Posts by MauveCloud

    For some textures, that will help me, and that's the first GregTech texture pack I've seen that actually retextures the electric pump items. However, it looks like it was made by applying something along the lines of a 2xSaI filter to the texture, which I've been unsuccessful at finding for GIMP or Photoshop CS2, and from what I've read, doesn't work beyond 2x scale. Also, it doesn't help me understand how those textures are supposed to represent an electric pump, which I'll need in order to be able to make some textures that look decent at 512x. Even if I just trace around an upscaled non-interpolated copy of the original texture and add some gradients and flood-fills, I need to know which corners to keep sharp and which can be somewhat rounded.


    I don't normally participate in the IC2 classic thread, but I see two additional problems besides the inputs/outputs being backwards (outputs generally come first in Minetweaker scripts):
    1. Outputs cannot be ore dictionary entries - they have to be specific items. In most cases, machine recipes don't allow the ore dictionary for inputs either. You can iterate over the values in an ore dictionary entry, though (see http://minetweaker3.powerofbyt…alues_in_an_oredict_entry)
    2. Shouldn't you be inputting multiple ingots per compressed plate?

    Well... if you put it that way... I didn't think this setup was that big since I need at least 4000 Hot Coolant/s to get the LHE to produce SHS at max efficiency.
    And I got my biomass from plain old carrots without much growth acceleration. If I want to get serious with Biogas, I would need to start breeding.
    Also... nuclear is way cooler than Biogas.. I mean.. look at that:
    I even put blue lights in there to emulate Cherenkov radiation :D. Please disregard the "natural ventilation" and the missing covers on the pipes.


    Interesting point about nuclear reactors looking cooler than a biogas setup.


    About the carrots: if you look at http://ftb.gamepedia.com/Crop_…g_%28IndustrialCraft_2%29 you'll notice that carrots have two minor disadvantages compared to pumpkins: 1. they're 1 tier higher, so they probably grow more slowly even at the same stats; 2. they require light level of at least 9 to grow, so you'd need to provide some artifical light sources such as glowstone or torches to allow them to grow at night. On the other hand, they have the advantage of macerating directly to bio chaff, instead of needing to be macerated twice.

    As it stands I have four 5x5 reactors each producing 1200 Hot Coolant/s this is fed into a LHE which produces enough SHS to feed 6 HSS-E Turbines. After all I should get 8kEU/t out of this.



    I share your preference for Biogas. But what I gain form the higher energy density of Biogas, I loose in the huge footprint I need to produce enough Biomass. I had Biogas setup running but I could barely feed one turbine.
    I assume you were using custom bred IC2 crops? I never got into that and have no idea how that works.


    8| You have four 5x5 reactors and 6 turbines set up, and yet you're bothered by the huge footprint needed to produce enough biomass?


    Anyway, yes, I'm using custom bred IC2 crops - high stat pumpkins to be specific. I use a crop harvester with some GT item pipes leading to a pair of macerators, a pyrolyse oven, and a distillation tower to get biogas.


    As for how the crop breeding works, some of the threads in the agriculture engineering thread might help you understand that (I've mostly been using the "large batches" strategy I described here: Crop breeding strategies for better stats - portable scanner vs. large batches? ).

    Not sure if it's bug or a feature, but when i add recipe into the machine and raw materials using ore dictionary (<ore:dustCopper> * 9), the recipe comes up, but without taking amount into calculation. Takes 1 instead of 9. But if i am using straight up name of the item (<gregtech:gt.metaitem.01:2345> * 9) - the amount is correct.


    I'd say that's a bug, and looking at https://github.com/GTNewHorizo…reDictEntryExpansion.java I see an additional bug: GTTweaker's ore dictionary support only targets GT items, but GT ore dictionary unification can be configured to output items from other mods. For example, with Railcraft installed, plates made of iron, copper, or steel default to unificating to the Railcraft versions, so that could cause some problems.

    Instead of trying to make a custom build of IC2, why not use the TooMuchLoot mod: http://minecraft.curseforge.com/projects/toomuchloot


    BTW, IC2 normally just adds to the loot available for generation in the various loot chests, which use vanilla Minecraft game mechanics. Getting a true 100% chance of finding 9 iridium shards in strongholds would require either custom chests generated in the strongholds, or a complete overhaul of how loot is generated for stronghold chests.

    Yes I was talking about the Large Heat Exchanger.
    Its not that the whole thing explodes... its just that the four Input/Output hatches, the maintainance hatch and the cotroller itself just... disappear. Iam pretty sure it was supplied with distilled water although I'll check again.

