Posts by Pyure


    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).


    Yep, those are all obstacles, and they really do offend some play-styles.


    I've never come across any ideas that actually mitigate these challenges to a degree that pleases one player without simply alienating another :\


    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)


    Do you mean "inappropriate" here? Or something like "inefficient" or "inelegant"?


    I definitely find the power centralization to be a challenge. I prefer to have a "power storage" facility, and power my entire base from that one facility. To do this, I just ensure I transmit power on the highest voltage possible, so as to mitigate losses. I don't mind losing 1 eu/t on an EV line, but it sure does suck on an LV line.



    Most of these are all nice-to-haves which are unlikely to be produced for cost/benefit reasons.




    To me it is. I'd rather spend my time making systems rather than maintaining them. One is design work and the other is busy work. A reactor run is about 3 hours. In a chunk loaded server you can limit the use of a non automated reactor to limited processing runs. This in itself isn't much of an issue but it just means I have to log in when I wake up, refuel, add more processing jobs, then come back in the evening and everything has been sitting idle for hours. I can't be the only one who is obsessed with time efficiency.


    Everybody would rather spend their time making systems than maintaining them. Busy-work sucks, and that's part of the cost/benefit equation here. Some people would rather manually refuel their reactor every 48 hours than automate it (or every three in your case, since I gather yours tend to run full-time).


    Its important to remember that the original concern with reactors and automation wasn't that it was impossible, just that it was hard, and that's what I was responding to. You can automate reactors if you want to put in the time and effort.

    The problem with nuclear is the high barrier to entry and difficulty in automation. It takes a Lot of resources (admittedly much less now) and in order to get it to a "set and forget" state you need to use mods like AE2 or CC turtles or OC robots. If you're using just an import/export setup like with AE2 then your designs are limited to having all fuel cells be the same, having no empty slots in the reactor, and not being able to replace any components except for fuel cells. You can forget about cycling coolant cells in a hot reactor design without robots. I don't find it fun to tend a series of reactors every few hours.


    Are these really problems though?


    For entry requirements, IC2 nuclear reactors are mostly just a bunch of low-tier resources (gold, copper, tin, etc...all furnace-able). Also, people sometimes tend to forget that they aren't required to immediately set up a Top-Tier 6-Chamber reactor straight away. Realistically they should be making smaller reactors at first, and working their way up, instead of getting the very best on day 1. In this scenario, they're not all that hard to get into.


    For automation, well this totally depends on what mods you're using. Automation is a no-brainer if you have EnderIO for instance. But even without it, a lack of automation entirely isn't really a problem. There's no rule that says everything needs to be set-and-forget.


    To sum it up: It would be great to have more early viable options, like a Gregtech biofuel produtcion around the lv/mv age, and a recipe to the nuclear reactor.


    Since GT still depends on IC2, you should still be able to do biofuel the IC2 way.




    What's overpowered about tree farms? I dislike MFR because of how unbalanced it is so I don't use it but the tree farm I use right now is run off of opencomputers robots. There's simply no way to run an EBF without automated energy and there's no automated energy outside of tree farms and lava. The notion of tree farms and lava being overpowered annoys me because that's like saying "if you aren't constantly energy starved the game is broken". If you can't do automated energy then you're pretty much just sitting on your hands most of the time waiting for things to get done. That or manually cutting trees, hunting for coal, or hunting for oil. No thanks. I'd rather play smart than play hard.


    If you're not using any mods with easy, automated tree-farming, nothing is OP about tree farms. However if you have farms that magically spawn full-grown trees every few minutes and cut them down and create steam from the wood or charcoal, its common to see people doing this in the late-game, because there's no reason not to.


    I'm in full agreement with you that playing smart is better, which is why I don't want to nerf tree farms in every respect. They have their place, which is the early-to-late steam age. But running a nuclear-age society from tree farming is absurd.


    My goal would be to leave tree farms alone in the early game, or make them even better than they already are. But if you try to do too much with them, they start to clog down your industry.



    Have been away from GT for a while, does this modified version of gt supports direct IC2 cable input now? (since there is already RF support)


    Edit: all right it's still the same, could you make it works at least with aroma1997's classic e-net modification?


    I can't even imagine how hard it would be to try to adapt to Aroma's e-net :\ I believe Blood as set up a config that lets you completely disable IC2 cables and just use GT ones however, which is similar enough (lossiness is back, and wire-fires, etc)

    It is the ore dictionary, I've had dyes all being unified to cactus before from it using it with a mod that adds all dyes under the same entry.


    Craziness. And kinda scary.


    I was quoting the FTB wiki page for Jabba before (http://ftb.gamepedia.com/JABBA). On the mcf thread about it, it says "Barrels automatically convert ores/ingots/dusts from one mod into another." The changelog mentions removing "block" from the valid ore dictionary prefixes, so I think the FTB wiki page over-generalized. I might try later setting up barrels of wrought iron and annealed copper to see if those will accept regular iron and copper for conversion.


    I'm aware that GT5u has quantum chests, but even if they don't consume power to store items (which is implied by the lack of voltage detail in their tooltips, but not explicitly stated on the wiki), the engraved crystal chips in the crafting recipe for the lowest-tier quantum chest can only be made in an HV-tier (or higher) precision laser engraver. I'm still pre-steam in my current instance, so it may take a few days before I'm ready to make those.


