# Posts by hausfath

• ## [GregTech-6][1.7.10][Website][Patreon] Info, Support and Suggestions

Regarding boilers, this seems to have the latest Railcraft boiler math per version 8.3.2 : https://dl.dropboxusercontent.…lcraft/boiler_changes.txt

The changelog for 9.0.0 doesn't mention boilers, so I'd suspect this is the most recent.

There are two relevant equations for finding the steam per fuel output for a fully heated boiler:

fuel_per_cycle_per_tank = FUEL_PER_BOILER_CYCLE + FUEL_HEAT_INEFFICIENCY * (temp / maxTemp) + FUEL_PRESSURE_INEFFICIENCY * (maxTemp / 1000)

and

steam_per_cycle_per_tank = STEAM_PER_UNIT_WATER * (temp / maxTemp)

where:
FUEL_PER_BOILER_CYCLE = 8

FUEL_HEAT_INEFFICIENCY = 0.8

FUEL_PRESSURE_INEFFICIENCY = 4

STEAM_PER_UNIT_WATER = 160

We can calculate the baseline fuel used per cycle per tank for a fully heated (500 degrees) LP boiler as:

fuel_per_cycle_per_tank = (8 + 0.8 * (500.0/500.0) + 4 * (500.0/1000.0)) = 10.8

However, there is also an efficiency bonus per tank given as:

fuel_per_cycle_per_tank = fuel_per_cycle_per_tank - numTanks * FUEL_PER_BOILER_CYCLE * 0.0125 * RailcraftConfig.fuelPerSteamMultiplier()

where:
RailcraftConfig.fuelPerSteamMultiplier() = 1 unless changed in the configs.

fuel_per_cycle_per_tank = 7.2

Dividing steam per cycle per tank by fuel per cycle per tank cancels out the denominators and leaves us with steam per unit fuel:

steam_per_unit_fuel = 160.0 * (500.0 / 500.0) / 7.2 = 22.22

For a single piece of charcoal with a fuel value of 1600, this gives us 35555 steam, or 22222 EU at a 100% conversion ratio of 200 EU per 320 steam in a RC steam turbine.

There is some confusion about the current value of creosote oil. It seems that the current value is 4800 per the change in version 7.0.0.0, though the wiki still has the old value of 3200. At 4800 fuel units, a bucked of creosote will produce 106666 steam, or 66666 EU at 100% conversion efficiency.

• ## [GregTech-6][1.7.10][Website][Patreon] Info, Support and Suggestions

If its more efficient than the RC boiler (or if it doesn't always keep the chunk loaded...), I'd use it regardless of the cost. We should assume that most folks who use GT also use Railcraft and balance around that, however, so if its too... gregy folks might not use them.

Oh, that boiler seems to be insane epensive compared to railcraft ones....does it have better steam output?

• ## [1.7.10] Gregtech Hardmode Server (aka Kirara 2.0)

Hey Pwnie2012,

Extracells seems to have an issue with fluid exporters in the current version. If you try and right-click on them to configure, the game crashed with the following error.

Its rather annoying because I have a ton of fluid in my AE system with no way to get it out.

 Looks like its been fixed in more recent versions. We should update from 2.0.5 to 2.0.14.

• ## [1.7.10] Gregtech Hardmode Server (aka Kirara 2.0)

Anyone else having trouble logging in? I'm seeing 6 people on the server (including myself, oddly enough), but every time I try and connect I get a timeout error. Anyone else seeing something similar?

• ## [1.7.10] Gregtech Hardmode Server (aka Kirara 2.0)

Is 5.0.0j not live on the server yet? I overwrote my version of Gregtech with the new one, but I get an invalid session error when I try to connect. Didn't change anything else.

 Got it working. Had to restart the minecraft launcher, not just minecraft. Odd.

• ## [1.7.10] Gregtech Hardmode Server (aka Kirara 2.0)

Still having some issues connecting; all my mod files should be correct per the initial post, but I get an error "Connection Lost: A Fatal Error has occured, this connection is terminated" after seeing the server for one tick or so (dunno if I'm registering as coming online or not to folks who are on).

I'm also running Minecraft on OSX, but that shouldn't make a big difference.

When I try to create a single player world, I get the following crash referencing NEI:

• ## [1.7.10] Gregtech Hardmode Server (aka Kirara 2.0)

Can't seem to get the game to launch with Hardcore Ender Expansion installed; not sure what I'm doing wrong, as its release 1.6 for Minecraft 1.7.2.

