Posts by MauveCloud

    Just wanting to know what the benefits are and if I should change it before going live with the latest update for my pack which is moving Forest and BC to their latest versions up from F3 and BC6.


    That's actually a good question. I've been playing .09 for a few months (in single-player peaceful). It has some benefits, but I'm not sure they outweigh the drawbacks, so if my world gets badly corrupted or something, I might go back to .08.


    Benefits I've seen:

    • charcoal pile igniter - with a max size charcoal pile (11w x 11d by 5h, 605 logs), this takes 10 minutes to finish plus about 10 minutes for me to do the repetitive setup and breakdown, and usually produces around 900 charcoal, so that's about 1.33 seconds per charcoal, speed equivalent to around 67 Railcraft Coke Ovens ignoring the creosote oil.
    • several generators have higher default efficiencies
    • large boilers have higher steam per charcoal outputs
    • LV cables can be insulated with black carpet, and thus crafted without even using steam machines (although electric machines can still improve the efficiency of material use)


    Benefits I haven't used yet:

    • pyrolyse oven
    • seismic prospector
    • oil drilling rig (I've been using buildcraft oil, and I've bred some oilberries that I might switch to once the nearby deposits run out)
    • IHL migration features, like nitrogen from compressed air, and tiny platinum group sludge dust from purified pentlandite or chalcopyrite ore.


    Drawbacks I've seen:
    Many materials and items are more complicated to produce: rubber, circuits, machine hulls, titanium, tungsten, palladium, iridium, osmium, etc.


    Maybe others can expand on this.

    Yeah, AE2 rv1 is quite out of date. Stable builds of AE2 rv2 have been out for a while, and there are even beta builds of AE2 rv3 now. I also notice your IC2 build is almost 11 months old, so it might be a good idea to check for updates of your other mods as well. You seem to have a fairly recent build of Forestry, though I didn't know that Magic Bees had updated to work with Forestry 4.x.

    What do you mean, Speiger? I thought the video (or maybe it was the mod description) said that crossing AgriCraft crops had something like an 80% chance (by default, since it's configurable) of just resulting in one of the parent crops.


    Also, how do you come up with your number of 2 trillion? The stats for IC2 crops (growth, gain, resistance) each range from 0 to 31, so with three of them that's 32768 possible combinations of stats. With IC2exp build 811 and GT 5.09.19, there are now 74 different crop types (not counting weeds), thus I only come up with a total of around 2.4 million distinguishable seed bags. I expect the number of possible results from a specific crossbreeding attempt to be significantly smaller, even when using wildly disparate crops.

    I looked at a spotlight for the AgriCraft mod, and I like how it's configurable and more open about the mutations (as opposed to here, where Alblaka put up that hulking large rule about not revealing source information, which might explain why many, including the AgriCraft author in the description for that mod, claim that IC2 crop breeding is completely random), being able to disable weeds is tempting, and I like how it allows spreading a crop with cross-crops adjacent to a single crop. However, it didn't look like it was significantly faster at populating the cross-crops - the spotlight video used jump cuts for that. Also, a few things I don't like about AgriCraft after watching that video:
    1. Crop stats are capped at 10.
    2. Crop stats apparently never decrease when spreading or mutating crops, which seems overpowered even to me.
    3. There was no mention of drawbacks to having certain stats too high (like how IC2 crops with high growth behave like weeds, and crops with high resistance are harder to breed)


    I'm in single-player peaceful with GT5e and PFAA (and default worldgen, not skyblock or anything), so ferru doesn't interest me much, nor do most of the other metal-producing crops: they require ores or metal blocks below them and only produce tiny dusts (or items that have to be put in an extractor to get the tiny dusts), so mining for ores will still be more attractive for quite a while. I'm more interested in crops like blazereed, diareed, slimeplant, oilberries, and redwheat.


    Being able to put IC2 seeds in a Gendustry (Advanced) Mutatron or equivalent machine would be cool (and I had actually thought of that before, even if I hadn't mentioned it). I don't think that would be overpowered, considering the energy and mutagen cost, and further balancing could be done by decreasing the chance of successful mutation.


    I like Speiger's idea too: if I could apply some sort of fertilizer to the cross-crops and get an immediate result, even if that had a higher chance of producing weeds and required me to completely break and replace the cropsticks to be able to try again, that would make crop-farming significantly less frustrating.

