Posts by Blood Asp
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Yes, the pump becomes faster with each tier.
Tier 1 = 1 Fluidblock every 80ticks = 4 sec
each tier half time with 4x the energy used for pumping.
so a Tier 5 pump needs 5 ticks = 0,25sec per fluid block.Two pumps next to each other would not be a good idea. They would only try to pump the blocks of the other one and not really speed up the process.
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Does turbine damage activate the needs maintenance cover? I'm just trying to think of some way of preventing an explosion if I leave it running. If the receiver in could control the machine controller I could do all sorts of things externally like a timer. Idk how much info an OC robot sitting in front of a turbine with an inventory controller. A robot sitting in front might even prevent the turbine from running.
It currently does not, but a good idea. Will add it soon. The only currently working method might be building a timer and calculate the time the turbine will survive.Two little things, I know that are Greg's recipes, but I wanted to point (maybe was said before, but I've never seen mentioned):
Ingot on the extruder with the rod shape, shouldn't make a long rod, instead two normal ones? ( I know that's convenient that way, even so...)
And why can't we use Hot Tungsten Ingot to make Tungstensteel? It's weird that I have to put it on a freezer, and then on furnace again, seems a waste of energy;Nothing game changing, those are just things I keep thinking while i'm playing...
Well yes, old greg stuff. Might change, who knows...
Also:
Updated GT 5.09.02All 5.08.28-29 changes.
Fixed broken steam math of small turbine and large boiler.
Fixed circuit not possible to craft.
Internal changes to fluid handling.
Added burn values to new fuels.
Fixed crops needing blocks below not growing. -
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Minetweaker now dropped GT support in favor of your addon. Make sure to add the old, but still working classes on your side.
http://minetweaker3.powerofbytes.com/
http://minetweaker3.powerofbytes.com/wiki/Changelog -
Thanks.I'm still not understanding the in mode. I thought it would interact with other covers on the same block but it doesn't seem to do that.
A "Transmitter (in)" catches a RS signal emitted from the block it is attached to. One usage example i added is that the Needs Maintainance cover now lets the block it is attached to send out redstone on the opposide side. So one side the need maintainance cover, on the other side a transmitter (in).
The "Reciver (in)" sends a RS signal directly in the block, not the covers attached. Well, making the machine controller work with that might be a good idea. Like wireless controlled shutters with only one block... -
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Thank you for the Update, Blood!
Anyone knows the ratio for Essentia/EU and which can be used on the Magic Absorber? Didn't found on NEI;
https://github.com/Blood-Asp/G…api/enums/TC_Aspects.java
The number in brackets behind the Aspects times 100 EU is the current value.
I still need peope knowing about TC to look over them if they are balanced. For now i did guess them based on my limited knowlage. -
in / out stands for inside block or outside block. So the RS torch must stand next to a "Transmitter (out)", the RS lamp must stand next to an "Receiver (out)". Then put the covers to the same frequency and it should work. How much or if plus/minus depends on were on the block you click like when wrenching.
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Please advise me: how to disable possibility of placing of IC2 Advanced Re-battery (128V) and Energy crystals (512V) into Greg's battery buffers? Their recipes are much easier than Greg's own batteries, but I want the players to use them instead of IC2-batteries. And is there any analog of Lapotron crystal (2048V) in Gregtech?
Disabling them in Battery buffers is not possible. Adding that code wise is also not simple...
Removing the crafting recipes is also not that simple. They are used in other recipe and that means they are needed.
But, are they really more simple? The AdvRE might be simple, but it is only 1/4 of the capacity of an lithium MV battery.
The energy crystal is also a bit smaller than the GT version and in this case even a lot more expensive. -
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GT Tools that reach 0 durability get destroyed and leave nothing behind. So to recycle them, you must leave some dura. The Arc furnace does not work on tools.
The tooltip of the disassembler tells how high the change for every crafting part is to be returned. Usually IV is a waste of energy, MV or HV a good average.
The disassembler should only accept items that have the NBT tag "GT.CraftingComponents". Others will be ignored. In some cases there seems to be issues with adding the tag. To be sure, if you have minetweaker installed, type "/mt hand" to look at the NBT tags. If there is the right tag, disassembling should work. How much the disassembler returns only depends on it's tier. The damage of the tool has no influence on the outcome. -
Update GT to version 5.08.28
*Fixed some typos.
*Fixed packager not accepting some items by automation.
*Needs maintainance cover now also emits rs singnal to opposide side were a wireless transmitter(in) on the same block can send it.
*Large Turbine also accepts MRF steam (by DeckerCHAN).
*Fixed a worldgen issue changing probability.
*Added additional worldgen logging with debug config enabled.
*Changed code to compile also with IDEA.
*Changed soldering iron behavior with not enough energy.
*Changed large plasma gen output.
*Added oreHeeEndium processing.
*Added more shards in Magic Energy Converter.
*Added thaumcraft liquid essentia as fuel to Magic Energy Absorber.
*Added turbines disassemble(possible once they have taken damage).
*Lowered disassembler runtime as in .09.
*Fixed issue with lock upgrade.
*Fixed fusion reactor not stopping without energy.
*Fixed pump spawning infinite mining pipes. -
So, Pyure, would you fix this bug in the next update?Can you give more detailed explanation about this method or better yet, draw this? what size it should be?
Pyure changed the large steam turbines. That math of the small turbines is my part. And there was not update since you reported it to the experimental version.
So, a question and a Bug report:
About the Advanced Pump, how do I recover mining pipe? I tried deactivating the pump and using a lever, but not worked. It shouldn't pull the pipes back?
I tried breaking the mining pipe block too, but it keep regenerating and droping infinite mining pipes. A very old bug, If I remember well...I directly ported the code from GT4. Did it have such a function back then?
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No idea as of yet, but will take a look at it over the weekend.
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So basically if it ever shuts down you just lost a ton of energy.Exactly!
So, i made a several tests with different amount of plasma injected in LPG per tick. Turbine remain the same - tungstensteel (30000eu/t, 140%)
the best results i've got with 14mB/t of plasma injected - 322-325mil EU from 64 helium plasma cells with 80,1 kEU/t (at peak).
overall efficency with some power loss and time to turbine spin up is about 127%.Blood Asp, i still think 80,1 kEU/t (and appropriate fuel consumption) is too much for the turbine with 30000 EU/t optimal plasma flow and something is broken in .27 version...
Seems like it output exactly 2x the EU/t it should. Maybe simply a wrong multiplicator.
The 325mio EU when it is 358mio EU without any losses seems about right.
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IIRC, crash occurs when client tries to render modular armor on BiblioCraft's armorstand.Ooops...
Fixed that 2 weeks ago, but only put the dl on github to test it.
Now also uploaded it here in the first post.