Posts by MauveCloud

    OpenComputers? Meaning I'd have to program a robot to navigate the inside of the charcoal pile and place the logs? That seems like it would be more of a hassle (and potentially error-prone) than placing the logs by hand, at least until I got it working (and for all I know, that might take me more time than getting to where I'm less reliant on charcoal and/or can build a pyrolyse oven and don't need the charcoal pile anymore). Sorry, but that doesn't seem very attractive to me right now.

    Okay, I found something that actually works better in 5.10 than 5.09 or older: the JEI '+' button to populate the crafting table with a recipe actually works with GT meta-tools (although it only pulls enough to craft one item, even if I've got enough for more and shift+click the button). NEI couldn't do that, except for special variants like the AE2 crafting terminal. IDK yet whether it works with more advanced components like electric motors, pistons, etc. that gave even the AE2 crafting terminal trouble in 5.09.


    Edit: finally found some tin so I could build a charcoal pile igniter (I have small ores disabled in WorldGeneration.cfg). I usually jump straight to the max size for the charcoal pile, but it's a bit annoying to place all the logs manually - I used to use a BuildCraft filler to handle that part, but that mod is only up to 1.8.9 and they're planning to jump to 1.11.2 next. Anybody know of something from another mod I could consider?

    had a dig around and https://github.com/Blood-Asp/GT5-Unoffic…Proxy.java#L321 registers the seed bags as coffee instead, so that would probably explain why it didn't work.


    This should fix both issues properly, it's actually a patcher rather than just a fixed file.


    Seems to work, at least in creative mode.



    Found it. Double Steel plate + 2x Steel Ring = Large Steel Fluid Cell. I had no idea it existed, and it has no recipes in NEI. It does, however, work in the fluid canner, and holds Drilling Fluid. Which, it's interesting to say, the standard Gregtech cell do not - I had to use IC2 Universal Fluid Cells to transport my drilling fluid.


    It's 2.5 steel per cell, vs. 2 tin for the basic cells, so it's much more cost efficient than the basic fluid cells. Modulo the value of steel vs. tin, of course.


    A couple things to point out, just in case you're not already aware of them: 1. (tungsten)steel fluid cells only stack to 16, though that still gives you 4 times as much fluid per stack for the steel cells compared to UFCs. 2. you can also fill (or empty) various fluid containers in input or output hatches (which don't have to be part of multiblocks for this) at zero EU cost, and lower crafting cost compared to a fluid canner (though filling/emptying tungstensteel fluid cells this way requires a ZPMV hatch, whereas doing it with a fluid canner only requires EV tier)


    A couple of options for portable fluid storage from other mods I'm aware of:
    1. the Certus Quartz Tank from Extra Cells (bit of a misnomer, really, since it's made from quartz glass, which could be made with either certus quartz dust or nether quartz dust, and sometimes I've even added a Minetweaker script to allow making quartz glass with quartzite dust) which holds 32000 L per block and can be filled in an MV fluid canner or HV input/output hatch, or filled externally and then picked up by sneak+right click with nether/certus quartz wrench.
    2. drums from Extra Utilities - however, 11 iron and 6 steel for 256000 L capacity for the standard drum seems much too cheap to me for use with GregTech.


    Edit: I realized that if you decide to use Extra Cells, you could even use fluid import/export buses and a Quantum Network Bridge. Since the QNB has a much higher crafting cost than a Mystcraft Portal as well as an upkeep cost to keep it running, it probably won't feel as cheaty.

    There's a decent chance the code is just commented out, worth a look to see how easy it would be to get working.


    Looking at the code, I found this:
    https://github.com/Blood-Asp/G…tity_Scanner.java#L73-L90
    which suggests that scanning a seed bag would work in 5.10 (though I'd need to switch to creative or something to check - I'm pre-steam in my survival world), but I haven't found where a recipe would be registered to NEI/JEI to make it show up that way.


    Edit: tried in creative mode with a JEI cheat-mode redwheat seed bag (since the seed bags don't show up in the creative inventory), and it didn't process. If I'm reading that code correctly, a pre-scanned seed bag (such as one I cheated in) should zip through in 1 tick. With that apparently not working, I don't know where to look for code to uncomment (or otherwise edit) to get it working.

    The jar didn't work, but transplanting the class file seems to have worked - I'm at least able to enter the game with IC2 build 169. The crop harvester and crop matron show up with recipes now. The seed bags, however, show neither recipe nor usage in JEI, so I'm wondering if the ability to put them through the GT scanner was (temporarily) removed from GT 5.10.

    I've decided to give GT 5.10 more of a try, but since I currently can't use IC2 crops (the IC2 builds that include them crash with GT 5.10), I might need to re-evaluate what to use for that when the time comes. Curiously, it looks like it will allow me to craft 8 sugar cane into a plantball (as well as wheat, cactus, leaves, saplings, ferns/grass, or wheat seeds); 5.09 only allows wheat for making plantballs via the crafting table.


