It's not the pipe blocks that void fluid. Output hatches do though. I think I ran into it when there was the sloshing on a near full set of pipes and every once in a while the fluid in the output hatch wouldn't have any place to go.

[GregTech-5][1.7.10-FORGE-1355+][Unofficial but approved Port][Stable] Even GT5 Experimental is slowly getting stable.
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If you aren't maxing out the pipe's rate and internal tank then you need pumps. If it's close to the max you can actually end up with voided fluid. A nightmare if you're going for a closed loop with an LHE. If you are maxing it then yeah a shutter will work fine.
Again, shutters work fine for this, the pump will only *limit* flow through a GT pipe, never enhance it.
And now for a game of why won't my blast furnace start round 16, 17? something like that.
Checklist: power provided by LV battery bufffer x16, so more than enough, recipe doesn't have a required voltage.
structure shows as complete, all tools used on maintenance hatch
Muffler pointed up
Aluminum dust in the input hatch.
What am I missing?
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Pumps do increase the flow rate when the pipe internal tanks aren't full. They're not a useless cover. In a system where output hatches void because of full pipes then yes shutters are enough.
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Checklist: power provided by LV battery bufffer x16, so more than enough, recipe doesn't have a required voltage.
It does 120 EU / tick even if it works at 32 volts, though. You have at least 3 LV energy hatches? Each LV hatch accepts 64 EU/tick (32 volts x 2 amps). Technically 2 is enough, but since any mechanical fault increases energy cost by 10%, it'll stop working if you deveop a fault and only have 2.I'm assuming you're not getting "structure incomplete," the controller block is in the center of a bottom row, and the muffler is in the center of the top layer. I'm also assuming you're using a soft hammer or a controller cover to start it.
My basic EBF has 3 LV energy hatches supplied by a single 8x tin power bus from a 9x battery buffer filled with 8 batteries (to limit possible output to 8 amps). Though 9 would still be safe since 3 LV hatches can't demand more than 6 amps.
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Ah, I only have the one hatch.
For BloodAsp: I suggest putting that there's an amp limit of 2 in the tooltip. This is very counterintuitive.
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Pumps do increase the flow rate when the pipe internal tanks aren't full.
Shutters every segment will have the same effect as pumps every segment, or pumps every other segment. Pumps are never faster than shutters every segment. A pipe with one-way shutters every segment will move fluid at the pipe's rated capacity, or the supply rate, whichever is less. Pumps don't change that.Not that you really need either one, except perhaps at the start of the pipe to avoid the overflow-via-slosh case you mentioned. As the amount of fluid you're moving approaches the pipe capacity, the actual flow rate will approach the pipe's maximum rating, even without shutters or pumps.
The value of pumps as covers is not to improve fluid flow, but to extract fluid that can't otherwise be extracted. For example, if a machine produces both items and fluid, and only has one output side, you must use either a conveyor or a pump to remove the other output. Pumps can also extract fluid from a generator, if you want to move the generator and don't want to lose the contents.
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For BloodAsp: I suggest putting that there's an amp limit of 2 in the tooltip. This is very counterintuitive.
My assumption was the opposite of yours, I thought energy hatches had a limit of 1 amp, like most machines.Fortunately, the Feed The Beast page on the Electric Blast Furnace talks about the 2 amp demand, and warns about the dangers of only using 2 LV hatches.
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I figured either 1 amp or no limit. And 1 amp didn't make sense because there's not much room.
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Shutters every segment will have the same effect as pumps every segment, or pumps every other segment. Pumps are never faster than shutters every segment. A pipe with one-way shutters every segment will move fluid at the pipe's rated capacity, or the supply rate, whichever is less. Pumps don't change that.Not that you really need either one, except perhaps at the start of the pipe to avoid the overflow-via-slosh case you mentioned. As the amount of fluid you're moving approaches the pipe capacity, the actual flow rate will approach the pipe's maximum rating, even without shutters or pumps.