    Okay, that's freaky. I haven't tried a Large Heat Exchanger. Personally, I prefer fluids with better energy density, like biogas - even at 100% effiiciency, superheated steam only carries 1 EU per Liter, whereas biogas can provide 21.7 EU per Liter in an HV gas turbine at GT 5.08 efficiencies (probably a little better with 5.09 efficiencies, since the wiki lists 70% for the HV gas turbine, and the tooltip in-game now says 85%).


    In a completely unrelated matter... did you know that an exploding 5x5 reactor doesen't care about being submerged under 4 blocks of water and a layer of reinforced stone? It still took out half of the building..


    http://wiki.industrial-craft.n…29#Vanilla_blocks_changed - IC2 nerfs water's explosion resistance to 30, so it doesn't help as much as one might expect.
    http://wiki.industrial-craft.n…hp?title=Reinforced_Stone - recommends using a double-block wall to contain nuclear explosions, though that's as of IC2v1.9.

    Has anyone experienced the LHE despawning shortly after being turned on?
    I just finished building my Nuclear Power plant and the LHE controller block aswell as any hatches despawn a few seconds after turning on. Alsmost as if they experienec "Over-Voltage".
    Afterwards I'm left with a chunk of Titanium casings which do me no good.


    This also happens in a creative world. The LHE is build in a single chunk.


    Any ideas?


    Somewhat unfortunate choice of name for the machine, since the abbreviation is ambiguous with the single-block Liquid Heat Exchanger. However, since you mention titanium casings, I presume you mean the Large Heat Exchanger. As far as it exploding, that multiblock doesn't require an energy hatch, so it can't exactly experience over-voltage, but it can explode if it runs out of distilled water while running.


    Based on the wiki description of the Large Boiler, I thought it might explode if it ran out of water even without heat input (such as charcoal) unless disabled by soft hammer, and that the Large Heat Exchanger was similar in that regard, but looking at the code, I'm not sure either would explode unless they ran out of (distilled) water while actually running.

    How big is prospecting range of seismic prospector?
    I would like to know if its worth it since placing multiblock is for while.


    Since the wiki doesn't specify, we'll have to check source:
    https://github.com/Blood-Asp/G…icProspector.java#L73-L75
    5x5 in the X and Z coordinates, all the way to bedrock in the Y coordinate, so not that much better than digging manually to find the ore deposit.


    However, it also detects the oil or natural gas deposit (which applies to a 96x96 area) underneath. (see https://github.com/Blood-Asp/G…ismicProspector.java#L102)


    the seismic prospector isn't a multiblock, the miner if memory servers does a 5x5 chunk area witch is a multiblock.


    I think SkebloW was referring to the Advanced Miner II multiblock which could be placed afterwards, which mines a 96x96 area, making the seismic prospector's 5x5 detection area rather pathetic by comparison.

    It has been about 5 months. I take it nobody is able to answer these questions?


    Edit: additional question: what is the front texture of the rock breaker machine supposed to represent? I had come up with a texture of stone, cobblestone, and obsidian filling up, since that's what the machine makes, but then I discovered that in GT 5.09 the Charcoal Pile Igniter uses the same texture files for the top, for which my texture was inappropriate.


    Edit #2: When I was looking at the source code for the Seismic Prospector, I noticed it also uses the Rock Breaker textures. Way to make things hard for texture pack makers, Blood Asp.


    Edit #3: tips to help me with other GT5 textures (especially if not already handled by the texture patch) are welcome as well.

    The next bottleneck is sticky resin... I haven yet figured out how to automate extracting the resin from the trees.. There is a liquid called "rubber tree sap" but I cant figure out how to get it..


    If your modpack has Forestry, you can build a multifarm and add a circuit board configured with rubberised electron tubes, it will automatically tap the trees for you as they refill. You have to plant the rubber trees manually, but you can pack them tightly and clear the leaves to get more saplings. Alternatively, you can breed the stickreed crop and use a crop harvester. The rubber tree sap liquid is from IHL Tools and Machines, involving a leather sack to collect it, and fairly simple to automate, as explained in the IHL wiki here: http://minecraft.gamepedia.com…y_resin_production_branch

    Iam aware of that, but that would require dedicating a Extruder just for plates. And since the bending machine already does that and i already have Extruders for Rods, Bolt, Gears etc. I wanted to cheat a little.


    It's not much of a cheat, but iirc in GT 5.09 about the only thing you need rubber sheets instead of bars for is conveyor modules. Also note that's fairly cheap to do it with a fluid extractor and solidifier, and for some metals like lead and battery alloy, I think an MV fluid extractor and solidifier might actually take less time and EU to make plates than using an LV plate bender.


    What do you use instead? Or are you so hardcore that you do it all manually?


    Do hoppers and (adjustable) chests count as doing it manually? I haven't really figured out whether that's more or less hardcore than taking the time to set up all the cables, controllers, buses, crafting cpus, etc. needed for an autocrafting setup. Then there's the issue of keeping them powered.

