Posts by Blood Asp

    And Stargatium? Is that really a thing in GT5?


    Jep, i added crops for all the ores. Even for netherstars. But the efficiency for them is so low, barly anyone does so much work. Also changed the processing by default, that only die lowest tier ores(copper, iron, ect.) directly give metals. In all other cases they count as catalyst. Either rising the oreprocessing efficiency to about 10x or alternatively it can be used to lower the UUM costs in replication. And for these that do not like crops, i added an identical set of bees.


    Oh and Bloody, I just added Aqua Regia Processing for the next GT6 Update, you happen to know "good" byproducts for doing it with Gold? Because that Stuff is not just for Platinum-Group-Sludge.


    Thats a difficult one. Platinum Group byproducts or the default ore byproducts of copper or iron seems to be all realistic processes that make somehow sense. I would likely use the process the other way around. Extracting expensive elements from common but usually worthless materials. How about storing the information what ore it came from in washed out stonedusts and make it possible chemical process them to get even the last bit of metals out of them.


    I would like to aks a question about large heat exchanger. How much distilled water does it consume? In realition with hot coolant input and of course distilled water back from large turbine.
    I want to setup my reactor precisely.


    The exchange ratio of water -> steam is 1:160. How much steam you can produce with hot coolant depends on how efficient you use the LHE. When i remember right, it was 1L hot coolant into 80L steam or 40L superheated steam at full efficiency. The large turbines turn all steam back into distilled water as long you do not waste any steam. Some wastage usually happens quite easily, so i recommend a water buffer and some automation either shutting down the machines once water is too low, or starting to produce new distilled water. I usually use the distilled water produced by an large boiler + large turbine to replace lost water.

    There is a more precise picture about what I mean.
    There is 2 gas turbine connect to a macerator, but the cable used is 1xtin cable.
    That means the actual output is not 2A but 1A, which is pretty weird.

    No, two generators can output 2 Amp. In that case it is the macerator only accepting 1 Amp that slows down the turbines and keeps the cables intact. You have 2 amp for a few ticks directly after connecting the macerator until its internal buffer is full, but for cables you need about 20 ticks of overamperage for them to burn.


    Another important detail is, that macerators only use 2EU/t. So it will only transfer one amp every 16 ticks, the other ticks there is no energy transfer. The cable loss changes that a bit, but in the end you can supply 12-14 macerators with only 1 amp.



    Well, for people who are still stuck on LV stage, this is not really possible.
    Anyways, thanks for the reply :)


    You can manual digg down with an pickaxe, simply digging a 2x1 hole so you do not fall down into holes. To get back up use the stone you digged to get down.


    Edit question: how do I get oil in the early game(before MV)?


    You don't. There is no need for Oil until HV tech. There are ways to get oil from Buildcraft Oil wells or other mods, but with only GT you need at last MV tech.

    Tungstate or Scheelenium ore is usually quite rare. Lava centrifuging or endstone processing supplies the missing material typically.


    "Enough" Osmium is not that clear of a number. I would say ~1000 Osmium ingots is the typical usage until a mk3 fusion reactor is done. The next updates will likely lower that a bit as osmium got replaced in quite a few endgame recipes by other rare materials. On the other side, the new LuV+ machines will again use a bunch more of it.

    All machines can draw more Amps as they use. That number only needs to be known to attach the right cables so nothig Starts to burn.
    It will fill the internal buffer with that speed and then only use as much Amp needed to fill the used up energy.


    No machine blows trough too much Amp. Only cable burn.


    In case of 0.5 Amp of IV it would actually be one Amp every second Tick. The other Tick then will be Zero Amps.


    I added the GT5.09 changes of the mass fabricator to the gamepedia page.

    In GregTech, you can remove all recipes in the config files. That should have been mentioned on this thread a few times already.


    The remove option missing code wise is an technical issue. The recipe handling is highly optimized leading to some limitations. There are things like lists of all items a machine can accept made from all recipes. After an recipe removal, a complete rebuild would be needed what takes quite some time.


    So use the config to stop recipes from being added in the first place since removal is extremely laggy.

    Hey Blood, how do you obtain duranium? I don't see a recipe for it. Also, the tooltip for the LuV disassembler shows disassembling with 110% efficiency, and correspondingly until UV. Is that a bug? Finally, I see you've changed the turbine tooltip for optimal gas flow, but I still believe the optimal plasma flow is incorrect; it should be twice the value of the optimal steam flow.


    Edit: I thing I've found a bug. I tried to produce a UV field generator in creative using the assembly line, and after it was done processing it left one of every respective item in the input hatches, unconsumed. However, the 8 fine osmium wires, when stacked together, seemingly collapsed into one, which alerted me to buggy behaviour.


    Duranium recipe is not yet added. I plan to give it an Galacticraft recipe if that is installed, but not yet sure about the default recipe. Also will come Tritanium.
    Both tool stats will be rised above HSS-S, but needed machine tier will be ZPM.


    Did not think about the Disassembler so far. I will see what to do there.


    The Assembly Line leaves behind ghost items. I was told about it already after pre3 was out, but forgot to fix. Should not be too difficult.

    Updated to GT 5.09.22
    There are many changes and likely many bugs, so have fun.


    Changelog:


    Huge Changes:
    Added Assembly Line multiblock.
    Picture construction and use guide.


    Added Components for LuV, ZPM, UV produces by the new Assembly Line.
    Added Machines for LuV, ZPM and UV. (Via Pull Request #551 by Muramasa)
    So now there are 8 Tiers of single block machines.
    The next updates will move some recipes up to the new machines or add new endgame stuff.


