Posts by MauveCloud


    The Buildcraft refinery? All that can do is oil to fuel (which GregTech treats as diesel), though with fewer steps than GregTech machines. If you mean the GregTech single-block distillery, I see 38 recipes for it, none of which output cracked fuel/oil. Cracking the fuel doesn't look like that great an option for feeding a single-block distillery, though possibly it's a decent option when using some distillation towers.

    Not once Diesel Engines are a thing ;)


    I presume you mean this:
    https://github.com/Blood-Asp/GT5-Unofficial/pull/500
    Single-block Diesel Engines have been in for a while.


    I'm having trouble figuring out from Muramasa's commits what the recipes for the large diesel generator will be. I suppose I could always just download and build that fork :D .
    However, I just struck platinum a little while ago :D, so I'm more inclined to continue mining it after lunch, and then work toward building a fusion reactor. After I've built the fusion reactor, I can decide whether to use a large plasma generator or multiple single-block plasma generators.

    I believe it's cause the single block machines are meant to be less efficient, while the rotors have efficiency modifiers that can go to 130%. Also, building multiple single block plasma generators take quite a lot of nether stars if I remember correctly.


    Given the obscenely high fuel values of plasmas, trying to squeeze the most fuel efficiency out of them hardly seems necessary. However, extra nether stars and osmium cost vs. replacing turbine items every so often. Tough call. I suppose it's a bit early for me to decide, at least in regards to plasma, since I haven't actually sourced osmium in my current survival world, let alone built a fusion reactor. Slight tangent: does anybody think large turbines are worthwhile for biogas? Single-block gas turbines don't require nether stars or osmium.

    Take a look at this sheet for Plasma Turbine math. https://docs.google.com/spreadsheets/d/1…dit?usp=sharing


    Thank you for that. However, I notice the highest max EU out, from Adamantium (which requires the Metallurgy mod for the ore to generate by default), is only equivalent to about 5.4 single-block mark III plasma generators, while the large turbine takes up the space of 36 blocks (not counting the pipes, regulators, etc. connected to it), and requires replacing the turbine item at least every few days if not several times a day (that spreadsheet doesn't calculate how long the turbine item will last), so I'm having trouble seeing the attraction of large turbines.


    Optimal plasma flow = 32,000EU/t / 4,096EU/mB = 7.8125mB/t rounded up to 8mB/t


    Why are you rounding up? Looking again at the code line I linked, I come up with a different calculation, although the same result:
    (32,000 EU/t + 4096 EU/L - 1) / 4096 EU/L ≈ 8.812, which truncates to 8 L/t.

    Okay, the bit about the optimal plasma flow is good to know (so I guess I should use the formulas from the wiki page based on the optimal steam flow, rather than the EU/t shown in the tooltips for optimal plasma or gas flow), though the space efficiency is still not that impressive compared with the single-block plasma generator. I don't know what's going on with the 28000 EU/t for full-efficiency output, but one flaw I notice in your calculations - optimal flow is calculated as an integer - see https://github.com/Blood-Asp/G…geTurbine_Plasma.java#L92

    I'm confused by the math involved in the output of large turbines - the tooltips for the turbine items give the output for plasma and gas in EU/t, which might be multiplied by the efficiency of the turbine item (also the wiki indicates the optimal flow is the nominal output divided by fuel value), which indicates I should get at most 76800 EU/t using an osmium huge turbine in a large plasma turbine (equal to the output of 2.34 single-block Mark III plasma generators) and 1920 EU/t using it in a large gas turbine (equal to the output of 3.75 single-block turbo gas turbines) - I'd expect the real EU/t to be less once the optimal flow is truncated to an int. However, in https://github.com/Blood-Asp/GT5-Unofficial/issues/505, leagris says she gets 154419 EU/t with an HSS-G large turbine item in a large plasma turbine and nickel plasma, so obviously I'm misunderstanding the math. Is there someplace that explains it better, like maybe a Google spreadsheet listing the different EU/t outputs, optimal flows, and expected lifetimes for different turbine materials, sizes, and fuels?


