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

  • Well... if you put it that way... I didn't think this setup was that big since I need at least 4000 Hot Coolant/s to get the LHE to produce SHS at max efficiency.
    And I got my biomass from plain old carrots without much growth acceleration. If I want to get serious with Biogas, I would need to start breeding.
    Also... nuclear is way cooler than Biogas.. I mean.. look at that:
    I even put blue lights in there to emulate Cherenkov radiation :D. Please disregard the "natural ventilation" and the missing covers on the pipes.

    Interesting point about nuclear reactors looking cooler than a biogas setup.

    About the carrots: if you look at http://ftb.gamepedia.com/Crop_Breeding_…trialCraft_2%29 you'll notice that carrots have two minor disadvantages compared to pumpkins: 1. they're 1 tier higher, so they probably grow more slowly even at the same stats; 2. they require light level of at least 9 to grow, so you'd need to provide some artifical light sources such as glowstone or torches to allow them to grow at night. On the other hand, they have the advantage of macerating directly to bio chaff, instead of needing to be macerated twice.

  • That is a really nice setup. I never thought about transfering the heat elsewhere to gain on efficiency.
    I might try something like that for my Thorium Core.
    Also, I didnt know that you could make the IC2 multiblocks share a wall. The more you know.

    I see you are using HSS-S Turbines, I would like to as well. But so far I didnt have any luck with finding Iridium or Osmium. And I value my Tungsten too much to use it on a Tungstencarbide rotor which has less than halve the durability of HSS-S.
    I also really like your storage for the Coolant(I read that some Power plants use heat sinks like that too). I dont use something like that and just live with a bit of normal steam sneaking through on warm-up. Since I plan on using this for my baseload warm-up shouldnt happen too often.

    For now I'm producing materials for 6 new turbines. But I will share my setup once everything is running and I fixed the hole in the wall.
    After the Reactor is running I need to work on automation.. I need something to produce Hydrogen and Centrifuge Redstone aswell as process Ores in huge amounts.

  • I did not yet view your latest GT5 video and also never really tried that conversion myself, but following NEI it should be possible.

    Galacticraft has two types of Oxygen.

    1. Gaseous oxygen that is not a forge compatiple fluid and only works with GC machines and oxygen pipes. This is the one you need to stay alife in space.
    2. Liquid oxygen this is a forge fluid and should be equal and exchangeable with GT oxygen.

    There are GC machines that is able to convert beween these two types of oxygens. If i remember right, that should be the Oxygen Decompressor. In the other direction the Gas Liquefier.

  • So, there's been discussion previously about how to encourage players to upgrade the single block machines instead of building massive lines of duplicates. These discussions usually have one faction arguing to have all the tiers be the same efficiency, by increasing the speedup from 2x to 4x, which is countered by another faction pointing out that LV recipes would then process at 256 times the basic speed, instead of the 16x it is now, which would be rather ludicrous. The idea of making the power scale at 2x alongside the speed increase is sometimes mentioned, but dismissed as not practical to implement. It's also been suggested that the pollution mechanic can encourage upgrading, by making higher tier machines less susceptible to pollution, but this makes players choose between more power efficiency and convenience rather than actually encouraging upgrading (just spread your thousand LV machines out more, and chunkload a bigger area).

    As a server maintainer, I've got a vested interest in encouraging people to upgrade machines, since (ceteris paribus) fewer machines means less server load. The processing array helps with this a lot, since it takes 192 LV centrifuges down to 12 processing arrays, but would only take 1 IV-filled processing array, if it wasn't disastrous to the power usage.

    Since I was compiling the latest GT5U anyway, to make some minor changes (tool damage / use), I decided to take a look at the meta tile entity that controls the single-block machines. At first I was thinking of just reducing the power scaling rate (isn't actually hard, just requires a separate variable for tracking the number of times to apply the overclocking multiplier), but then I came up with a different idea that might be of interest.

