Posts by leagris
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I tried to craft basic circuit by importing basic circuit board and NAND chip into assembling machine using gregtech item pipe. However, either basic circuit board or NAND chip got stuck inside the item pipe, just like the assembling machine have only one available slot. For example, if basic circuit board occupied the 1st slot, NAND chip cannot be imported into 2nd slot. I also tried with robot arm, still not able to insert into 2nd slot. But when I tried crafting NAND chip with the same setup, it works perfectly fine, both red alloy wire and iron item casing can insert into the machine. So I am not sure what cause the problem. Do someone know how to fix it?
You need to use a distinct side of the assembler for the second input slot.
Add a robot arm as cover to the side accepting items for the second input slot.
Use a screwdriver to configure the robot arm cover to second slot. -
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They might have thought it only goes from 0 to 15 which wouldn't be.
This change to NBT tags was to harmonize and allow WoodType on many different block kinds with same common data.
Logs need 3 states for directions (2 bits)
Planks have no direction (0 bits)
Stairs have 8 directions (3 bits)
Upcoming doors 8 directions + 2 blocks (4 bits)Well Not sure I know if that would be appropriate to have directions and things like that as NBT and WoodType as Meta.
Anyway, out of 15 bits meta, if you cut-out 4 bit directionality you have 11 bits left for 2048 WoodTypes.
And yet another destructive world change issue, that players already faced by migrating from 3.6 tp 4.1
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Hello
While I try to add Forestry 4 wood recipe to the CuttingSaw, it look like there is no mean of passing Input IItemStack tags to output IItemStack.
The MT3 pragmatically computed output appear not compatible with GTTweaker.
Even forcing input and output a withTag(sometag) is totally ignored.
All forestry Logs use same Item with an NBT {WoodType: int WoodType}
Same goes for planks, slabs, stairs and their Fireproof variants.Why are GT Machine not taking IIngredient rather IItem as input?
Is there something you can do to allow pragmatically determining output NBT tags from input NBT tags?
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@BloodAsp I hope you will maintain 5.08 fixes as there is some bugging issue with Forestry4:
https://github.com/Blood-Asp/GT5-Unofficial/issues/300
Migrating current worlds to 5.09 would disrupt lots of Player setups with Gregtech and imply missing or unbalance of worldgen resources.
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In the short run, it is a massive bronze dump. You can get the bronze back later with the Arc Furnace, but it's a bit of a moot point by the because by the time you have an Arc Furnace you're not spending thousands of Bronze on anything in particular.
You will spend 2 bronze ingots per Superconductor wire, 32 bronze ingots per superconductiong coil block, 1024 bronze ingots for fusion coils...
In the end, bronze is following you all the way upper tiers Gregtech.And Thank @all for reminder of Tiered Fusions.
Anyway I don't regret my heavy investment in hasslefree Naquadah Reactor MarkIII even if it rely on Gendustry Naquadah beess (40 Alvearies full of best traits Nq Bees). Was a tedious costly setup but it is now 100% no maintenance cost. It is the way I like it. When I spend time on a high tierred energy source. I don't want to bother with maintenance or rotor replacement. Have it handy and forget it. Work on interesting new stuffs, actually buid things and don't wast time enslaved in routine requirements. -
Some math for D+T Fusion process.
Total 20 Processing Arrays needed.
- 8 for water electrolysis (120 LV Electrolizers). Each one of them need it's own input hatch for 48B of water. Each one need at least 32B of output hatches. Output will split between available hatches so they may be common.
- 10 for Deuterium production (160 LV Centrifuges). 8B hatches is enough for input and output.
- 2 for Tritium production (32 MV Centrifuges). 8B hatches is enough for input and output.
Total fusion fuel production 8 L/t, consumption 7.8125 L/t, excess 2,4%.
Optimal flow for Large Plasma Generator with Large TSteel Turbine is 7L/t.
Helium Plasma production 7.8125 L/t, consumption 7 L/t, excess 11,6%.
So you basically spend all these resources, duration restricted turbines, infrastructure, server load to produce a net 3801EU/t ?????
Sorry BloodAsp but I call bullshit if this is true.
Why would you do all this for so little?Have you tested this? I calculated 94 LV electrolyzers, 125 LV centrifuges, and 32 MV centrifuges.
Shit I messed up. Need 625 D/t...
So that's about 9100 EU/t for 32972.8 EU/t and overflow of 58.5 buckets per hour. That makes it hard to build up a reasonable plasma buffer so maybe a different blade could be used. That plasma buffer is important for being able to breed.
What do you breed?
Plasma generators using turbines, sorry this is total non-sense.
The conversion from plasma to energy is not by capturing heat and not even by getting some motion transform.
This is by capturing excess electrons from the fusion to produce power from electric potential difference.
(:facepalm:)I just wand the fusion setup and generators from Gregtech 3-4 please, where you could produce a net 21k-23kEU/t and forget it once you did all the hard enough deployment.