    I don't think I got a response to this, so I'm bringing it up again (I hope that's okay).

    Actually, if you consider addons, there are a few other options:


    If you're willing to face the abyss known as GregTech 5 Unofficial (I haven't played GT6 enough to know what you can do there), you can use stone dust for making concrete or drilling fluid.
    There's also the Iridium Mod, which as a side bonus allows compressing stone dust into brick items (with no textures last I knew), which can be crafted into the "stone bricks" block.
    You could probably also set up a Minetweaker script to allow compressing stone dust back into some form of stone.

    Under the need to put titanium ore of titania?
    If there is titanium ore in the world so you need to put a block of titanium?


    Your wording is slightly confusing, but yes, the titania crop requires either a titanium ore (which doesn't generate with default GregTech configs, though for all I know, there could be some other mod that generates titanium ore by default) or a block of titanium below the farmland in order to reach full growth.


    However, looking at the recipes:
    384 seconds at 384 EU/t (2949120 EU total) to convert 16 titania leaves and 6 L UU-matter into 1 purified ilmenite ore in an autoclave
    4 seconds at 300 EU/t (28800 EU total) to use 9 titania leaves and some water to multiply a crushed bauxite, ilmenite, or titanium ore into 4 matching purified ores in a chemical reactor
    Most of which still require significant further processing to get titanium ingots, I'm not convinced titania is worth the effort of growing.

    As we are on the topic of MT Scripts. What Scripts do you guys use? Be it for balance or convenience ;)


    Here are the scripts I'm using at the moment, minus the Argon plasma recipe I only added to check it:
    electriclighter.zs (requires the small electric lighter addon):

    Code
    recipes.remove(<ElectricLighter:electricLighter>);
    recipes.addShaped(<ElectricLighter:electricLighter>, 
    [[<IC2:itemCable:10>, null, <IC2:itemCable:10>],
    [<ore:craftingWireTin>, null, <ore:craftingWireTin>],
    [<ore:craftingWireTin>, <ore:batteryBasic>, <ore:craftingWireTin>]]);
    recipes.addShaped(<ElectricLighter:electricLighter>, 
    [[<ore:wireGt01Tin>, null, <ore:wireGt01Tin>],
    [<ore:craftingWireTin>, null, <ore:craftingWireTin>],
    [<ore:craftingWireTin>, <ore:batteryBasic>, <ore:craftingWireTin>]]);


    Makes the electric lighter recipe be a sparker instead of a flint and steel with a small power unit (which doesn't make much sense to me)


    gregtech.zs:

    Code
    import mods.gregtech.Electrolyzer;
    
    
    
    
    // 16 carbon dust from 1 graphite dust (more than from coal, but less than from diamond dust)
    Electrolyzer.addRecipe([<gregtech:gt.metaitem.01:2010>*16], null, <gregtech:gt.metaitem.01:2865>, null, null, [10000], 192, 30);


    mariculture.zs:

    Code
    <ore:ingotAluminum>.addAll(<ore:ingotAluminium>);
    
    
    
    
    // Calcite dust from Mariculture limestone
    mods.ic2.Macerator.addRecipe(<gregtech:gt.metaitem.01:2823>, <Mariculture:limestone>);


    Now that I think about them, I guess they're more for convenience than for balance :D

    I want to make a fusion reactor recipe for 125mB Argon plasma from 16mB molten beryllium and 16mB molten silicon, but the script doesn't seem to be working. What am I doing wrong here?


    mods.gregtech.FusionReactor.addRecipe(<liquid:molten.beryllium> * 16, <liquid:molten.silicon> * 16, <liquid:plasma.argon> * 125, 16, 4096, 10000000);