    Okay.. that whole thing was an utter trainwreck... You were absolutely right the recipe is backwards... and now I can bend plates into bars -.-
    My motivation behind this is that I wanted to make rubber rings for Pumps in an Extruder. Sadly the Extruder only takes Rubber Bars as an input for that.
    My incredbly elegant fix for that was to only produce rubber bars in my AE system and then change the recipe for plates.


    The extruder can also use rubber pulp as input for rubber rings, unless your modpack has disabled that.


    I could just have changed the extruder recipe or probably more sensible, just add another extruder into the autocrafting system.


    The need for additional extruders, plate benders, assemblers, etc. with different molds/shapes/configuration circuits is part of why I'm not using AE2 autocrafting.


    Concerning the Lazurite, the Modpack Iam playing with (Beyond Reality) doesent have a recipe for Lazurite plates out of dust. Instead it requires the making of blocks which the nneed to be cut into plates.


    That actually seems to be default - lapis can be compressed from dust into plates, but I'm not using a pre-configured modpack, and lazurite has to be compressed from gem form into blocks and put into a cutting machine to get plates, so adding a Minetweaker recipe for compressing the dust is reasonable.


    And another thing poped up, AE2 doesent like the Gregtech electric motors (LV,MV etc.). When is use them in recipes thorugh NEI shift-clicking they dont get put into the crafting grid and when i use them in autocrafting the recipe doesent get recognized as valid. Any thoughts on that?


    I don't think that's AE2's fault. I've run into the same issue using a vanilla crafting table, and the AE2 crafting terminal actually does better with GregTech metatools, though last I knew (which was admittedly several months ago at least) GT electric motors worked in AE2 autocrafting recipes. Once you put enough GT motors, pistons, pumps, or whatever into the crafting grid to craft what you need, AE2 can pull more of them from storage to craft more when you shift+click or right-click the target item.

    Those look backwards - output comes first, so it looks like you're trying to bend rubber sheets into rubber bars (and a bender recipe for what you describe is unnecessary btw, since you can already use an LV extruder to convert rubber bars into rubber sheets) and compress lazurite plates into lazurite dust. Also, looking at the GitHub code for GTTweaker, adding recipes to the plate bender might be broken, since it only lists one IIngredient input parameter (see https://github.com/GTNewHorizo…ines/PlateBender.java#L31 - and while we're at it, configuration 1 would be more logical than configuration 24).

    May I ask, how do I remove a fusion reactor recipe using Minetweaker scripts? I tried this but apparently it doesn't work.


    mods.gregtech.FusionReactor.recipes.remove(<liquid:plasma.oxygen>);


    Despite what http://minetweaker3.powerofbyt…iki/Mods:GregTech_Support says about being able to remove recipes, I looked at the GTTweaker source on GitHub, and none of the machine handlers I checked actually had a remove method. Possibly because the GT5u api provides a way to add recipes, but not a way to remove them.


    IIRC, for some machines, it's possible to disable recipes by setting their times to 0 in GregTech/recipes.cfg. Unfortunately, I don't find any entries in that file for the fusion reactor recipes. I thought perhaps that adding a Minetweaker recipe for oxygen plasma with 0 time would remove or disable it, but no luck.

    you, if memory servers, can make fuel(diesel) with GT distilleries but you need to make the sulfur versions then run them threw a chemical reactor to de-sulfurize it.


    With GT 5.09, there's one extra step: put 5 light fuel cells and 1 heavy fuel cell in a mixer to get 6 diesel cells. However, it's kind of a waste to do that, since light fuel actually has a higher fuel value than diesel, and you get more output when using light fuel instead of diesel to make nitro diesel.


    personally I would stick with steam at this point, you can make a lot of power with steam but that is just me.


    Steam is okay for getting started, but once you have a lot of machines, the low energy density makes it seem impractical - by my calculations, to feed a single LV steam turbine, you need to transfer more than 1520 L/s. With biogas, I only need about 24 L/s per LV gas turbine.

    yeah, i tried the fuel from refinery, and it didn't do anything. I couldn't even find out how to remove from the buildcraft refinery. Then went creative mode and gave myself fuel, then oil, then fuel bucket, oil bucket, then fuel cell and diesel cell... none of them worked when placed in the basic diesel generator... so there's obviously something i'm doing wrong with it, but i can't figure out what... everything i've put in, liquid contents of generator still read 0


    It's been a while since I've actually used GT diesel generators (I'm currently using a biogas setup involving a pumpkin farm with crop harvester, pyrolyse oven, distillation tower, and Railcraft steel tank until I get a fusion reactor built), but if you could attach some screenshots, I might be able to see what you're doing wrong.