Posts by SpwnX
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Actually, Most of IC2 generators are disabled. There is no use for creosote other than using it to make lubricant.
GT pipery + pump covers set on import (screwdrive it) + GT multiblock boiler = energy generation.
Note: GT multiblock boilers can act as a hybrid boiler, burning both fluids (creosote oil) and solids (charcoal). It will however burn all the creosote before it starts burning charcoal. Which is best.I also recommend using fluid level covers (on the water hatch) and a machine controller cover (on the control block) to toggle a shutdown on the boiler if the water level is too low.
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I have some suggestion for the hud/gui.
Show total damage reduction provided (on the armor piece) instead of a percentage of 0-100 per piece. Its a bit confusing when you dont see actual values.
This way you can actually see how much defense each piece of armor gives to you and then add them all to calculate total damage reduction.If we follow MC standards, armor can only provide 80% reduction, not bad for vanilla, not really enough for modded.
GTExtras should be able to provide 100% if all parts are maxed (this would include a massive overweight/absurd energy consumption of course).
Also following MC standards each armor piece should yield a different maximum percentage damage reduction.
Helmets would provide up to 15% of total reduction (the GUI would display a 0-15% value on reduction, for example).
Chestplates would provide up to 40% of total reduction.
Leggings would provide up to 30% of total reduction.
Boots would provide up to 15% of total reduction.Now for other things:
Weight excess reduce speed proportionally. (1000 max weight = 100% speed, 1100 weight = 90% speed, 2000 max weight = 0% speed)
Speed reduction/acceleration would be shown on GUI as pluses or minuses, to denote how each part is affecting your speed, just like armor.
Tanks would show total time underwater (or affected by a potion type) available. -
You have two optionsIf you didnt get an iridium vein on the main island, you'd have to :
fortune the small ores (they cant be silktouched) and hope to get enough osmium from processing it to get a massfab-replication setup
or
Install galacticgreg 0.5 and look for them on asteroids generated by that one mod.
Asteroids are only included on GT 5.09
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An idea is to add a biome like taint of TC.
Said biome would retract itself if the pollution is not high enough (aka either too far from source or simply not enough pollution to keep up).Lets say a pollution emission of "5" would be able to "keep" a spherical radius of 5 around the base polluted. This biome would imply on damage to plants, health of entities or anything of the sort.
Could have different biomes to state level of pollution too.Else, you could rely on an invisible chunk map to map pollution, on a similar fashion on how bloody plans to do it for oil?
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Because of their processing destination and leftovers from get-go processing
(need one copper? Lets crush an entire stack of copper ores as its the final step and I don't plan to use it for anything else in the meanwhile)
Usually the crushed ores chest is pretty much the chest beside the macerator auto-outputs.Do I need plates and i'm out of them? Look for ingots.
Out of them? Dusts. Process (generally more than I need) to ingots.
Out of them? crushed ores. Throw them into the macerator again and get some dusts.
Out of them? ores.
Still out of them? Stop looking and go finally mine.Material classification is not necessary for me because of InvTweaks (order things generally alphabetically inside the chest) + NEI (highlight search mode) to look for exactly what I need.
Also, if you were to classify per material you would have way more chests than you wish. Its an option you can have though.
You know, a chest for diamond, redstone, iron, copper, lead, tin, antimony and whatever more material you come by takes space.
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SpwnX, did you write your second post of this thread before reading my response? If you read my response first, I'm quite confused that you're continuing to talk about BC pipes, and frustrated that I'm still being misinterpreted.
Some problems with your suggestion of diamond pipes:
1. In the MultiMC instance I was describing in the OP, I didn't have BuildCraft. (I was trying to see if I could play GregTech without other major mods, which I think is technically possible but not all that attractive)
2. Without a system to help me decide what items to keep in which chests (or groups of chests), it's a bit impractical to set up diamond pipes.
3. In my current instance, I haven't found diamonds yet, and I plan to eventually build some AE2 storage, so I don't see a lot of value in setting up pipe-based item sorting.I guess thats what I get for reading things lightly.
Let me try rewording my question one more time: how should I group the chests I put my items in (before AE2 storage)? alphabetically? by category? (if so, what categories (and possibly subcategories) are good for GregTech items?) some other system?
Generally categories and dozens of chests with signs that tells you what are inside them.
Like "logs and planks", "ores" , "ingots", "crushed ores", "dusts", "tiny dusts/nuggets", "tools", "manufactured goods", "industrial goods" , "redstone things", "plants" and whatever more seem fit to deserve a chest on its own. -
Early on, BC diamond pipes work great for organization in several chests.
Input chest -> Pipeline -> BC diamond pipes on several chests. -
I'm fine with it being in or out. I just like it.
Although I did give arch some ideas on how to "no TC for you early game". -
If the items are moving downwards, you could simply have a pipe spit those items and then something collect them once they're down there.
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I think you should make bloody add the maintenance to GT5U itself. on GT4 they meant to be repairable with no cost (other than tool usage), I dont see why it shouldnt carry over to GT5U
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So if anyone remembers the old Icecrete Roadway and how fast you can go on them, I just figured out how to go faster.
Lay down an Icecrete Roadway, then put on Quantumsuit Leggings, and Boots of the Comet.
I don't know exactly how fast you get going, but my rough test demonstrated speeds exceeding 100 blocks per second.
The icecrete roadway doesnt seem to have a speed limit since it accelerates endlessly, the difference is how fast you do (and how fast your computer can handle chunk loading).
If you want Instant acceleration, I recommend IHL fans overclocked to a decent bit. It will consume obnoxious amounts of EU though.
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The one reason I like TC is because of its magic tools and TC-GT integration.
Balancing could be done, but that is work, of course.
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4. What about paired fluid reactor designs, where one reactor heats up 10k/30k/60k (or 180k/360k with GregTech) coolant cells, and one or more copies of an auxiliary reactor design use vents to transfer heat from the coolant cells to the reactor's coolant fluid?
This has been done by bloodyasp in the past. Atm i'm too sleepy to look for them, but 4 quad mox cells (2x2 setup) had an enormous output.
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Galacticraft Desh & GregTecH Desh issue
GT Desh is overwriting GC Desh, so I cannot compress the ingots in the GC compressor. GT plates do not work in the recipe for the rocket components. Is there a fix/workaround for this? Thanks
Check your unification config and look on GC section, set true to GC desh plates.
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Defining efficiency was done years ago, it was originally just for Uranium but GT Thorium and Plutonium both respected it. The issues rise when MOX can change it's output based off heat, and fluid reactors too change their output, so getting accurate values for comparison gets harder and harder the more factors you bring in.
and said efficiency was based on the EU/t output.
Thorium would be 0.2 efficient and plutonium 2-5 (I dont remember how much it produced compared to IC)So...
efficiency could be calculated for both reactors based on both EU and HU output (over the time of a single reactor tick) of a single uranium cell.