Posts by MauveCloud

    First, it might help if you clarify which concrete you're trying to make. The Infitech 2 modpack has at least 3 mods that provide some form of concrete:
    1. Chisel 2
    2. GregTech (though I haven't checked whether Infitech 2 is currently using GT5 or GT6)
    3. Railcraft


    It also includes Not Enough Items, as well as NEI Addons and NEI Integration, so I am puzzled that you looked at videos instead of looking up the recipe for concrete in NEI. Videos can easily be for the wrong versions of mods and/or Minecraft.

    Cable loss and explosions have been missing from the 1.7.10 builds for a while (and possibly some builds for older versions of Minecraft as well, I'm not sure exactly when it was removed), but the 1.8+ builds of IC2 have them again, or you can use the "Uncomplication" addon to re-enable them (and you can disable the recipe simplification of that mod via config if you prefer).

    I got blocked on another missing ore - silver, in this case - and decided it was time to try out the vertical shaft prospecting I've seen mentioned here and there. Or rather, in my case, spiral stair prospecting, since an actual vertical shaft is problematic for a variety of reasons if you don't have a jetpack.


    I find a 1x2 (north-south) shaft works for me, and I bring sand to help in case I find a ravine. Spiral stair probably isn't that much less efficient.


    I had much better results than my earlier prospecting attempts. Not perfect, since I still had some shafts turn up nothing. It's not clear to me if "centered on a 3x3 chunk" means an offset of (+24,+24), or some random offset, and it's not clear when a failure means there's just nothing in that 3x3 chunk, or if it means I got the offset wrong and the ore vein for that chunk is somewhat small.


    I've found that the centers tend to be pretty close to x and z of 24, 72, 120, ... so if you dig down at those coordinates, you're unlikely to miss a vein if it's there. Negative coordinates have been a bit weird due to https://github.com/Blood-Asp/GT5-Unofficial/issues/718, but even the smallest veins in the default config are large enough to still have a decent chance of finding them if you're off by one chunk in the x and z coordinates.


    In another mining-related note, I'm struggling a bit with mining techniques for Gregtech ore. My original, branch mining approach that worked fine with small vanilla veins creates a maze I find very difficult to navigate if applied to large Gregtech veins. I'm currently essentially strip mining, carving out the limits of the ore at the top level, and removing all blocks, both ore and stone, level by level until I've exhausted the vein.


    This works, and it's very clear exactly where the limits of the vein are, and the results is large cavern where it's always clear what's left to mine. The problem is it's slow and tedious, and involves removing a lot of plain stone and dirt. I need to find a method that involves less unneeded mining but where I don't get lost and confused when returning to a paritally-mined site.


    Based on http://minecraft.gamepedia.com…ining#Simple_Strip_Mining I'm not sure "strip mining" is the correct term for what you describe. Lately, I've been branch mining, but with a central 3-wide hallway north-south for easier navigation, and I check coordinates (using the Batty's Coordinates Plus mod for forge) to 1. help keep from getting lost, and 2. have a pattern for torch placement - in the central hallway, I put them in ceiling alcoves at z coordinates that are multiples of 5, and in the branch tunnels, I put them on non-ore walls at x coordinates that are multiples of 10 (if necessary, I place cobblestone to put the torch on), though offset by 5 once I get to lower layers of the mine. I dig the first east-west tunnels near the predicted center of the mine to figure out the limits of the mine. Also, I often place chests in the mine for storing excess dirt/stone.


    What did you put in your reactor for it to make that kind of crater? Mine doesn't do anything like that kind of damage, but then I'm generally not running hyperefficiency setups.


    54 quad mox rods. :D Not good for EU generation, but good if you want it to detonate quickly. I haven't experimented with different unstable reactor setups to see how much difference the contents make to the explosion size. Also remember that the preset I used has the top 52 layers consisting of sandstone, which only has a blast resistance of 4. In a normal world, the ground below the reactor would probably be mostly stone, which has a blast resistance of 30.

    Dude,I literally stacked up the needed uranium and other stuff then still i gave it all kinds of signals to detonate and still same result.but still why the heck are the crafting recipe for is so expensive? and in TooMuchTnt to craft a TNTx500 is more cheaper thank crafting a non worth it nuke.


    My earlier experimentation was partly in survival mode to see if there was a way to actually get the "Crazy Ivan" achievement that somebody had noticed didn't seem to be working. I didn't respond to that thread, because I hadn't found a way to get it, and I hadn't found the crater to notice that the nuke explosion with uranium blocks was so small. However, some experimentation today (and looking at decompiled code) reveals that the FTB Wiki is inaccurate as to which material is most effective. See attachment - I did that in a peaceful creative superflat world with the "redstone ready" preset.

    And to just to make a nuke it has really hard crafting recipes and everything but it's explosion is not worth it.only like less than 5 blocks.


    If you're only getting an explosion radius of 5 blocks, I'm guessing you either didn't fill the center slot with enough materials, or you tried to trigger it from a secondary explosion, which will destroy the nuke without triggering a true detonation. I tried a few days ago in creative mode, and as far as I could tell the only way to properly detonate the nuke is with a redstone signal. The IC2 wiki considers the nuke's recipe and usage a secret, but http://ftb.gamepedia.com/Nuke gives more detail.


    Could you post a picture of the setup you tried with the machine controller? I haven't tried it with a large boiler, but I've used it before with the pyrolyse oven and distillation tower, so I'd expect it to work with the large boiler.


