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

  • 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

  • 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.

  • 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/G….10.2/build.properties#L1


  • I'm not sure why you tried to use a hopper with an output hatch. You can put the bucket in manually (after opening the output hatch gui) and the water should go into the ore washing plant (provided the output hatch has been wrenched to point towards the ore washer). Alternatively, since you seem to have a BuildCraft tank there, you could use a buildcraft wooden pipe with a redstone engine and lever to get it into buildcraft pipes and use those to get the water into the machine (though personally I think you might be better off using a buildcraft pump than trying to use buckets). If you specify what mods are in the modpack (or at least the name of the modpack, so I can try to find its modlist), I might be able to offer additional options for getting water into the machine.

  • 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).


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

    Right - BC pipes are imho quite rough, but usefull at begining. For LHE I had two 6 chamber liquid reactors with four quad uranium rods rounded by reflectors, which really gives a kick (and more if got lagged end exploded if not shielded ^^) - ive tryied to put one BC tank and 2 resonant servos of Thermal Dynamic via laminar fluiducts, which has "limitless transfer if pressurized" in tooltip, but LHE was still full at its every output. Ive done that just beacouse of potential production of HP steam, which will stuck entire setup then. I knew that is insufficient and needs to be re-planned. However its gives a lot to think and thats why I love minecraft with mods. After removing some mods (probably Twilight Forest casuses all problems with fluctuating time and lags of internal server) and recreating world ill try to create a new steam system and try other ways of pumping hot coolant into LHE, maybe even without tanks, just directly to generators.


    At old world ive expirienced unexpected explosions from battery buffers (probably) few times. Quite close was HP turbine, but most part of it survived, thus i dont think it causes ignition. Near was MV replicator, 3 MV mass producers and IV recycler and a bunch of transformers from IV to MV. Any idea how it could be even possible?


    And third scrappy though to share: how to make GT solar panel? When ive tryied to put solar cover a top of battery buffer it exploded just after first raindrop touched it. That setup should be covered by glass block?

  • And third scrappy though to share: how to make GT solar panel? When i've tried to put solar cover a top of battery buffer it exploded just after first raindrop touched it. That setup should be covered by glass block?

    For this, did you also cover the sides of the battery box? I believe machines also explode if rain passes by their sides, if they are not covered.

  • 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).

    Further update: the wind generators aren't as reliable or as powerful as I thought (and I hadn't taken into consideration that the distillation tower requires EV circuits), so I switched to using oilsands ore processed to light fuel, but now as I add more autocrafting toward making EV circuits, I see my light fuel reserves dwindling at an alarming pace even with none of my GT machines running (only my AE2 network), possibly due to having things spread out so I could connect separate kinetic wind generators. I could try to rearrange things, but I have some other regrets that make me wonder whether I should start from scratch instead (I might add Biomes O Plenty, and swap out Ender IO for Thermal Expansion, but with most blocks except for the aqueous accumulator disabled):

    1. I disabled AE2 certus quartz worldgen.

    2. I disabled AE2 channels.

    3. I've got a lot of Forestry butterflies around - they're not causing performance issues that I can notice, but they've finally gone from "pretty" to "annoying", and idk if it's safe to just switch off the lepidoptery module mid-game.


    Also, does anyone have tips for setting up autocrafting involving fluids? (i.e. send X amount of fluid to a given machine and get Y amount out) Can that only be done by filling one or more cells via the Extra Cells fluid terminal and using fluid canners (to allow auto input/output of empty cells) and possibly a subnet?

  • Butterflies shouldnt be nasty - as i remeber somwhere is config to lower their numbers in atmosphere. Easiest way that memory brings me is putting fliuds into cells then sending those cells to Thermal Foundation Cyclic Assembler; ill check my mods that there is something usefull for operating only at fluids. Using fluids directly - i cannot say, maybe GT pumps or fluid regulators and large chemical reactor, but i suppose it is not needed answer., But if fluid is in cell, maybe helpfull will be Thermal Dynamic servo, which has configurable extracting rates.

    The post was edited 1 time, last by xxx.514 ().