    Woops, makes sense.


    I'm also not sure if you can move a quantum chest w/o losing contents, like you can with jabba barrels via the dolly.


    You certainly cannot move a quantum tank with liquid in it w/o losing the liquid.

    Does it actually say ore dictionary? Jabba barrels are certainly known to perform unification on items that are functionally identical. So if you have two types of copper for instance. But I've never heard of this extending to all oredict scenarios.


    If you're particularly interested in blocks that can hold a lot of one thing, are you aware you can make Quantum Chests now? They're similar, and native to 5u.

    If pollution is implemented for a "reason", then implementing workarounds that defeat that reason will defeat the purpose of having it. So I personally wouldn't suggest implementing "reduce pollution by X by having Y amount of some block/tree/machine/whatever"


    I 100% agree that trees should reduce the amount of carbon dioxide in the air, but let's assume that the pollutants are nastier than that.


    Tweaking the Sky color is something I'd love to do. Impacting the player with negative affects is certainly plausible.


    SpwnX: Tying the pollution to chunks is likely what I'd do. Its simpler and I can ensure it has no performance implications. If Blood does it, he has ideas with tile entities he'd like to try out and which I won't try explaining cuz its his business :)

    If isn't a problem, could you tell what's the current design?
    Can I at least, put it in a giant barrel and dump it in a river (I'll make sure to not put my name on it)? :D


    Don't have "one" design yet. Blood's God, I just fix stuff. Its up to him :)


    My personal interests are using pollution as a soft-control to mitigate spammable early tech and early energy. For instance, its common for people to totally ignore nuclear power, or refined fuels, because good old tree farms and lava-gen are amazing in just about every pack ever.


    One way to handle this is make these problem-machines cause pollution in such a way that having "some" charcoal power is perfectly fine, but having a ton of it causes problems. As an example: if you want to create the equivalent of 128 eu/t from lava production, that might not be a problem. But if you decided to create 4000 eu/t with high pressure lava boilers, they'll cause so much pollution that they'll clog up your machines, causing them to run at poor efficiency (among other problems). You *could* still do it, but you'd feel an incentive to improve your tech.


    Blood's additional interest is mainly things like visual environmental effects, destruction of flora/fauna, etc.

    I actually assumed he was referring to the byproduct version myself.


    I always organize the same way: I have chests for dusts, ingots, broken ores, tiny dusts, nuggets, plants, foods, mob-parts, wires+pipes, tools, circuits/circuit-parts. Then it gets weirder. I have chests for IC2/GT stuff, tools, "anything MODX related", etc. Once my chests fill up too badly, I start pushing things to Jabba barrels or some equivalent.


    My system is pretty crap.

    Without a screenshot is hard to say;
    I remember to have seen this behavior only once before, when I forgot to put a muffler hatch. Maybe yours got obstructed?.
    I'm using a Large Bronze one on 5.08.27, and it works fine...


    ------
    Speaking about the muffler, Blood, will pollution ever be a thing on the 5U?


    Probably. If I can talk him into letting me do it, it will happen soon :p


    Also, the large Turbines require you to still use soft hammer to restart them after they have been turned on. This is a problem for automation because if you want to stop the flow of steam or plasma, or whatever, to turn them off, you have to hit them again with a hammer once you start the flow of fuel again. This should not be, IMO.


    Once they are built, it should be the flow of fuel to them that determines if they are on or off. You should never have to hit them with a hammer to start after the first initial startup. This is something Greg put in as a way to make the player maintenance and NOT be able to automate the machine. I get it - this can be fun for single player hard core players - but I would like to see more options given to server owners and creative builders too, so that they can be automated...


    I'll be submitting a pull request for this in a couple days.


    I've been testing with the turbines non-stop for days, and I found that, since the turbines depend on a specific flow rate, having to activate them manually after you provide them flow is annoyingly wasteful: You're going to lose a lot of "fuel" in the time it takes you to run from your supplier (say, an LHE or a fusion plant) to your turbine. Even with a fluid regulator, if its spending in 600 mb/t to the turbine, you're going to experience a lot of waste just in the time it takes you to run around to the front of the machine and whack it.


    I've tweaked it so that the turbines merely "slow down" when they stop receiving steam etc. and it works a lot more sensibly. Its actually kinda neat watching them try to start up: they don't just start spinning solidly, they kinda stop/start for a bit until they get enough steam to run smoothly :)


    Oh, thx for clarifying guys.


    Pyro, I actually put in a note in my cellphone several months ago to check out your texturepacks and never got around to it anyway :\ :\

    I'm not 100% sure the simulator should try to anticipate what gets done with the reactor output. At the very least, I agree with the logic behind not trying to anticipate any activity beyond that of the reactor.


    The fluid reactor outputs hot coolant, period. There's several things you can do with that hot coolant, and they're all subject to change at any given time.


    If it was added, it would need to be explicitly labeled as some sort of "IC2 Superheated Steam Turbine Output: 400 eu/t", etc.


    The hammer thing is also a bit of a safe-from-waste mechanism. When the turbine stops receiving steam, the efficiency drops (technically it drops directly to zero immediately.)


    Preventing the turbine from actually halting is more or less a matter of commenting out a line or two of code, but you'd still want to be aware that you run the risk of your turbine running extremely inefficiently if your steam flow isn't kinda-sorta-reliable. Is that a problem for you?