    Edit: I might actually try some oil drilling this time. I just noticed that refinery gas has the same fuel value as diesel, and it's much simpler to process from natural gas than diesel is from oil, so if I can find a decent source of it, it might work.

    Nice, that was extremely helpful, Mauve.
    Hmm, seems that I just need one ic2 machine to make biogas? I will check that at home, as I don't want to depend too much on Non-GT machines.
    It will be a interesting chain to automatize, pumpkins to biogas.


    I can confirm from personal experience that the fluid/solid canning machine is the only IC2 machine needed to make biogas, and once you can make a pyrolyse oven, you can use that instead to further reduce dependency on non-GT machines (higher EU cost though - 9000 EU to make 5000 L biomass compared to 4000 EU for the IC2 fluid/solid canning machine, though it only needs 4 bio chaff to make that much, which complicates the calculations). You'd still need something like an ic2 crop harvester or a Forestry multifarm if you want to automate harvesting the pumpkins, though.


    Note that other crops can also be used in biogas production, but the reason I chose pumpkins is that it is low tier (so it grows fairly quickly even without breeding for stats), has no light level requirements, and is consistent about what it drops (potato crop will drop poisonous potato unless harvested early, and the poisonous kind isn't usable for biogas production; melon crop drops a mixture of melon blocks and melon slices)

    Here are some numbers regarding the time:
    methane production in an LV centrifuge is 4 ticks/L at the fastest (foods vary in how much methane they produce, but not how fast, except for foods that output additional items, e.g. golden carrots/apples, which are slower)
    biogas production in an LV distillery is 1.25 ticks/L
    biogas production in a distillation tower running at minimum voltage is 32 L/tick.
    I think biogas has a big advantage in terms of net EU per item - 4 pumpkins is enough to make 1000 mB biomass in an IC2 fluid/solid canning machine (after macerating to bio chaff), which eventually becomes 32000 L biogas in the distillery, or 8000 L biogas per pumpkin, compared to 72 mB methane per potato (or 96 if you use a poisonous potato)


    Edit: net EU gains, ignoring transfer losses, and using FTB wiki numbers for gas turbine actual output (which might be based on 5.08 default efficiencies):
    poisonous potato = 96 L methane = 3648 EU
    processing cost = 1920 EU
    net = 1728 EU per poisonous potato, 19 sec = 126 EU/s or 6.3 EU/t with a constant supply of the item
    A regular potato nets about 1296 EU.


    4 pumpkins = 32000 biogas = 841600 EU fuel value
    processing cost:
    macerate 16 pumpkin seeds to 1 bio chaff = 800 EU (2 EU/t for 400 ticks)
    fluid enrich water with 1 bio chaff = 800 EU (4 EU/t for 200 ticks)
    distill 1 L biomass to 32 L biogas 1000 times = 640000 EU
    net = 201600 EU per 4 pumpkins, or 50400 per pumpkin (49600 per pumpkin if you use a second macerator to convert the pumpkins to seeds to allow buffering the pumpkins in a chest instead of the seeds)


    Edit 2: just for the sake of comparison, here's charcoal to steam via large bronze boiler at 5.08 efficiencies (admittedly automating wood harvesting is impractical without other mods - I've heard about players pulling it off with an imprisoned Wither iirc, but that sounds absurdly dangerous to me - and automating logs to charcoal is mid-game by default in 5.09):
    1 charcoal = 16000 L steam (at full heat) / 2 * 0.66 = 5280 EU
    wood to charcoal in LV electric furnace = 512 EU (4 EU/t for 128 ticks)
    net = 4768 EU per charcoal

    1. The batteries have to be the correct tier (too low, and they won't work; too high, and they probably risk blowing up the machine)
    2. The slot can also recharge batteries and electric tools, so a full battery in a machine connected to a power supply won't have an obvious effect. However, an empty battery in that situation will recharge (though this might not be immediately obvious). Alternatively, a full battery in a machine that isn't hooked up to an external power source will allow it to operate from the battery (although if the operation requires more than the battery holds, or more than one amp, such as arc furnace or thermal centrifuge recipes, it won't complete the operation). If you stick the full battery into the machine without attempting to operate the machine, the effect might not be obvious.

    The slot with the lightning bolt allows batteries. The slot to the right is for a data orb/stick, but only a few machines actually make use of it: the scanner, the replicator, and the printer (though there might be others that I've forgotten). I'm guessing the slot remains there for other machines because that was easier than customizing the bottom row for every machine. Machines with no output tank still have a fluid auto-output button, and even GT steam machines also have active areas at the locations of the fluid/item auto-output buttons, even though steam machines aren't capable of auto-output (since the output face has to be kept clear for venting "used" steam)

    It still seems odd to me, since it implies the code is checking for dozens of different variables names for PrimaryOre values instead of one.