    Added Large Diesel Engine multiblock. (Via Pull Request #500 by Muramasa)
    Proper Guide coming soon, for now infos can be found here: GitHub PR Large Diesel Gen


    Large Turbines other than Steam now require higher tiered casings. (Via Pull Request #493 by Muramasa) (Fixes #434)
    You need to rebuild all your large turbines besides the Large Steam Turbine!


    Addel Pollution basework. Boilers, Diesel/Gas Generators and Muffler Hatches now add Pollution.
    Pollution gets saved per chunk. Pollution spreads and slowly dissipates. Currently no effects. Coming soon.



    Smaller Changes:
    Added Blast Furnace recipe for NaquadahAlloy and Osmiridium.
    Argon now has a fluid.
    Added NaquadahAlloy cables for ZPM and Duranium cables for UV.
    Re-factored machine recipe components for LuV to UV.
    Large Plasma turbines will now output the cooled versions of plasmas if an Output Hatch is available. (Via Pull Request #547 by perkinslr) (Fixes #162)
    Advanced Miner II can now silk touch then pulverize ores from other mods than GT. (Via Pull Request #542 by perkinslr)
    Added QuantumEye, QuantumStar and GraviStar to improve Field Generator recipes.
    Added Super Fuel and Magic Super Fuel.
    Notch apples can now be burned in a Magic Energy Converter.
    The Plunger will now empty the input tank of a machine if the output tank is empty. (Fixes #370)
    The Processing Array now supports 10 more machine types. (Fixes #524)
    Added support for the EnderIO wrench. (Fixes #527)
    Machines now support IC2 Single-Use batteries. (Fixes #483)
    GT Plasma Cells that have a Fusion recipe are shown in NEI. (Via Pull Request #518 by Muramasa) (Fixes #268)
    The Portable Scanner and NC Displays will now show the Optimal Flow for Large Turbines. (Via Pull Request #518 by Muramasa)
    Processing of some ores can now be enabled via the config. (Via Pull Request #515 by OneEyeMaker) (Fixes #512)
    Added Assembler recipes for various Machine Casings. (Via Pull Request #511 by MauveCloud) (Fixes #477)
    Soft Hammer renamed to Soft Mallet and it's texture is also flipped to differentiate from the Hammer (Via Pull Request #482 by draknyte1) (Fixes #407)
    GT now triggers IC2 achievements unreachable before.
    Added support for Speiger's Crop NEI Plugin. (Via Pull Request #497 by MauveCloud)


    Rebalances/Fixes:
    Glass in machine recipes past IV now requires IC2 reinforced glass.
    Buffed the stats of Ultimet.
    Nerfed biogas from distillery.
    Changes voltage required to process Combs and crop drops.
    Deduced cost to produce Polycaprolactam(String from oil).
    Buffed the stats of Neutronium. (Fixes 489)
    Reduced damage of Turbine Rotors in Plasma Turbines and added a config value. (Fixes 505)
    Rebalanced sifting outputs.


    Bugfixes:
    Pyrolyse oven can now be overclocked. (Fixes #548)
    Charcoal/Lignite blocks now have fuel values.
    Advanced Miner II now takes the ore byproduct output chance into consideration. (Via Pull Request #536 by Techlons)
    Corrected the burn value of Wooden Plates.
    Fixed Exploit with Advanced Miner II where infinite mining pipes came out.
    The Distillation tower will not start processing if there is a little oil left in second input hatch.
    Magic Energy Absorber can now produce power from Enchanted Books. (Fixes #487)
    Fixed Magic Energy Absorber not calculating it's efficiency properly. (Fixes #486)
    Unstable ingots are now blacklisted from Unification. (Fixes #529)
    Fixed Exploits with Advanced Miner II where an ore block could be mined twice. (Via Pull Request #533 by Techlone)
    The Processing Array can now handle multiple input stacks at a time. (Via Pull Request #526 by perkinslr)
    Brittle Charcoal can now be harvested in Adventure Mode. (Via Pull Request #511 by MauveCloud) (Fixes #436)
    Fixed Brittle Charcoal server client sync bug. Enforce correct tool and mining level. (Via Pull Request #511 by MauveCloud) (Fixes #503)
    Fixed various storage blocks not enforcing tool levels. (Via Pull Request #503 by MauveCloud)
    Fixed 3 misspelt TC Aspects causing them not to be recognized by GT machines. (Via Pull Request #518 by Muramasa) (Fixes #507)
    Achievement "Full Efficiency" now has to be unlocked before "As Dense As Possible" (Via Pull Request #518 by Muramasa) (Fixes #478)
    Added missing GUI buttons to GT High Pressure and Bronze machines. (Via Pull Request #518 by Muramasa) (Fixes #367)
    Turbine Rotor tooltip now shows the correct Optimal Gas Flow. (Via Pull Request #518 by Muramasa) (Fixes #501)
    Fixed crash when right clicking Fluid Filter with an item that isn't a fluid container. (Via Pull Request #518 by Muramasa) (Fixes #517)
    Redone all multiblock tooltips so that they now follow a similar structure and are a little easier to understand. (Via Pull Request #518 by Muramasa)
    Output buses will now try and split exported items to multiple buses if there is no one left to take full stack. (Via Pull Request #499 by MauveCloud) (Fixes #180)
    Sulfuric Naphtha is now spelt correctly. (Via Pull Request #473 by leagris) (Fixes #472 & #219)
    The EV Battery Charger recipe now uses the OreDictionary.
    Moved GT Bee init to earlier load phase.
    Fixed a depricated autogenerated recipe for Assemblymachine.
    Rised generator internal EU storage to counter production bug.