extra-trees


    https://github.com/FluffyCloud/binnie-fix-dev5 <- this was the fix, that i misremebered, but its only applicable to binnies 2.0-dev5


    lol, for the most part i had considered taking out binnies, because this particular issue (in my case being crafting terminal lag) was very annoying, as the cliet would freeze for 10-20 seconds ever time you used the crafting terminal.

    i was like, why do i even have binnies mods...? oh, yeah, bees. ffs, binnie, please seperate your mods into sub mods...


    i believe whats happening is that some mod is doing very ugly recipe init calculations *cough* binnies *cough*

    however its not just binnes that does this, though i cant say for certain that one persons method is more/less efficient than anothers, as i havent the foggiest as to why the whole thing is necessary to begin with...

    in my pack, GT, DragonAPI, and a few others, all do pre-startup recipe calculations, or at least, thats what my understanding of it is.

  • Chrimstmas came early for me huh? Lots of good posts on this page. Thanks Sapient. Man I've wasted a lot of EU... I could probably calculate how much I've wasted in the past month but I would likely cry.

    Really cool that the max efficiency is set to the value in mB/t. This brings up my final question: do GT pipes with pumps update every tick? That is to say if I want 40 B/s to one input hatch could I use two fluid regulators feeding 1 B/t to a huge tsteel pipe with an EV pump outputting to the hatch and get the expected EU out?

    Also plaguewolf my binnie version is 2.0pre14 which was several months after that fix. Was that fix ever merged in? At this point I'm thinking it might be network related because I'm seeing my network usage as 1 Mbps constantly. This is likely still caused with ae2 interacting with mods in some bad way but I think the lag isn't CPU/memory performance related but network. Should I try that jar?

  • Was that fix ever merged in?

    Binnie just removed all the thousands of fence recipes in favour of a better system.

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.

    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(

    I see this too much.

  • Binnie just removed all the thousands of fence recipes in favour of a better system.


    This just inspired me. Forge multipart recipes were added to the ae2 system a few weeks back. I'm going to try removing them.

    Update: this didn't fix it. I haven't done a server restart yet.

    Does anyone know if there's a way to suppress console spam? Generic forge errors and warnings are probably hogging quite a bit of memory bandwidth. It's incredibly annoying that the errors never include a stacktrace. I spent weeks trying to track down the source and eventually gave up.

    Edited 2 times, last by willis936 (October 23, 2015 at 11:19 PM).

  • Really cool that the max efficiency is set to the value in mB/t. This brings up my final question: do GT pipes with pumps update every tick? That is to say if I want 40 B/s to one input hatch could I use two fluid regulators feeding 1 B/t to a huge tsteel pipe with an EV pump outputting to the hatch and get the expected EU out?

    The GT pump covers work every tick.

  • When I'm looking through NEI for turbine blades I see all of these exotic sounding materials that I have no idea how to acquire. Are they for mod support for something like metallurgy? If so why are they present when metallurgy isn't? Is it out of necessity? It ends up cluttering things quite a bit (and getting me excited by having decent looking blades).


    Also I could see how the current rotor mechanics with tick rounding could result in getting a Lot more EU out of the plasma by picking a high efficiency blade that get's it's mB/t rounded up by a dramatic amount. Let's say you have a 140% rotor that specifies a target EU that would use 3.1 mB/t with some high energy plasma (idk Be or something). You round all the way up to 4 mB/t for the actual optimal EU/t and apply the full efficiency multiplier. You could gain several thousands of EU/t this way.

  • When I'm looking through NEI for turbine blades I see all of these exotic sounding materials that I have no idea how to acquire. Are they for mod support for something like metallurgy? If so why are they present when metallurgy isn't? Is it out of necessity? It ends up cluttering things quite a bit (and getting me excited by having decent looking blades).


    Many of the materials have ore blocks defined in GregTech, so one could technically edit WorldGeneration.cfg to make them obtainable, but personally I'd be happy if GT did a bit to determine if materials are probably obtainable (by checking that config and for mods that are known to generate the material by default) and hid the ones that seem unobtainable from NEI.

    As far as what mods make certain materials available by default, this page has a good list:
    http://ftb.gamepedia.com/Pickaxe_%28GregTech%29


  • Many of the materials have ore blocks defined in GregTech, so one could technically edit WorldGeneration.cfg to make them obtainable, but personally I'd be happy if GT did a bit to determine if materials are probably obtainable (by checking that config and for mods that are known to generate the material by default) and hid the ones that seem unobtainable from NEI.

    As far as what mods make certain materials available by default, this page has a good list:
    http://ftb.gamepedia.com/Pickaxe_%28GregTech%29


    Neat. Though there are still many materials not present on this page like orichalcum and prometheum.


    Just some glamour shots for those interested. A lot of the meat of the base is underground in a somewhat cramped set of basement floors. My partner did a lot of the ae2 heavy lifting there. I did most of the upper floors here which are LHEs, turbines, PAs, and, of course, a fusion reactor.

    https://imgur.com/a/80W6a

  • Just some glamour shots for those interested. A lot of the meat of the base is underground in a somewhat cramped set of basement floors. My partner did a lot of the ae2 heavy lifting there. I did most of the upper floors here which are LHEs, turbines, PAs, and, of course, a fusion reactor.

    https://imgur.com/a/80W6a

    Man! So I m not the only one who build floor-type tower :D thats a relief

  • Seems like another bug with Fusion.

    1. T1 Fusion with 4 energy hatches can contain only 39 998 488 eU instead of 40 M.
    2. After hitting with soft hammer is starts working but didn't consume stored energy. I can stop it after few seconds and start again, Internal buffer stays full. Seems like Fusion Reactor does not consume starting energy at all.

    GT 5.08.32

    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