    It's not checking multiple variable names in the config (for a given PrimaryOre in a given mix). It's constructing the variable name to check in the config based on the hard-coded default material for that mix.


    Anyway, I digress. I'm still running the default worldgen config, which means I should expect nether quartz veins to generate. So far I've seen no evidence that they do. Up until the point I started using the seismic prospector, I assumed it was just because I was having trouble sinking exploratory shafts in the Nether.


    I think the dimensions section you found is evidence that it at least tried to generate a nether quartz vein somewhere in the Nether, though possibly in an area where there was no substrate for it to actually generate in.


    Does it matter what you use to activate the Prospector? I've been using 8x stick of dynamite, since that was the easiest to make. My understanding is that the search box is 5x5 chunks no matter how you activate it, that the only difference between dynamite, TNT, industrial TNT, and nitro glycerol cells was the cost. I've taken to activating at (+48, +48 ) relative to the 96x multiple, on the theory I'm hitting 4 vein chunk centers from there. My grid is in multiples of 96, since the vein grid is 3 chunks apart and the oil grid is 6 chunks apart. That means I've got a 1 chunk gap between search areas, but that shouldn't matter.


    As far as I can tell, it doesn't matter what explosive type you use. However, the search box is 5x5 blocks, not 5x5 chunks. At least with the regular seismic prospector. There's an advanced seismic prospector on GItHub (not in .28pre, possibly in one of the newer preview builds, though) with a radius specified in the constructor, but GitHub search won't show me where that's called, so I don't know what value(s) that gets.

    Looking at the code for the Seismic Prospector, I see no reason for Nether Quartz not to be detected (unless the prospector was below the ore vein, but you've detected Tetrahedrite veins with it, which means you're placing it plenty high to detect Nether Quartz veins).


    Looking at your WorldGeneration.cfg (especially the "dimensions" section) might answer whether it's actually being generated.

    hello,
    very sorry if this post is inapropriate or so, but could someone please tell me in which state is this port to mc 1.10.2? Is it worth it to switch server version from 1.7.10 or is there some reason to prefer the stable version? And I guess this port doesn't exist for the mc 1.8.9? Thanks for answers in advance and again, sorry for the newfagism (it just took me really long time to find this thread and I can't read through all the pages until this one)


    The 1.10.2 hasn't come up much in this thread recently, and I haven't tried it in a while, but I've been following on GitHub, and I have my doubts about it really being ready to play (as opposed to just testing it). Also, the planned config option to make things more like 5.08 hasn't been implemented in 5.09 yet, let alone 5.10, and GTTweaker hasn't released a build to work with 5.10.


    Also, you are correct that GT5 hasn't been ported to 1.8.9. TechReborn (based on older versions of GregTech) exists for 1.8.9, but only a beta version before the devs moved on to 1.9, and now they seem to be focusing on 1.11.2.

    I do use a lot of of sodium, but mostly for ore-washing and large batteries. Yeah, lithium's a lot better, but 512 volt batteries require so much material (32 each!) that I can't really afford anything but sodium. I'm not really making the large batteries for raw energy storage anyway, I'm usually doing it to put a clamp on how much current a given power line can supply. I can be sure that a 4-battery buffer is never going to supply more than 4 amps, so I can safely use 4 amp cable downstream of the buffer.


    FWIW, lithium batteries are not the highest capacity batteries you can make at MV and HV: an advanced batpack (from IC2) stores 600k EU (compared to 400k for a medium lithium battery), an energypack stores 2M EU (compared to 1.6M for a large lithium battery), and a charging energy crystal stores 4M EU. I don't remember if I've tried putting a charging energy crystal in a battery buffer, but I have used energypacks that way.


    For a 4 amp cable at HV or lower, you've also got the option of using the next-higher tier IC2 energy storage block with a GT transformer to step it down.

    Hi,


    sorry to dig this out - I came across this thread via google, searching for the most efficient Plutonium production setup. Unfortunately, most of the screenshots are down so most of the info of these contributors is lost.


    Does anybody have a better recommendation than a simple grid of advanced heat vents and uranium rods? I don't need the reactor for power, since I have a Geothermal generator farm hooked up to the nether via ender tanks.


    All of the links that are actually screenshots still work. The talonfiremage links were for the old planner, rather than screenshots. However, they can be pasted into the new planner.


    If you're using single-rods, as opposed to dual-rods, plain heat vents will suffice, though you're limited to about 27 rods per reactor.


    The 43-chamber design that Blackpalt provided needs overclocked heat vents.