Wait how do you enable/disable multiblock maintenance? I've run boilers and EBFs for nearly full in game days at a time over the past few weeks with no maintenance issues. This seemed a little off to me but I'm not seeing anything in the main config or overpoweredstuff config referring to multiblocks or maintenance.
Posts by willis936
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Both the electric and heat reactors exist. There's very little documentation on the heat variant but the actual reactor design (component layout) is mostly unchanged). You make the electric reactor the same way you always did. To make a heat reactor make an electric reactor and surround it by a 5x5x5 of reactor pressure vessel blocks. You'll need fluid hatches to get coolant in and out and an access hatches to change components. You'll get roughly twice the power out of a heat reactor compared to its electric equivalent. You could do the heat to EU conversion through IC2 but the GT5U large heat exchanger is a bit nicer to get steam. In order to get EU you'll need small or large turbines. The large turbines are mostly a pain in the ass to work with and require an absurd amount of upkeep materials but provide much higher efficiency.
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I've noticed that playing on a multiplayer server then going to a single player world without a client restart causes GT blocks to not act like GT blocks. Pipes don't connect to each other, multiblocks are very fragile if they work at all, and tools don't work on GT blocks (even the sides highlighting doesn't show up). I'm not sure if this is actually a GT bug or how reproduceable it is since I'm running quite a few other mods. Launching SP before MP works.
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For optimal flow, see http://ftb.gamepedia.com/Large_Turbine_(Block)I'll be the first to admit that this doc needs a lot of cleaning up (I wrote most of it).
For the second part, the turbine rotor durability is a direct factor of the material and size of the rotor. Its something like durability = Size * MaterialBonus * 20 or some such, where size is 1-4, and MaterialBonus is the durability number you see on a tooltip for a tool made with that material.
Ah thank you. I assume I can use this reference to figure out the relative durability of different turbine materials. -
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Does anyone here use dynmap? I can't tell if support hassn't been adding for GT5 or if I don't have a setting applied. It's possible to add custom render commands for certain blocks but before I started to go down that path I wanted to ask if anyone has already done this.
Found some goodies
https://github.com/webbukkit/D…rdata/gregtech-models.txt
https://github.com/webbukkit/D…data/gregtech-texture.txtThe bronze pipes show up as generic machine casings. Also slightly related: the giant invisible cuboid next to the large boiler is supposed to be an RC steel tank.
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Maybe that could be fun, having crop plants draining ores and outputing pure elements powders/nuggets.
Could make for a bio/agriculture powered non-destructive mining, with the bonus that plants does the separation work of more complex industrial processing (electrolysing, centrifugation, blasting).
Ores behind would be consumed in the process. Output quantities would be with same bonuses as advanced refining (washing, thermal centrifuge, centrifuge, electrolysis) though much slower.
Ore blocks would be replaced by their stone/container material in the process.
drugtech: the quest to building more mind blowing machines that transport you to another dimension where people are colors you can't imagine -
No, just a size limit and wood is only allowed to touch other wood, dirt or gras blocks. Bricks must be below.
I shoud actually install Agricraft to test that... Not just assuming it did work.
I can't give support for the Gemblock mod.
Will there be any way to automate it? I can't think of any way to produce reliable energy post LV (and even in late LV) without some form of automated energy production. Tree farms can be done with computers and if that's not possible then forestry and if that's not possible then some form of timber axe (either TiC or GT) + spruce trees = enough wood for enough charcoal. -
Technically that should work, but it could make it a lot more complicated to get the distribution you want. Also remember that you can add a plate or foil on the side of a pipe to prevent it from connecting to an adjacent pipe (or machine) on that side, and you can connect different-capacity pipes together to affect flow rates.
Ah so if I have a huge pipe connected to two small pipes and a huge pipe then more than 1/3 of the fluid will go to the huge pipe? -
1. afaik, steam machines can only take steam as input, not output it.
2. There's a fairly thorough explanation of pipe mechanics here: http://ftb.gamepedia.com/Fluid_Pipe_%28GregTech%29
So if I wanted to feed a large number of machines I would want to make a network of splitters. Could I instead use a large number of pumps on series to prevent even distribution to the faces? -
Ah that makes sense.
Also while we're on the steam topic: I have a few questions that have bugged me for a while.
1. Are steam machines one way valves for steam? Put another way can a steam machines internal buffer output to adjacent pipes?
2. What happens at pipe intersections? How is the amount of liquid to go to the two or three adjacent pipes/machines calculated? How do pumps affect this? How about fluid in adjacent tanks?
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I've
My testing conflicts with that. Just now, I tried in creative mode with a lithium battery in a basic electric furnace, and one wood -> charcoal operation reduced the battery from 99274 EU to 98746 EU, which is a difference of 528 EU (fairly close to the predicted 512 EU). For the steam furnace, I set up a certus quartz tank (from Extra Cells, since I don't have BuildCraft installed atm) and added steam from some universal fluid cells, set up a pipe and LV pump to send it to the steam furnace. Once the steam level stabilized at 8600 mB in the tank, I put one birch wood (in case that makes a difference) in the furnace, and after it finished, the steam level in the tank was 6552 mB, a difference of exactly 2048 mB. How are you coming up with a figure of 1024L? Also, have you checked how much EU it takes in an electric furnace with your set of mods? (in case another mod or a config option is affecting the steam consumption of that recipe, and might also affect the EU consumption)
My test was filling the internal buffer of the furnace with steam, removing all pipes from it, putting one piece of wood in it, and using the portable scanner to see how much steam was left in the buffer. I'll have to take another look tonight.Oh how interesting. 6000 mB of steam shows up at " 3000 Steam" in the portable scanner. Idk if the scanner does some EU equivalency but it's pretty misleading.
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2. How are electric furnaces less efficient? A steam furnace uses 2048 L steam per item, while an electric furnace uses 512 EU per item (4 EU/t for 128 ticks), which at the default 66% efficiency for an LV steam turbine would take about 1552 L before considering cable losses, but I doubt the cable losses would push it up to 2048 L.
I've seen this 2048L quoted before but during recent testing it was observed that each wood -> charcoal operation takes 1024L of steam.