Posts by MauveCloud

    It's a long, busy list of waypoints, but I keep most of them disabled except when I'm planning new shafts.


    I switched to using a spreadsheet grid to keep track of where I've looked and what I've found. I suppose a minimap mod that allows grouping waypoints so they can be enabled/disabled together (not just by dimension) would work too. I don't see a way to do that in JourneyMap. I haven't used Xaero's, so for all I know, it might have something like that.

    What's the best strategy for finding sub surface ores? (I'm most hard up on redstone right now but there's a few other things I'd like to hit, all below ground). I've tried sinking shafts every chunk and every 3 chunks, but came up empty on all but two shafts. I've had a touch more luck caving (if nothing actually useful). But actually finding caves is pretty sporadic.


    I usually go with shafts at "predicted vein centers", which is x and z coordinates both in the list +/- 24, 72, 120, 168, ... (though the builds Blood Asp has posted include a weird issue where the veins in negative coordinates are one chunk closer to the axis than they should be; I made a PR to fix that, but for the "experimental" branch instead of the "unstable" branch, so it hasn't been picked up for a release :/ )

    I think farming sheep is nearly unavoidable in Minecraft. I have a corrals with cows, chickens and sheep, though these days mostly I only pay attention to the cows for leather. They're all gray though, I'd have to dye the wool. Though why the wool color matters...?


    I didn't realize there was a macerator recipe for wool -> string. Because I've always found the shortage of string in Minecraft to be artificial, I installed a Flax mod before I even started GT5U. So mostly for me it would be the wool.


    The wool color matters because the wool-based cable-insulation recipes specifically require black carpet. Also, remember that you can dye the sheep, and get the appropriate color of wool every time you shear them.


    BTW, GT already adds a flax crop, as well as spidernip (which has string as the primary drop, and spider eyes and cobwebs as the special drops).

    Why is there a completely undocumented change to black wool instead of rubber? You're forcing the absolute worst and buggyist part of the vanilla game down people's throats to achieve basic electric machines without even disclosing this?


    Is there any way to undo this without recoding every single wire recipe in minetweaker?


    Undocumented? What are you talking about? It's in the changelog for 5.09.00:

    Quote

    ULV Cables can be isolated with paper, LV cables with wool+string


    I think somebody wrote a Minetweaker script a while back to allow making LV cables with liquid rubber in the assembler. If you can find that, it might save you some time from writing one yourself. Admittedly, that wouldn't save you from needing wool for cables until you'd built the assembler (and a few support machines to provide it with liquid rubber). Perhaps Gus's paper idea would work better for you. Alternatively, if farming sheep bothers you so much, you could adjust the settings for Sheep Ore from Fun Ores and get wool that way.



    If you're talking about insulated tin cables, I always used paper. I've yet to use a single block of black wool for wiring. Paper is much easier to get, even when I was crafting it from sugarcane rather than wood pulp.


    afaik, that's not built into the mod, so perhaps you could share the Minetweaker script you're using for that?


    Known (closed) bug: https://github.com/Blood-Asp/GT5-Unofficial/issues/787


    Remind me which build of GT you're using? I imagine only .28pre includes the fix.

    Crushed ore has stone, but too little


    Could you explain the logic behind this please? You can macerate an ore block to two crushed ores, each of which produces stone dust in an ore washing plant in addition to the purified crushed ore and tiny dusts, but from regular stone/cobblestone you can only get one stone dust per block (by putting cobblestone in the thermal centrifuge).

    true on the other hand MauveCloud look up on the Wikipedia page what Pahoehoe lava actually is. Its basicly Lava that is almost to the state of beeing stone again. Still molten but you can compare its kind with almost cooled of wax.. Aka still hot enough to be a fluid but not as hot as lava...


    Only on the surface, though. Note this sentence from the Wikipedia article:

    Quote

    These surface features are due to the movement of very fluid lava under a congealing surface crust.


    Also, counter-intuitively, ʻAʻā lava, which is pictured above Pahoehoe lava in the Wikipedia article as glowing, has a lower temperature range than Pahoehoe lava.

    Pahoehoe Lava is quite cool (compared to lava), so if you tried extracting heat out of it in the geothermal generator it'd most likely solidify in there and bung it up.


    i would say The hoehohe lava should produce just 15 EU instead of 20. So you get the feeling that the lava is actually cooled down.