    For one thing, the output comes first, so try this instead (which I just verified works for me, though I haven't figured out how good the game-balance of the recipe is):


    mods.gregtech.FusionReactor.addRecipe(<liquid:plasma.argon> * 125, <liquid:molten.beryllium> * 16, <liquid:molten.silicon> * 16, 16, 4096, 10000000);

    One thing I want to mention here: these Minetweaker assembler recipes you've been throwing around will consume the circuits. To avoid that, use a quantity of 0 on the circuits, e.g.:

    Code
    mods.gregtech.Assembler.addRecipe(<gregtech:gt.blockmachines:1246>, <gregtech:gt.blockmachines:1240>, <gregtech:gt.integrated_circuit:24> * 0, <liquid:molten.rubber> * 144, 100, 8);


    Cables and Wires are gt.blockmachines, not gt.metaitem.01.


    True. gt.metaitem.01:1240 and gt.metaitem.01:1246 would be for small dusts of material ids 240 and 246 if they were assigned, but the closest is material id 241 for platinum sludge dust.

    Since you wrote "gregtech:gt.integrated_circuit:24" I assume that the first four digits in the ID for the circuit (5726:24) are something else?


    ID numbers are assigned dynamically now (as of several Minecraft versions ago, I think; idk exactly when it changed, since I haven't really played pre-1.7.10 significantly), so Minetweaker uses internal names instead (which NEI Integration can be configured to show)


    Maybe "liquid:molten.rubber" isnt correct?


    According to NEI Integration, that is the correct fluid id string.

    now, another problem i see in both videos, yours and his, vs mine... i have "timber" from axe = true in config, but when i hit a tree with axe... i still have to go block by block... wondering if another mod is controlling that, if so, i can't find it Searched config front to back and can't find anything in there to conflict with it. So it must be an actual programming confliction between some mod or another.


    The timber axe option in the GregTech config only applies to the GregTech metatool axes. If you're using vanilla-style axes, or axes from some other mod, it won't apply.


    Edit: Blood Asp, I can somewhat understand you being busy, but I didn't think you'd be so busy that you'd be unable for nearly a month to even post a message to explain what was keeping you busy. However, now you have, so we can try to be patient.

    Ok... what did i do wrong? Followed the instructions... 4 tiers, bottom tier fully filled, 2nd tier has the blast furnance in a ring formation... 3rd and 4th tier in a ring formation... not working... and grrrrrrrrrrr!!!


    The structure looks okay as far as I can tell from those images. Did you put an iron ingot in the top slot? Since you still have a full stack of coal in the bottom slot, probably you didn't.

    Last activity
    Yesterday, 8:20pm


    He is still on the Forums, so he isnt dead or anything :P


    Is that IC2 forum activity? I couldn't find an indication of last activity other than last post in his profile.


    Anyway, good to know. Too bad we can't say the same for certain (afaik) about Binnie567 (the author of the addon for Forestry called Binnie's Mods).


    I agree, but that will depend on Blood Asp, who hasn't posted a message here or a commit on GitHub since about the end of April.


    Edit: he has been active more recently on the FTB forum, though.

    Yeah Iam aware of that. Its the only way to make tungstensteel production bareable.
    But I was looking for more infoirmation on how exactly the miner chooses blocks to mine and how that speed is affected by overclocking.


    right now I have 2 miners set up, both using an HV hatch and pulling arround 250 EU/t. But one isnt doing very much and the other one is producing ores like crazy. They are both setup directly over veins.


    Skimming the source code, it look like it has about a 5% chance of actually doing anything each time it consumes EU and drilling fluid, but when it does, it performs the following rough steps:
    1. If the list of known ore locations on the current Y level is empty, it checks +/-48 in the X and Z coordinates for GT ores (it technically operates in a 97x97 area), reading north to south in each column west to east.
    2. If the list is still empty (possibly due to having already mined all the ore on the current layer), it tries to extend the mining pipe down one layer.
    3. If there's anything in the list, it takes the ore from the noted location and produces up to 5 of each of the macerator recipe outputs of the ore drop (or up to 5 of each of the ore drops, for oilsands ore and small ores)


    And, another question: Where should I look for Osmium? Does it generate in the Overworld?