    A couple of other things: 1. if it doesn't work, you can limit your wasted fuel to 1 stack by using a ULV input bus, 2. just because you have a Forestry multifarm doesn't seem like sufficient reason to insist on continuing to use steam. Personally, I think around MV tech is when you should upgrade to some sort of gas turbine or diesel generator fuel.

    This was last mentioned a few months ago, but I feel that it's worthy to bring up again. I think it would be a fantastic idea to introduce coil tiers into the Pyrolyse Oven (Cupronickel for normal wood to charcoal, Kanthal for the Nitrogen recipes, and Nichrome for heavy oil), which would suitably balance it at MV tier.


    Actually, there's a new complication as of 5.09.23: heating coils no longer max out at Nichrome. It's now possible to make coil blocks out of tungstensteel, HSS-G, naquadah, and naquadah alloy as well. Any ideas on what those should do for the Pyrolyse Oven?

    Mining Laser in "Long-Range" mode are much better. It can "mine" about 2 stacks of mining pipes for only 3 or 4 shots.


    Some things you seem to be forgetting there:
    1. Crafting a mining laser requires at least an advanced circuit and an HV autoclave (for the energy crystal), more in 5.09.26 which changes the recipe to require the IV-tier circuit and a EV-tier emitter (among other changes), so one would not reasonably have one when first drilling for oil.
    2. Using the mining laser is lossy - you often don't recover all the blocks you break when doing that (see Mining laser reduced effectiveness in 1.10.2? for details I found about that). You'll lose extra pipes if there's lava below for them to fall into.
    3. You can stand on mining pipe while pickaxing/drilling it, but if you use a mining laser in long-range mode on it while standing on it (or jump down after), I'm fairly sure you'll fall far enough to lose both some health and some durability from rubber boots (possibly far enough to die if not wearing rubber boots or having another form of fall protection, though I'm less certain of that).

    What about using the numbered circuit do do it? Have one setting for mining and then remove it or use a diffrent one to retract the pipes and have it be placed in the multi block controllers inventory.


    I see a small problem with that: currently the controller's inventory slot is used for mining pipes for both the drilling rig and the advanced miner ii.

    Is there a way to retract the mining pipes once a oil drilling rig or advanced miner is complete?


    Or when there's no oil for the drilling rig to pump? I just tried the oil drill for my first time (in previously playthroughs I used oilberries or oilsands ore instead), and I don't see a way to do that, even looking at the source for the drill (I haven't tried the advanced miner ii). It looks like one needs to use a pickaxe (or a tool that counts as one, such as a drill) to recover the mining pipes.


    I might also want to retract the mining pipes if I want to move on to get a different kind of oil, or stop the advanced miner ii and move it somewhere else. I'd write up an issue for it, but I'm not sure what to suggest for signaling to the multiblock that I want to retract the mining pipes - with the IC2 miner, the Wiki says one removes the drill to tell it to start retracting the mining pipes, but the drilling rig and advancer miner ii don't have removable drill bits.

    Yep, the value of energy was a test, so I will modify it later :D . I think it would be great to add the eu field to the chemical reactor (and also for the rest of machines that do not have it, if possible).


    Done.


    Use version 1.1.1


    Was this dropped from 1.4.2? I don't see it in the GitHub code, and I got an error when I tried to use it with 1.4.2, but when I switched to 1.1.1, it worked.


    Also, I discovered an important omission from the documentation at http://minetweaker3.powerofbyt…iki/Mods:GregTech_Support - the Electrolyzer doesn't support output chances when the input and output fluids are omitted. (interesing side note: I can't find any default recipes in 5.09.23 that actually make use of that feature - all of the standard Electrolyzer recipes seem to have 100% (not shown) output chances)


    While I'm at it, looking at https://github.com/GTNewHorizo…nes/Electrolyzer.java#L55 why is "cells" an int parameter in the version of the method without the input and output fluids?

    It might be, but it's cables can't even move EU from 1.8. There is an addon for it to be able to move EU, but there's no way to use it to convert RF to EU (or the other way) anymore.


    Sorry, your wording made it seem like you were saying IE wasn't available for 1.8+. So if it doesn't convert anymore in 1.8+, that leaves... Forestry as the only currently available 1.8+ mod that actually does EU to RF (technically Forge Energy I've been told) conversion? and nothing for the other way around?

    Neither are for 1.8+ though. Suppose RF is also dying for the newer versions though, it would be Tesla or Forge Energy people would want instead.


    The mod in the addons section might not be, but it looks to me like Immersive Engineering is available for 1.8+:
    https://minecraft.curseforge.c…cts/immersive-engineering


    Also, as far as Forge Energy, from what I've been able to find out about it, that is difficult for normal players to distinguish from RF. In fact, afaik, the unit involved is still called RF, even if the API is called Forge Energy.

    Sorry, it was late at night for me when I posted that. I wasn't suggesting it as a solution. I was simply pointing out the existence of the GT Battery Buffer, so that the OP would be aware of it and could clarify how the suggestion differs from it.

    I've been trying to stay out of this thread, but I looked at decompiled code via jd-gui, and I can tell that you're barking up the wrong tree. Changing the config won't help, because in 2.2.826, the outputs of the blast furnace are hard-coded.


    In ic2.core.block.machine.tileentity.TileEntityBlastFurnace, method work(), I see the following relevant lines:

    Code
    if (this.progress >= this.maxprogress)
        {
          this.outputSlot.add(Ic2Items.advIronIngot);
          this.slagOutputSlot.add(Ic2Items.slag);
          this.progress = 0;
          return false;
        }


    The builds for Minecraft 1.8.9 and newer like they will honor the configured outputs, though.