    If Pahoehoe Lava was really that much cooler than regular lava, that small of a difference in EU wouldn't be appropriate. However, using the NEI Integration mod, I was able to look up the details of both fluids in the Forge Fluid Registry.
    Lava is liquid, can be placed, has temperature 1300 (Kelvin, I think), luminosity 15, density 3000, and viscosity 6000.
    Pahoehoe lava is liquid, can be placed, has temperature 1200, luminosity 10, density 50000, and viscosity 250000.

    The IC2 Wiki is apparently out of date on that detail. I checked today, and with both a recent 1.7.10 build of IC2 and a 1.10.2 build, geothermal only produces 10k EU per bucket. Possibly older builds produced more in the geothermal, but if you go back far enough, the LHE won't exist as an alternative, nor pahoehoe lava as a waste product.


    IC2 Steam has always seemed kinda finicky to me, so I don't usually mess with it. IIRC, regular steam has about the same efficiency as a stirling generator, superheated steam plus regular steam has more, but I'm not sure lava will work for that - normally superheated steam is only done with hot coolant from a nuclear reactor. I doubt that's due to lava not having enough heat though; more likely it has to do with it being easier to maintain a steady supply of hot coolant to the LHE.

    I think the geothermal generator is supposed to be simpler and not require removal of pahoehoe lava like that. If you really want both EU and pahoehoe lava, you can put the lava in an LHE and use a stirling generator to convert the heat to EU. With a full complement of 10 heat conductors, that combination can produce 50 EU/t instead of just 20 EU/t. Either way, it's 10000 EU per bucket (or full universal fluid cell) of lava.

    Re #4, I hadn't been paying attention to the v2.6 changes to notice that crops had finally been added, but in v2.2 (for 1.7.10), I usually set up a 9x9 field of 20 reeds and 20 crossbreeders in a checkerboard pattern (with water in the center), and it still often takes 3 or more passes to get stickreed.

    Okay I have made decent progress, however I am running into an issue using GT Tools. From what I understand they each have an item tag to identify them rather than an actual id. I have created a script to cheapen the costs of lower tier plates and it works. However whenever a player on the server uses the recipe I get the message " Warning subitems- do not have damaged states" I have tried to append the script with ".withTag({{}})" and ".withTag({{*}})" but those just break the script.


    Here is the working script :
    recipes.addShaped(<Railcraft:part.plate:1>, [[<gregtech:gt.metatool.01:12>.transformDamage(5),null,null],[<gregtech:gt.metaitem.01:11305>,null,null]]);


    Remove the "transformDamage" part. GT Metatools store durability differently, and GregTech automatically decreases durability from metatools used in crafting instead of consuming them (unless of course durability reaches zero, at which point presumably the metatool does disappear/get consumed), so you don't need it.


    And branch mining is 33%. While 32% is a little better than 33%, it doesn't seem worth the bother to worry about a pattern instead of just mining in a line.


    More to the point, I was looking for advice for mining that's reasonably efficient and not confusing. My experience with very large branch mines on Gregtech veins is that they become random swiss cheese once I've actually started removing ore, and it's remarkably easy to get disoriented, or forget which branches still needed work if I leave and return. This is particularly true if I chase ore vertically instead of confining myself to removing what's on the current dig level.


    Mostly I think what I need are landmarks so I can quickly orient myself. The wider corridor Mauve Cloud is a possibility, since it's obviously and visibly different from the branches. Maybe a sign or two saying "exit that way -->" as well.


    If getting lost is the main concern, I came up with an alternative (attached). 43% might not be as good as 33%, but it leaves a nice big open area in the middle layers instead of a maze, and you can fill in the floor holes with some of the excess cobblestone, so you know you've already mined those spots.

    Okay, I guess that means you're using GT5 rather than GT6, since I don't recall GT6 having a "Steel age". Feel free to tell me if I'm wrong, though, since I don't really play GT6.


    Infitech 2 includes GTTweaker, so it might have changed the recipes. NEI is the best way to find them, since it will pick up modified recipes. However, the default recipe for GregTech concrete is:
    1. Combine clay dust, stone dust, and water in a Mixer, then
    2. Output the resulting wet concrete to a fluid solidifier with a block mold.