    Not directly by default - it's the second byproduct of iridium ore, which appears in Platinum mix veins (Overworld mix veins have a 1 in 332 chance of being Platinum veins, End mix veins have a 1 in 52 chance of being Platinum veins), and small iridium ore generates in the End.


    Also, there's an Iridium Ore mod (availabe here in the IC2 forum), which uses the ore dictionary, so the iridium ore from that mod can be processed in GregTech machines to get osmium dust. Possibly a bit OP to get osmium that way, though.

    Is there any Information on how the Speed of the Advanced miner is affected by the energy supplied?
    I've read that it takes some amount of energy per block mined, but since it is very slow, I was wondering on how I could speed it up?


    Most multiblocks, presumably including the Advanced Miner II, can be overclocked by using a higher-tier energy hatch (or multiple energy hatches).

    I see that you replaced "gregtech:liquid_drillingfluid" with "liquid:liquid_drillingfluid". I assume that "gregtech" and "liquid" are classes or some other data structures containing objects (or whatever else items and liquids are saved as).
    My question would be why my version didnt produce any errors and if yours always works?


    I haven't tested mine, but I'm pretty sure fluids always need to be prefixed with "liquid" rather than the mod id. I think in this case it's a namespace rather than a class, but understanding the terminology is not critical.


    You also replaced "dustStone" with the metaitem ID. Is this always necessary? or is this good practice?


    It's necessary to use the correct internal names and metadata values in MineTweaker scripts. I recommend the mod "NEI Integration", which has an option to show internal names (and one for ore dictionary entries). "gregtech:dustStone" would not have resolved. "ore:dustStone" will work for crafting recipes, but not for machine processing recipes.


    And, while I'm at it, is it possible to remove or change recipes? While this way works great, I now have two mixer recipes for drilling fluid.


    AFAIK, GTTweaker does not allow removing recipes, but I think you can disable recipes by setting their times to 0 in Recipes.cfg.


    Concerning balance, I was thinking of adding a recipe containing barite which would increase the production of drilling fluid. My main motivation behind the current change was, that it is incredibly annoying to run back and forth between my ME System and the mixer to supply the demand of Water cells. Since water is free, I dont see this as cheating.


    You have an ME system and you haven't set up automation for the water cells? :S Not that I have much room to talk - I'm only using my ME system for storage, and haven't really set up any permanent AE2 automation. I'm not making any drilling fluid though - my choice of title should tell you how I'm getting my oil :D


    You need some angle brackets, like this (fixed a couple of other problems as well):

    Code
    mods.gregtech.Mixer.addRecipe(null, <liquid:liquid_drillingfluid> * 5000, [<gregtech:gt.metaitem.01:2299>], <liquid:lubricant> * 20, 60, 16);


    However, since the default mixer recipe requires 5 cells worth of water and only 20 L of lubricant, wouldn't it be more balanced to use water as the input fluid and remove the lubricant from the recipe, while reducing the amount of drilling fluid output, like this:

    Code
    mods.gregtech.Mixer.addRecipe(null, <liquid:liquid_drillingfluid> * 4500, [<gregtech:gt.metaitem.01:2299>], <liquid:water> * 5000, 60, 16);


    I haven't tested yet whether that would run into problems with the mixer recipe for wet concrete (which has similar inputs), but I have a couple of ideas if it does:
    1. Use other materials in the recipes besides stone dust - I just glanced at the Wikipedia article on Drilling Fluid, and noticed mentions of barite and bentonite being used in water-based muds as drilling fluid, so you could use dusts of those as an alternative.
    2. Use tiny dusts of the materials used for making lubricant in addition to the stone dust (i.e. redstone, talc, or soapstone).