Posts by willis936


    I can somewhat see your point there, but I have a couple of questions:
    1. if you're so intent on keeping it as compact as in that picture, what do you have against using MV conveyor modules? (seems like being able to do that with only LV conveyor modules might affect game balance) or electric furnaces, which can be set to auto-output the result items without even needing conveyor modules?
    2. Presuming you're using those steam furnaces to make charcoal to power that large boiler, how are you supplying the wood to them? The front side and the vent side need to be kept clear, it looks like they've each got one side occupied by the pipe providing steam and one occupied by the pipe using conveyor modules to pull out the charcoal, and most have another furnace above and/or below, making the top and bottom unavailable for accepting wood.


    1. I don't have MV yet on the server yet :p
    From a balance perspective I'd say it's not imbalanced because the conveyor modules should do what they describe and more compact designs should be rewarded with lower material costs. I have and am considering switching to electric furnaces. While less efficient it would eliminate a lot of these headaches and allow for easy scaling up to multiple boilers (only 3-4 necessary per boiler).
    2. On the server wood is made by a opencomputers robot spruce tree farm using TiC lumber axes. There's more wood from that than any other tree farm I've seen. It's going to a locked JABBA barrel with an LV conveyor module (import)/electrum item pipe running down the middle of the furnaces. Each furnace has a conveyor module facing it configured to import allow export. At the other end of the item pipe is a locked JABBA barrel of charcoal that pumps into the boiler. Steam is fed through 2 corners while exhaust comes out the other two. I figured that image summed the design up fairly well. Here's the layout.


    S = steam pipe
    I = item pipe
    E = exhaust
    F = furnace


    S F E
    F I F
    E F S



    Barrel design best design (for few input/output requirements).




    Also blood asp my friend and I will take a look.

    If they run into a collision they should have some sort of 1 tick hold off though. You may save a few CPU cycles but you end up breaking functionality of the block. You won't be saving any CPU cycles when you say fuck this and switch to using 12 hoppers and a few item pipes.


    Also the north face was the only one that worked. When you turn off the north machine the west one worked and so on.




    I was wrong before. Its N, S, W, E.


    Could you please explain this? Also, which kind of item pipes are you using? For all I can tell, it could be the item pipe's capacity limiting you from doing what you want, rather than the conveyor modules.


    Large electrum pipes though I'm fairly certain I could get away with smaller because this setup works if I use 3 MV conveyors and 1 LV conveyor. That shouldn't be necessary though because each conveyor should only need to pull a single item every 12.8 seconds.



    Also through science the priority for conveyor modules was observed:
    N
    W
    S
    E

    Are conveyor modules supposed to act stupid?


    For a compact steam furnace you need multiple conveyor belts pulling into the same item pipe. Unfortunately the way they work as I know it only one inventory can be pulled from every time a conveyor module updates and they all update in sync. If they updated out of sync this wouldn't be an issue but as I see it their functionality is broken. 4 conveyor belts should behave like 1 conveyor belt.


    You mean the one fluid placement not fitting the gui texture? Too lazy to fix something that does not break anything...


    I meant the NEI button in the fusion reactor GUI doing literally nothing. Can't check atm.


    Also lower voltage sources won't charge higher voltage sinks. In fact they could cause problems like exploding.

    Hi Bloddy:


    The only problem I have now is that setting I:item.appliedenergistics2.ItemMaterial.SiliconPrint_200=0 not only deletes EnderIO silicon being used for crafting the AE2 Printed silicon, but also deletes the GT recipe (the one I want to keep).


    You can keep the gregtech recipe and unregister the enderio silicon from the oredict.


    http://minetweaker.powerofbytes.com/wiki/OreDictionary
    http://minetweaker3.powerofbyt…i/Tutorial:Ore_Dictionary

    After updating to .24 I couldn't help but notice that small boilers were outputting steam to their tops before their sides because there's a large steam pipe on a row of boilers with a small water pipe feeding them from the top on my base. I fixed this by putting shutters on the water pipes but just as I fixed it I hear a nice explosion that blew up a lot of boilers, a base with 10 full chests, and an opencomputers set up. Needless to say I reverted that shit because it's fuxking ridiculous that making a design change around an update should catastrophically destroy a base.

    Minetweaker has a way to do it, just take a look at the wiki, there's an entire page dedicated to oredict-stuff


    Got it working. Thanks!



    The secondary issue I've been trying to work out: JABBA does its own oredict thing in that you can put a GT ingot into a barrel and all TiC of that ingot can go in as TiC and come out as GT. This works in reverse: a barrel of TiC ingots can take GT ingots and put out TiC ingots. JABBA must have its own oreDict stuff programmed in or checks for it before minetweaker runs the script to unregister TiC aluminum ingots from oreDict. Anyone have any thoughts on that?

    Now the Molds and Extruder Shapes need aTinkers Construct Smeltery. Maybe Greg will kill me for that ;)



    For me I changed the mB of metal required to make a gear from 576 to 864 so it's equivalent to 6 ingots instead of 4. Gear casts may be convenient but they shouldn't also be the most material efficient way to make gears when the best you can do otherwise is 6 ingots.


    Also I recommend adding this line to the TiC script because it fixes the ability to skip LV altogether with TiC aluminium. You can still make and use TiC aluminium in a smeltery early on with bauxite but you need GT aluminium to make GT materials and as a result still need an EBF. You can also still convert between the two through maceration if it's really necessary.


    Code
    // --- Fix GT aluminium progression ---
    <ore:ingotAluminium>.remove(<TConstruct:materials:11>);

    You should replace your inputs. One input has to be at the top layer, while the other input has to be at the bottom layer, directly under the first input,


    I can confirm that this is incorrect.


    I managed to fix most every equence break with TCon aluminium by removing TCons aluminum ingot from the oredict tag ingotAluminium and ingotAluminum
    This means you can still use GT aluminium ore to make TCon aluminium for casts etc, but you can't get the GT ingot form which you need to make plates, but you can still recycle the TCon ingot back into GT dust meaning you need a blast furnace
    It works pretty flawlessly


    How does one go about doing that? I haven't found an oredict config yet and if I had I wasn't able to figure out how to use it.

    So idk what to do about this but apparently GT bauxite can be smelted into aluminum in the TiC smeltery. This completely ruins the LV -> MV path.




    I'm trying to figure out how to remove the aluminum ore dict unification without decompiling TiC. One way that came to mind is to use minetweaker but it appears that it only has the functionality to remove specific oredicted items from recipes. What does it matter if TiC aluminum can't be used to make GT plates if you can turn TiC aluminum into GT aluminum? Seems like a hard problem and google is not providing results.



    Another method would be to remove the aluminum recipes from the TiC smeltery and force the use of gold instead of aluminum brass in starting off with TiC but that seems like a less clean solution to me.




    How does this unification config work? Most everything in it is listed as false already.

    I'm sure someone out there is interested in this: I updated your extra utilities script to work with version 1.2.2 (newer versions wouldn't work with my pack) and GT5U. Gregtech machine references and compressor recipes had to be updated (compressed items are now working, had to add the recipes). I commented out the harvestcraft fabric and just used wool instead because I don't use harvestcraft. I also made the chandelier require a basic repellator. Lastly I commented out the bedrockium ingot recipe since it seems fair and an alternative wasn't actually in place.


    Hope this helps anyone google searching out there.