Posts by Blood Asp
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I can only say for sure that the large Turbine in .26 was broken.
366mio is too much. 64 cells * 4mio EU * 140% efficiency = 358mio.
Then there is loss due to spin up time and transfer loss. The large plasma gen also has a relatively huge internal rounding loss. Finally, did you limit the plasma flow somehow? Not that the overflow takes away most of your efficiency bonus. I'm currently not at home, so i can't see how much the turbine should produce. -
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At last the slowdown + - issue is valid. But i'm working on it.
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Oh, my bad. I thought they were exactly the same configs with different values.
EDIT : He does not seem to either believe me or want to fix it.
GalacticGreg just has the same defaults GT6 has so it overlaps. But the last Version is using purely GT spawn code, besides the asteroids.
Is there any documentation of this "governor"? I though it might be related to the fact that crushed-ore to dust recipes only take 1 second per operation with a steam forge hammer (20 ticks, since at LV they take 10 ticks).The steam machines need to be at last 1/3 or 1/4? filled with steam before processing starts. For most machines this is not enough to finish. For the forge Hammer likely it is enough.
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Well, KH is a GT6 issue, so Greg should still be fixing it himself. But it seems similiar stuff happens with GalacticGreg, so maybe it is a randomization fail allready happening in GT5? Will take a look at it.
About the recipe loop in .09 i allready fixed it in dev, so next version will be OK. That will only be a temporary recipe until i change the circuits overall.
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ok, thanks. why does it use solder if I click on the block or when I use it in the GUI if it does't have the power to heat up?
It was meant to use the energy and get it down to 0, the material is lost because of energy loss in the middle of the process. With 0 energy nothing should happen. So at last a small bug is there.
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Hey Bloodasp, I built a IBF in SSP and tried using your soldering iron to fix the circuits and it eat the fin soldering alloy wire but didn't fix it.
If your interested in seeing what I did here is the episode I did it in.
Also when all the wire was gone I got smooth stone when i threw the empty wire on the floor.I'm running 5.09.01 forge 1492
No idea why you got the stone, but your problem was too little energy in the solering iron. It needs at last 10.000EU per use.
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According to my applied Thaumaturgy experiments, you need a normal (!sic) node with 225 of each aspect (>15 CV/t) when energized to fully feed the EV Energy Absorber. (2048eu/t)
https://github.com/Blood-Asp/G…lEnergyAbsorber.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/tBloody, could you please kindly tell us how is 5.09.00 going?
no, I'm not asking for an ETA
Yes, I AM asking for an ETA and/or some details on progress. Pleeease, I'm really tired of waiting...Do you really mean 5.09.00? Released about 2 weeks ago.
Do you mean 5.09.02? Maybe sunday or monday.
Or do you mean then it is in a state were it can be played trough without missing parts? At last one more month. -
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Hello everyone!
First of all i want to thank all the developers in this, i truely love gregtech and have been a fan since forever i feel.I'm not much of a forum guy, but i have ran into a problem i dont realy find any solutions to. I have looked through the loggs and didt find anything eighter.
So what i have found is..
When i aim at a "gregtech" ore(waila tells me it is a greg ore) it says that it is a greg ore, and when i just fast click the ore it blinks over to a ore texture.
However if i break to ore, it turns into a cobblestone. However there are other veins that do work however.. and i dont understand why some would work and some does not?I also have forestry copper and tin sawning all around, and not in veins..
f someone could please point me in a direction on where and what i should look at it would be very much appreciated!
Thanks in advance!Is that block called gt.blockores.01? These get generated by some other mod i could not yet identify. Because they are generated the wrong way, thay contain nothing. In that case they drop cobblestone.
What exactly do you meant with the forestry ores? If you do not want them spawning, you must disable them in the forestry config. The same with every other mod spawing ores.
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Well, don't tell that there is a way to do it too, and I wasn't aware...
I looked everywhere on NEI, biofuel the recipe always ends on a loop on the canning machine;
I followed by plants, but it says that I can only do biochaff -> dirt block.The new IC2 machines all miss NEI entrys. So for the missing machines look into the IC2 Wiki.
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What alternative methods did you add?
I rised the output of steam per coal. So one coal burn longer. The output per tick is still the same.
The turbines only should have changed efficiencys as visible in the tooltips. Maybe some of the math broke and results in this behavior.For charcoal: First in Steam age: Charcoal Pile. Can not be automated. Stack a hill of logs on top of a layer of bricks, but dirt on top and on the sides. Place the Igniter block on top and rightclick it. After about 5-10min, depending on the size, the logs turn into brittle charcoal blocks that can be crafted into charcoal items.
At the end of LV or the beginning of MV, the Pyrolyse Oven will be added. It is basicly a fast and powerfull version of the RC Cokeoven. By rising the temperature, it is possible to created bio oil instead of charcoal in it.
And I am. I was just pointing out that it's made so difficult that you need a series of factorization routers or a computer mod robot of some sort to have the kind of inventory interface necessary to do proper automation without limited designs (always full of components, components not swappable, only one type of fuel cell).You must do something wrong. I can automate a IC2 reactor using different fuel rod types with one regulator and one item filter easily. Reactors with only one type of fuel rods even only a hopper as input instead of a regulator.
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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.While most of this is true, it would need a complete rewrite of all cables and pipes. Not worth the hassle. It would likely be easier to make another mods cable system compatible with GT. For example EnderIO Conduits or IE would look really nice fused with the GT system. But while i would like to do that, i'm a bit scared of the work that means. So for now it is only a idea unlikel to become real.
Also, it is possible to seperate cables with colors. No need for huge covers in between.
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IC2 Reactors can be automated completely only with GT using Filters and Regulators. Only pulling out partly heated Coolant cells is not possible.
That is something i only know how to do with AE2 or CC.
The only stuff not fully automated is maintainace and turbines.
Doing maintainance once a week in enough and results only in aboit 10 % efficiency loss. The turbines should, when with enough dura, also keep working for about a week, or at last 1-2 days.