If it is going to use disposable rotor bullshits with maintenance bullshit, man! I already have a job duty in real life. I am not going to have another fantasy job monitoring cuboid block structures in a virtual world and clicking on a maintenance hatch given an obscure message like a lab chimpanzee.I thought Gregtech was an entertaining mod with intellectual challenges.
Now, I wonder if it is some kind of social experiment to test how far down you can convince users to go.Is Gregtech another variant of the Milgram experiment?
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@BllodAsp
It is well needed to have more beefed EU Production from nuclear reactors.
Ideas:
Fuel should last much longer while decreasing efficiency over time. I think something like:
1 fuel rod should produce enough heat for running a Nuclear reactor two RL weeks at full output.
Past two weeks, output shall decrease (halve every 7 days)I'd also add, depleted nuclear fuel should require disposal infrastructure:
- Either process depleted fuel for by-products or re-enriching
- Either secure depleted fuel into radiation proof containers (special machine blocks crafted from depleted fuel into recipe)
- Depleted fuel safes would tick check for surrounding water on at least 4 sides or it will start to build up internal heat, eventually expload and release radiations and tiny dusts of radioactive material dust in a wide radius.Alternate recycling of depleted material would be into a recycler with very high scrap or scrapbox yeld.
Finally, it would be a good time to add a radioactive biome.
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Not a requirement but Gregtech could have admin commands and some stats.
* List Gregtech machine (ticking) tiles per username/UUID and get total and average count/tile type ticking load,
* Same for all server and per dimension
* retrieve a given tile locationFun stats:
- Total current GT EU consumed in server/per player and since map start
- GT Ores mined
- Total Machines runtime / per machine / per machine tier ...
- JSON Export stats or listening HTTP socket POST/GET JSON APIGregtech management:
- Commands to enable/disable/reset/empty/fix defect a given GT Machine tile, dump machine state data.
- Commands to remove a specific user owned GT Tiles. Tag queue removal request so tile block is replaced by air at the next ticking event (don't try to remove/unloaded tiles) -
0,000000047% loss per block is almost no-loss.
U need to make cable in 1 000 000 000 blocks to have 0.47% loss.That said, if you move LuV 32768 EU wich is the most EU you get out of any generator, there is absolutely no incentive to use Superconductor wires against Naquadah cables.
Interesting concept, but much easier is to transport charged batteries via quantum ME gateFor 32768EU, Lapotronic Energy Orb Clusters with Europium are not the kind of item you like to transport as batteries until very late game, and there are no higher tier rechargeable batteries. ZPM is not, No UV Batteries, No Max Batteries. And given price/tech level of LuV Lapotronic Energy Orb Clusters; I can't see anything a player could craft for higher tiers.
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I'm not end game yet, but the Supercondutor Wire wouldn't help?
Superconductor wire is only superior to Naquadah cable by accepting MAX voltage.
It is also a required crafting component for Fusion coils.Other than that:
There are no generator outputing more than LuV 32768 EU/t
There is no point/need to transport higher voltages.
As any wire/cable/pipe, all chunks in the path have to remain loaded and this is a major breaker of central energy production.
And finally, superconductor wires require overly complex sub-component to craft, costly by-products and useless Cerium, Lanthanum, Caesium. Painful 2 LV Pump, costly tungstensteel fluid pipe, painful Nitrogen cell, electronic circuits...I would not mind using them placed in world to move EU if they did allow no-loss at all as an advantage against more conventional wiring.
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What did not work:
Naquadah Reactor Mark III → ME EU P2P → 51 ME glass cables → ME EU P2P → LuV transformer → 14 x 2x platinum cables → IV energy hatch.
The ME EU P2P could not cope with the LuV 32768 EU and only transmitted 8192EU -5% penalty (Thank you SpwnX who gave me a Head-up via IRC)
The Quad IV Buffer not working was a misplacement of the muffler during my various attempts to diagnose the issue.
I finally replaced the ME P2P with 51 Naquadah cables and the EBF is now perfectly fine.
@BloodAsp, please consider something about long-distance wireless GT EU Transmision.
You mentioned a pole system a while back and while this may be pleasant if you implement something like in magneticraft, I think there may be simpler short term implementations to replace the OP IDSU.
Maybe you could add some wireless EU cover/block with distance loss.
Have two versions/tier same world and interdimensional. Factor distance by world scale so it cost 10x penalty transmitting EU in the Nether (example).I'd like to centralize energy production and not have a generator at each factory/usage point.
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If you can supply the energy... Same as higher tier single block machines. 4x Energy, 2x speed.
So, I even added an Insane battery buffer with 4 lapotronic energy orbs directrly feeding the IV energy hatch, and very same issue. Processing stop after a few ticks.
EBF Perfectly fine, no chunk boundary, muffler output clear...
Would you someone be able to reproduce the issue or you like I create an issue on github?