The value of pumps as covers is not to improve fluid flow, but to extract fluid that can't otherwise be extracted. For example, if a machine produces both items and fluid, and only has one output side, you must use either a conveyor or a pump to remove the other output. Pumps can also extract fluid from a generator, if you want to move the generator and don't want to lose the contents.
This contradicts experiments I did a few years ago. I could not reach a pipe's rated throughput, even when it was a single pipe block, without using 1 shutter per pipe block.Also I believe in a partially filled series of pipes each pipe does not transfer the entirety of their contents to adjacent pipes. Pumps can be used to force a high rate with little fluid.
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It appears that the Electric Shunting Wire from Railcraft is suppressed by Gregtech. It exists in NEI, but has no recipe. Is there an intended way to bridge gaps in electric track if Gregtech 5U is installed? Obviously it's highly aware of Railcraft, since it has all those assembler recipes for Railcraft tracks and items.
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It's probably not suppressed, just not duplicated. NEI can't detect mod machines automatically. Gregtech and IC2 register their machines with NEI, but many other mods, including Railcraft, do not. You need the mod NEI Integration and/or NEI Addons (each handles different sets of mod machines).
Is there a better source of Manganese than praying to hit a rare as hell vein of ore?
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How do I dispose of all the water electrolyzing clay makes?
Also getting a lot of lag from this steam pipe (when either the steam source turns off or the batteries fill up lag vanishes). It was fine in creative but the difference in game is what I've got are basic steam turbines, so it splits 9 ways, no loops in it thanks to a bunch of iron plates and I tried using shutters on the joints.
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- Official Post
BloodAsp, would you please remove any trace of the "GT_FluidStack" class and replace all the Fluid Keys inside the RecipeMap with String Keys? This will fix a huge Memory leak that GT5 is having. Thanks.
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BloodAsp, would you please remove any trace of the "GT_FluidStack" class and replace all the Fluid Keys inside the RecipeMap with String Keys? This will fix a huge Memory leak that GT5 is having. Thanks.
So this https://github.com/Blood-Asp/GT5-…6947aad909ff2e0 alone does not do everything? Because after that change there was no complain to me anymore. I know of serveral endgame servers that can run for more than a week without the memory overflowing. -
- Official Post
That does fix the main issue indeed, but the recipe system might get issues due to doing that. That is why I suggested to remove that thing entirely like I did in GT6, since it doesnt serve any purpose whatsoever if it is done the proper way. And I have people who are up to date, talk about testing out this issue right now, so maybe something was missed there.
And the Version they run is up to date and has this Patch that you mentioned, yet still http://i.imgur.com/bg5FyUY.png happens on Clients, meaning onServerStarted is never called, when you join a Server, meaning you have to reboot your Client after a while.
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Clients is indeed something i forgot. That is easy to fix trough. I will put the complete removal for now on the todo ist.
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You can't attach a machine control cover to the control block of an Oil Cracking unit. My understanding is that if the output hatch is full, any further output gets destroyed. I wanted to create some redstone circuitry to shut down the Oil Cracker if the tank I'm using as an output buffer gets full.
I can of course always shut down the pipe supplying input fluid, but that doesn't do anything about the fluid still in the input hatch, which will continue to process.
The requirement that the control block be centered is a little inconvenient for this as well. I initially thought this meant "any casing in the middle ring," but putting it on the bottom-center so I've got another face exposed to place the machine control cover results in "structure incomplete." I'd rather have one face of the control block visible so I can see if the cracker's active.
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You should be able to put the machine control cover on the bottom of the controller block while still seeing the front of it. Using wireless covers, access to all sides is possible.
https://ftb.gamepedia.com/Distillation_Tower -
How does that work? Attach a machine controller to the control block before the structure's complete, and a wireless receiver cover on another side, again before it's complete?
Not that a wireless cover is an option for me as yet, that requires a EV sensor, which in turn requires titanium. The reason I'm building the Oil Cracker is to make Teflon, which I need to make a vacuum freezer which will let me cool ingots, such as kanthal and titanium.
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You can move controller and hatches after attaching covers to them. It even stores the set configs of them. But no need to build it for teflon. Simple single block machines can provide you with all you need. Just with low efficiency.
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