Here is the error:

• ## [1.7.10] Gregtech Hardmode Server (aka Kirara 2.0)

I know we don't want too many more mods, but Extra Cells might be worth considering. Its a fairly lightweight addition to Applied Energistics that adds fluid import/export/storage options and has a 1.7 version already released. Would help avoiding the need for too many fluid transport pipes in addition to power and AE cables cluttering up things.

http://wiki.resonant-rise.com/view/Extra_Cells

 nevermind, its already in the list!

• ## [1.7.10] Gregtech Hardmode Server (aka Kirara 2.0)

I've been looking for a hardmode Gregtech server that isn't full of mods that allow circumvention of the challenging parts, and this seems to fit the bill perfectly!

One question: will the world gen include any sort of oil/fuel? I rather like the GT distillation tower, and fuel in RC boilers gives a nice way to power large steam turbines without having to drain the nether.

• ## Breeder reactors in 1.5.x

I was using NEI Cheat Mode to obtain cells for testing reactor designs, so that might be the cause. I haven't tried crafting them by hand in SSP.

• ## Breeder reactors in 1.5.x

I think it might be IC2, given that the same thing happened in both uranium and thorium breeders. Odd that it would occur on SSP but not SMP though...

• ## Breeder reactors in 1.5.x

I've discovered that in SSP breeders instantly convert depleted cells into re-enriched ones. In SMP 1.5, however, they seem to be working as intended, though Thorium-based breeders pulse on and off oddly in FTB 0.6 SSP and SMP and do not breed efficiently vis-a-vis uranium breeders.

• ## [Official] New Reactors design thread.

Anyone have a good suggestion for a relatively cheap thorium-based breeder (to start off my nuclear production) that works with Gregtech's new thorium behavior? I'm on a world where the old 8x depleted isotopes per uranium is still enabled to help keep nuclear viable vs MFR tree farms and spammed boilers.

• ## [Official] New Reactors design thread.

Anyone managed to get a CRCS reactor set up with AE fuzzy buses? Testing in the FTB 1.5.2 beta, it seems to not be able to differentiate between damaged and non-damaged 360k coolant cells, and certainly doesn't let you set a damage range to use. Precision import buses suffer from the opposite problem of being too picky about exact damage values, meaning that chances are your coolant cells will not be extracted before they melt down.

• ## [Official] New Reactors design thread.

Disadvantage: Still needs a thorium sink somewhere to balance it out. Also, each 3-chamber system needs an advanced regulator of its own if full automation is intended, which can get expensive very quickly. The alternative is of course to use pure plutonium, partnered with reflectors instead of thorium cells. Which also gets expensive very quickly :p

If the reactors are placed adjacent to eachother, you should only need 4 routers to manage the refueling of as many as you want. You can also connect non-adjacent reactors with neutral blocks like furnaces to extend the reach of routers.

I have a setup on 1.4.7 with 8 routers fully automating two perfect hybreeders and 8 4-chamber thorium-neutral reactors (along with AE import busses to grab depleted and re-enriched uranium cells). With AE feeding the routers, you can craft components on-demand.

• ## [Addon V1.112]Modular Force Field System Version 2.2.8.3.6 (SSP/SMP)

Also, a quick question:

Does the energy used my the forcefield depend on the radius of the field or the number of blocks contained within? E.g. will a sphere of diameter 21 use less or the same amount of energy as a cube with the same diameter (e.g. 21x21x21)?

• ## [Addon V1.112]Modular Force Field System Version 2.2.8.3.6 (SSP/SMP)

A small suggestion:

It would be useful to have a player detector block that uses a relatively small amount of energy, but emits a redstone signal when a player (or NPC - configurable) enters within an (upgradable) radius. That way you could rig your forcefield to only turn on if an intruder comes close, reducing the need to keep it running 24/7 for protection.

• ## Detecting when Batbox/MFE/MFSU is empty/full?

I figured out a reasonably cheap way to turn the EU detector pulse into a steady signal using the RP2 Counter coupled with a Timer. Essentially, if current is running through the EU detector, it will tick faster than the Timer pushing the Counter to one side. If current is not running through the EU detector, the Timer will push the Counter to the other side.

• ## Detecting when Batbox/MFE/MFSU is empty/full?

Hmm, MFSE -> MV transform -> LV transform -> luminator still causes pulses. I'll try adding in a batbox before the luminator and see if that stabilizes it.

• ## Detecting when Batbox/MFE/MFSU is empty/full?

I'm running into an issue where the power flow from a MFSU to another causes the EU detector to "pulse" with each tick, whereas I need a constant on (power is flowing from one to the other) or off (power is not flowing) signal. I suppose I could add a HV -> MV -> LV -> detector -> luminator circuit on every MSFU to get a more steady flow, but that seems rather silly. Similarly, I could try and do something complicated with latches and timers RP2 to turn a pulsing signal into a steady one, but there really has to be a simpler solution here...