Posts by Requia

    This minetweaker script should make biogas burn in gregtech turbines (keeping mind you'll get less total EU, this just saves you space and maybe lag vs whole fields of semifluids). I haven't actually tested it yet though.



    Code
    import mods.gregtech.Fuels;
    
    
    
    
    Fuels.addGasTurbineFuel(null, <IC2:fluidBiogas>, 32);


    I actually would love it if it were registered with some sort of RF engine (or with steam boilers, given that gregtech can already use normal everyday steam). Conversion via electrical engines is limited (only 20RF/t without losses), and I like having a single power source. Sadly Minetweaker's hooks don't get into any engines or dynamos right now (ignore the wiki saying combustion engines, buildcraft support was bugging out and minetweaker pulled it).

    Even with that, it's hard to sell things. It's not the lack of money so much as the relatively even distribution of resources that makes minecraft economics weak. GT oregen counts for more than GTs working credit system, but I still find partnerships work better than barter. Maybe the dynamic changes on a bigger server though.

    I do have a server though a visit might be complicated.


    I'm pretty sure I'm good on biomass. Upbred my sugar to push output higher for the recycler, so can't imagine a problem there, I should really double check that macerator and fluid enrichment is fast enough though... the semifluids are a weakpoint (only made one stack), but I want some biogas storage anyway.


    You know what's hilarious? I just went through my old PMs and there's a convo about an attempt to build a 512 EU/t reactor in 1.4 (we never pulled it off, 496 is the apparent cap), I'm now talking about a reactor that's expected to be over 1024...


    What do you use all the sawdust for?

    I seriously want to figure out a way to blacklist tesseract/ender chest across space dimensions. They're really cheaty, I accept them in the normal overworld/nether dynamic because of the chunkloading problem (just can't build super long oil pipelines when stuff vanishes when you aren't around, and can't pipe through dimensions)), but for space we have rockets, and no pipeline would exist in the first place.


    Honestly if I had it to do over again I'd have seperated the fermentation area from the hot coolant extraction area, opening up the possibility to more easily coordinate making multiple reactors, expanding gas production zones, and hot coolant production zones seperately.


    I considered that, but there's so many unknown engineering questions for it right this minute and I really want to get this thing UP. I'm gonna move it into space eventually, when I do I'll figure this out.


    Redstone engines are so hideous... maybe its time I finally kill the dragon so I can put autarchic gates everywhere.

    Yeah TEs energy system has all sorts of weird perpetual motion machines that are possible once you start upgrading the dynamos, I got a pretty good trick going with gregtech lava boilers feeding steam dynamos that hit magma crucibles, lots of steam left over for turbines even when using cobble.


    I've been trying to avoid it though, true entropy violation weirds me out.

    I want a compact way to feed the recycler, so I figure I should try and max out (or at least push it till the harvester can't keep up), what the the general strategy for improving a stat rather than getting a new crop?


    Once I have a good seed, can I duplicate it, or do I need to be breeding huge number at once?

    It actually lasts about 5 hours. That's just how it works sadly, it's a balance thing. The good news is, you can stockpile that plutonium from the depleted cells, and that can be used to make RTG batteries that do last a realistic time (that is, forever, since the game isn't keyed for 10,000 year top off cycles).


    They should really get the uranium density up to something like this, nobody would ever complain about the cost of industrialcraft reactors again.


    The electric RTG only provides 16 according to its tooltip (though of course you can plug a sterling into the heat for 32).


    The problem i see with cycling overclocked vents, is the vents won't let you have stable heat in the MOX reactor, stable heat is key to making MOX worthwhile. With Coolant cells, you can heat the reactor up, then dump *all* the heat into the coolant cell, no heat gain or loss in the reactor, ever.

    If what you're saying is correct then no RC boiler can be 3x more efficient than a tungstensteel boiler. In fact ignoring heatup the GT boiler wins and accounting for it the GT boiler really wins.

    The Gregtech boiler has drastically lower refined fuel efficiency (though heats up nearly instantly).


    Ethanaol is a special case though, because Greg has ethanol set equal to Diesel, where everybody else has ethanol worth less than diesel (1/3rd as much in the case of railcraft).

    I think for the biogas setup, it makes a lot more sense to plug in RTGs for an extra 64Hu/t that never runs out, or to use a non fluid reactor.


    The thing with mox is, its efficiency is shot, it uses six time the U238 as enriched uranium, barring having run out of 235 alltogether, you ultimatley only end up with the *same* efficiency as enriched for fluid reactors, and you have to build CRCS setups to pull it off. It's not bad if you're looking for direct to EU setups (I've got that 1200eu/t one in creative, without a need for a whole biogas factory/distribution point), but with fluid you're pretty much capped on output anyway, so the best you can hope for is equal efficiency.


    The only exception might be if you've been running so long all the U235 is gone.


    Edit: actually, i take this back, with CRCS fluids you could push over 10kHu/t per tick the mox is actually on. Actually building that much in coolign towers is slightly absurd, but the efficiency is good enough to be competitive with other plutonium options.

    Quote

    The RF storage and the heat numbers climb, and seem to matter though.

    Oh I think i know what's happening. I haven't played with the RF electric engines, but with the new railcraft ones, they seem to only output the full rating once they have a certain internal storage. Since they're constantly outputting, it takes a while to reach that.


    See if the stutter stops once the engine turns red.


    (incidentally, I'd like to say i hate absolutely everything about the RF change, the main effect seems to be that engines no longer overheat and explode, what fun is that?).