Posts by leagris
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I have upgraded the energy hatch of my EBF to IV.
It receive 4 Amps (8192 EU - 14 EU cable loss) = 8178 EU/ticks from an IV transformer and 14 blocks of 2x Platinum cable (4 amp)Despite this:
Steel ingot recipe 120EU/T * 4 (HV) * 4 (EV) * 4 IV = 7680 EU/t requirement stop after first 2-3 ingots
Tungsten ingot recipe stop after a few seconds.EBF has nichrome coil blocks
worked perfectly in HVThen what are the requirements to have it operate with 8192EU Input?
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https://github.com/Blood-Asp/GT5-Unofficial/issues/200
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IV Machine Hull:
- Shaped: 2 × 1x Tungsten Cable + 1 × IV Machine Casing
- Assembler: 2 × 2x Tungsten Cable + 1 × IV Machine Casing
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Max Machine Hull:
- Shaped: 2 × 1x Superconductor Wire + 1 × Max Machine Casing
- Assembler: 2 × 16x Osmium Wire + 1 × Max Machine Casing
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UV Machine Casing:
- Shaped: 8 × Osmium Plate
- Assembler: NO RECIPE
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IV Machine Hull:
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Awesome. I am very excited about the oil processing and very much like how it's being done. :3
As I am about to switch from Oil→Fuel→TurboDiesel generatiors to fully wiring/transforming my 32768 EUt Naquadah Generator Mark III.
I'd add Nq+ whas supposed to generate in The End asteroid GalactiGreg but never happened to generation bug.
So I source Nq+ from Naquadah Bees (forestry) 40 Alveraries wth longest life, faster production, cave dwelling, nocturnal/diurnal, humidity and temperature normal queens, so everything is underground: -
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Fluid canner compressed air cell output go into wrong slot #183
QuoteWhen inserting an IC2 Compressed Air Cell into a Fluid Canner, fluid:Air output into the fluid input slot instead of one of output slots.
Then, how do you extract Azote (nitrogen) gas from air?
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Don't worry I do know that dusts can be washed stacks at a time. I'm just tired of having to refill the cauldron every 3 stacks I drop into it when I have 3 inventories worth of impure dusts to wash. Also, I would really like to automate the process and this is probably the final hurdle.
If you are tired of hand washing, it is time to invest some resources in electrical age for a more advanced setup, Grinder → Ore Washing Plant / Mixer / Electromagnetic separator → Thermal Centrifuge → Grinder → Centrifuge / Electrolyzer → Packager.
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https://github.com/Blood-Asp/GT5-Unoffic…orber.java#L103
There is the exact math. A bit complex...
Basicly: Every CV^4 and then summed up, for every different type >4CV a bonus of 15% is given(1 = 100%, 2=115%, ...). Then multiplyed with the efficiency and devided by 25000. So for example, every aspect = 15CV.
((15^4)*175/100) *70/25000 = 1488EU/t
Well node usage is not very paired with normal Thaumcraft use. Have node above GT Magic Absorber and normal node.
Current implementation does not absorb/consume anything from node. Just compute conversion based on node capacity.Do you think you could instead interface with Vis Relays and absorb what CV/Vis is directed this way only or, have various kind of Vis aspect give different conversion. Like Primal aspect Ignis would give less power than compound Potentia...
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@Bloodasp
An alternate good non-op method of producing charcoal would be to add wood and coal recipes to a thermal centrifuge or distillation tower (depend on witch one look more appropriate) given proper input and output devices to the multi-block structure.
Distillation of wood dust/pulp (yes, raw wood logs or plans are inappropriate, so either macerate/grind/crush sawdust, chips or bolts)
Items output:
- Charcoal dust (may be formed into (extruder/alloy smelter) to give vanilla charcoal gems for compatibility)
- Ashes
fluid output:
- Creosote
- Hydrogen
- WaterDistillation of charcoal/coal dust
Item output:
- Coke
- Ashes
fluid output:
- Creosote
- Methane (one way better then RC coke ovens) -
I can't even imagine how hard it would be to try to adapt to Aroma's e-net :\ I believe Blood as set up a config that lets you completely disable IC2 cables and just use GT ones however, which is similar enough (lossiness is back, and wire-fires, etc)
Thing I still have difficulties about GT E-Net:
Practicalities:
- It is inappropriate to centralize energy production.
- It is inappropriate to power roaming/long distance on site industry (pumping/mining)Design:
- Hiding cables inside construction is limited
- Cables hit-boxes are a full block. Blocking inventory interaction from a connected machine side would still be possible and a smarter implementation even with minimal wires, cables, pipes hit-boxes.
- Covers don't support all material
- Light rendering on covers has no ambient occlusion making them distinguishable from surrounding plain blocks even with same material.
- Cables connect each others by default despite being jacketed. So you have to use ugly full size covers to separate cables.
I propose cables connect only when placed at one end of an existing same cable or machine. Cables interconnects shall not be allowed at all (use a machine block or transformer or similar device as a junction box if you really need to split power. This should also fix issues with bouncing packets. -
I really think there should be an unobtainium creative material.
It should be:
- Color: pink,black
- Hardness infinite/max
- Durability infinite /max
- Process instantly in ore/crushed/washed/pure/ingot/plates.. forms
- Have all possible/available enchants properties to choose from config
- Usable for any tool/item/block
- Substitute unobtainium for any material in recipes: render result item a creative version while maintaining tier
- Usable as infinite burn time/duration fuel for all kind of generators/furnaces
- Gives infinite/creative quantum tanks/chests
- Infinite power lossless cables/wires/machines ...
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As an option, usage of unobtainium is logged and or restricted to OP/Creative mod players (alike command blocks)Other suggested materials:
- Debugium (debug material with configurable/setable properties)
- Creativium (only available in creative)
- Unobtainium (only available through admin/op give) -
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Magic is technology beyond comprehension. MC Is full of magic already, even if you don't add specific mods like Thaumcraft.
Anyway, I second the need for choice. Magic generators shall be optional.@Blood, please, re-add IDSU. It is stupid to setup AE2 for the sake of wireless and inter-dimensional power transmission.
Re-add item and fluid teleportation devices as an option.
I know Coverjaguar is defending his railcraft mod against this. But due to the way it is in MC. There is no practical mean of wiring and piping across long distances.
Railcraft is piping with slow tokens and elaborate routing. -
I was returning home on a rainy day. It shall have been a comfortable experience.
Took off my wet boots as well as all my tired armour on its stand.
Everything was quiet and familiar.
I could even hear fire cracking in the fireplace…
Fireplace?!
I don't have a fireplace!!!
Fire!!!
Then the horror materialized on my Basic Solar Boilers roof.
A full raw of it was on fire.
Why?
They all where full of water and could not starve given water source and piping where in the same chunk.
Why?
I could not even hear a lightning strike and then, if it happened, how fire spread and sustained across solar boilers?
Aren't these specially designed to be exposed to the rude outside elements?
If not, how shall I protect GT Solar equipments or rain sucking covers from being damaged by rain and lightnings?