    Instead of increasing exponentially, increase linearly, both by increasing the number of items processed at once and by decreasing the time taken. Also, don't calculate the power requirement based on the number of items being processed, so higher tier machines must be kept full to benefit. Specifically, a 32V 100 tick recipe in a MV machine would draw 128 EU/t for 50 ticks, and produce 2x the output, from 2x the input. This is the same efficiency as an LV machine. The same recipe in an HV machine would draw 256 EU/t for 37 ticks and produce 3x the output. In each of these cases, the energy required is right around 3200 EU (slightly less for HV+ since the number of ticks is rounded down), but if only one item is available to process, it jumps to 9500 EU / item for HV. Then overclocking covers could be added to let a machine work faster and drop the efficiency to stock levels.

    Anyway, I'm not done implementing it yet, and I may make adjustments once I see how it actually works, but I think it strikes a decent balance between increasing cost and complexity of the machines and increased output.

  • and produce 2x the output, from 2x the input

    We already have problem with multiplying input. Processing Array with centrifuges cant process redstone with full efficiency
    because of limitation of stacksize.

    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

  • We already have problem with multiplying input. Processing Array with centrifuges cant process redstone with full efficiency
    because of limitation of stacksize.

    Hm, that's a good point. Can probably have it buffer the output when the recipe produces more than 64 of something in a single go, but I'll have to think about how best to handle that.

  • Good afternoon. Problem with loading game when using this mod. When you delete a mod - all my modset is loaded fine. gregtech_1.7.10-5.07.08-maybe_broken.jar - works. But there is no fusion reactor. :(

    All later versions cause a crash when loading.
    I tried to forge version 1355, 1373 - the same result.
    I am attached logs from versions 5.8.33, 5.9.19, 5.9.21, from forge version 1373
    Someone can tell where to find the problem?

  • Tried without Forestry - it does not work.
    I tried to forestry_1.7.10-4.2.12.60.jar and forge 1566, which it requires. Same error.
    I tried to forestry_1.7.10-4.2.12.60.jar, forge 1566 without gregtech also crash.
    Logs below.
    Who knows what the minimum version required gregtech 08.05.33 - 05.09.21?

  • I decided to move the assembly, identifying problematic mod.
    As a result, at the forge in 1566 managed to get a working build.
    The main mod picked up, the rest remaining as unimportant.
    Who cares, the list under the spoiler.

    Display Spoiler


    appliedenergistics2-rv2-stable-10
    ArchimedesShips-1.7.1
    buildcraft-7.1.16
    CodeChickenCore-1.7.10-1.0.7.47-universal
    forestry_1.7.10-4.2.12.60
    gregtech-5.09.21
    industrialcraft-2-2.2.822-experimental
    InstantBlocks_v1.5.4
    ism-4.5.0
    NotEnoughItems-1.7.10-1.0.5.120-universal
    Railcraft_1.7.10-9.12.2.0
    Reis-Minimap-Mod-1.7.10
    WR-CBE-1.7.10-1.4.1.9-universal

  • Hm, that's a good point. Can probably have it buffer the output when the recipe produces more than 64 of something in a single go, but I'll have to think about how best to handle that.

    Okay, I have an alpha implementation. If anyone is interested I can make the source and a build available. I ended up not having the higher tier machines cycle any faster than lower tier machines, but they do process larger batches, and have a 5% energy efficiency boost. If the output would be above the maximum stack size, they automatically scale down (and lose efficiency). This particularly affects LV electrolyzer recipes.

    I also registered IC2's overclocker upgrade as a machine cover, you can place 4 of them and still power the machine, or 2 with fully automated I/O. Each overclocker upgrade scales like the machine tier did previously (4x power, 2x cycle rate). Between the 2 overclocker upgrades and an IV machine, LV recipes run at 20x base speed instead of 16x, and consume 64x the energy. For processing single items at a time, they consume 320x the energy of the unoverclocked LV machine, so are only suitable for bulk processing.

  • Hm, that's a good point. Can probably have it buffer the output when the recipe produces more than 64 of something in a single go, but I'll have to think about how best to handle that.

    This problem is with input slot, not output. Single recipe requires 10 redstone. So 16 centrifuges needs 160. But only one stack are available, so only 6 of them works.

    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