Posts by axlegear
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I make solar panels ASAP and set up a solar farm. A 128v one is actually not that hard using 8v panels (the largest we allow on our server), just time consuming. Once you have that, you can get quite a lot done with liberal sleep and a large battery buffer.
On the server presently I have a 512v array almost done (just 10 panels left!) That's enough to smelt almost anything!
Protip: To combat losses in batbuffers and for a boost to greedy machines, attach a solar panel and give them view of the sky (be sure to roof them or rain will ruin your day!) Best used on batbuffers and machines that are used constantly or have unusually high draws (such as the arc furnace).
Even on 128v machines, an 8v panel can cut down on your fuel costs.Protip2: Once you have an arc furnace, always cook your iron ingots into wrought iron ingots, then put them in the blast furnace. It will be much faster and use a lot less energy to make steel! This way it takes about 1/16th the time of a BBF, and uses less coal (provided your setup is efficient and boiler already peaked)!
Protip3: Use a pyrolyse oven (or if you have Railcraft or Immersive Engineering, coke ovens) to make coal into coke, it has twice the burn value, PLUS it makes creosote which can be burned as fuel in a large bronze boiler, or made into lubricant for the cutting machines in a distiller (which subsequently makes it much faster and use much less energy).
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Does nuclear the boost require the configs to be regenerated or altered? We just updated and my reactors (2x quad uranium with an iridium reflector between them) still puts out only 160 EU/t. (It's electric)
Also does the boost increase heat too, or just energy?
Edit: Thorium did get the 2x boost. MOX also got a 2x boost, but is no longer affected by the reactor temp (0% or 69% both put out 10 EU/t with a single cell)
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I did not change anything about recyclers since i started with GT5U. Maybe IC2 broke somthing? The GT recycler is using mostly IC2 logic in the background. Overall i did close to no balance changes in GT5.08 and i will still keep that branch up to date for all that want to play with the original balancing.
All "my" changes are concentrated into GT5.09. I know there are likely quite a lot that do not agree with all my changes, but for them there is 5.08.About servers, i was playing on Kirara the last few weeks, but currently that one is down because of server failout. If you look for good GT packs, i would recommend InfiTech2 or BeyondReality Pack.
Sticky pistons are unlikely to work. They do not move tile entitys afaik.
I will add something easier to check and reset the solars soon. All i want with the rebalancing, is that they do no longer work fully stand alone. But more than 1-2min of work every few hours is also not wanted by me.I don't even mind checking them ever few hours, as long as I have some way to alerting myself of it, even if it's right-clicking with a watertester or scanner or something. It's more an issue for me about knowing rather than doing.
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I improved allmost every other way of powergen before. Oil became about 2x as powerfull 3 updates ago. The 5.09 switch made large boilers quite efficient. There is biofuel from IC2. Single use batterys are now usable for powergen. Either as byproduct from other processing chains or directly fueled by sulfur.I will also improve nuclear so that it really fills the step before fusion. Did some prepareations so far, the real power boost will come soon.
The last thing i want, is that people stay all the time at the first tier of boilers and only build more of them. I prepared enough alternatives before this nerv so no one can complain.
Sounds fine to me.
Only one thing: The granite still spawns in the end asteroids.
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What happens if a mod tries to assign an ID out of bounds..? I'm curious because there's a persistant world corruption bug that I can only trigger with GT5U present, and may be related to assigning more items than IDs and causing a wraparound or overflow.. maybe? I really don't know. It's an ongoing hunt. But any theories would help.
You guys may not hear much for me for a few days. I'm currently high as a kite on hydrocodone and still in unyielding agony. Just had rather major reconstructive dental/jaw surgury and my mouth is like hamburger meat. So I can't really think clearly enough to bug-hunt or do much other than maintain my laboratory's automatic systems.. It's all I can do save lay in bed moaning.
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thanks for the quick fix bloody
also the FPS wasn't GT related, sorry for any confusion. on that not can we get a mid level barrel/drum/container for fluids? nutting as big as ExU drums but bigger than BC tanks?
There was someone else here that was going to make barrels. Wood, plastic, alum., steel, stainless, tungsteel, and maybe neutronium. But I haven't heard from them in ages. Either way I would like modular barrels to use for fluid storage, because cells don't cut it.
HEY BLOODY!
Any planned use for Co2? It currently is a byproduct of centrifuging liquid air but has no use whatsoever. Not even possible to break into C and O2.
Now i'm thinking about dry ice... -
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I will try is this issue is possible to fix by ignoring single overamp ticks. That shoud be relatively easy to implement.
Basic idea: Every cable gets a variable. One tick overamp rises it by 100, Every tick without lowers it by one. Rises the variable above 400 the cable melts. In case it is just 1-2 ticks on chunkload that melts the cables, this should help without breaking the general function.I will love you forever.
Anyone know of a use for Naquadria? In Stargate, it was like Enriched Naquadah but much, much more powerful and wicked unstable. But here, it seems useless for power generation.
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Found a few bugs allready in the last release. Will make a fix asap(tomorrow).
While trying to fix the random wirefires, i left a change in and currently wires do not burn...
The idea about waiting a few ticks before allowing cables to burn should be easy to add, so i will likely also have it in.
Also two added recipes do not load. Should have tested them...About the fps issue, is it really fps, or the tps? All changes i can think of effect the tps, but not fps.
He found and fixed the problem. It was with another mod, Ye Olde Barrels. They are, apparently, FPS murderers.
I am posting a few very minor bugs on Github.