    I don't play on servers, and I was going to suggest you post your question in the servers subforum (which I normally keep deactivated from showing up for me), but apparently that only allows adding threads for starting/running servers, not for players looking for a server.


    However, glancing there, I immediately noticed a server that looks like it might interest you:
    [1.7.10]MiniTech: Small IC2, BiomesOPlenty and ComputerCraft server looking for players.|Whitelist|ForgeEssentials|SMP|PvE|


    I'd kind of like that as well, but until then, you can look here:
    [GregTech] How many X do I need to supply an Y? How many X does the creation of Y need? And more. (If I forget to manage things here, then please drop a PM to me about that forgotten Question)
    Unlike many of the electrolyzer and fluid-extractor recipes, those don't vary for different inputs.

    I'm annoyed by the wide variations in how long it can take for anything to appear in a crossbreeding spot (from a few seconds to 20 minutes or more from what I've seen), so I would like to have an addon that makes it possible to at least partially automate crop breeding, in terms of one or more of the following steps:
    1. Collecting seedbags from fully-grown crops and re-applying cropsticks to make certain positions crossbreeding plots again (with a supply of cropsticks placed in a machine's inventory), while leaving other positions alone to act as "parent" crops.
    2. Filtering seeds based on type and growth/gain/resistance stats, or even choosing a range of those to allow to grow in the crossbreeding plots (crops that don't meet the criteria would be kicked out and replaced with fresh cropsticks to make the spot a crossbreeding plot again).
    3. Pulling weeds (with a weeding trowel placed in a machine's inventory). I know the crop-matron can apply weed-ex, but apparently that risks damaging crop stats - I thought I'd read somewhere that using weed-ex via the crop-matron used to be safe (because the crop-matron was smart enough to avoid over-usage), so I wonder when that changed.


    I thought about trying to make such an addon myself, but 1. I haven't made any Minecraft mods before, and 2. I have some health issues at the moment that make it hard to concentrate on Java programming.


    I'm also curious whether other IC2 users would be interested in such a mod, and if not, why.

    It would've most likely been a class not found exception for cpw.fml.something.


    Close. I tried it a moment ago just to see the actual error message from deliberately attempting to run IC2 with MC 1.8.9, and got:
    [08:45:26] [main/INFO] [STDERR]: [net.minecraftforge.fml.relauncher.FMLLaunchHandler:setupHome:99]: java.lang.NoClassDefFoundError: cpw/mods/fml/relauncher/IFMLLoadingPlugin

    Now when I launch the 1.8.9 forge profile


    Your crash report seems to be missing, but it isn't necessary here. Last I knew, the IC2 developers had decided not to make any builds of IC2 for Minecraft 1.8.x. Where did you read otherwise? If you want to run IC2, roll back to Minecraft 1.7.10.

    With a different world, I trimmed my stickreed supply down to two 4/5/0 crops, and timed how long it would take for anything (even weeds) to appear on the crossbreeding plots, and got 10 timing points ranging from 23 seconds to just over 19 minutes. I think I'm better off if I spread it into a full 80-crop field, then take them home to scan, and re-plant the best 40 (and repeatedly crossbreed 40 at a time). It might take longer overall, but at least that way I won't be just sitting there staring at a few crossbreeding plots, waiting for something to grow there.

    I have few questions about processing arrays
    Can I use needs maintainance cover on them?


    There's a tip on the wiki for doing that: http://ftb.gamepedia.com/Needs_Maintainance_Cover


    Can I somehow force processing array to use more than 6 centrifuges when centrifuging redstone dust? and more than 8 wiremills when producing raw carbon fibre?
    Can I somehow use mass fabricators in the processing array?


    Both of those have been requested before via GitHub issues, both declined by Blood Asp:
    https://github.com/Blood-Asp/GT5-Unofficial/issues/320
    https://github.com/Blood-Asp/GT5-Unofficial/issues/297


    Evil Ore = Nether and Certus Quartz
    Galvania = Zinc
    Lazulia = Lapis
    Nickelback = Nickel
    Olivia = Olivine
    Platina = Platinum
    Quantaria = Iridium
    Sapphirum = Sapphire
    Scheelinium = Scheelite


    New crops that don't require blocks/ores under them:
    Fertilia = Calcite, Fertilizer, Apatite, Phosphate
    Glowheat = Glowstone
    Transformium = UU amplifier, UU-matter
    Trollplant = Fool's Ruby, Plantball, Scrap, Plutonium-241


    Also, several crops that existed prior to GT 5.09 now require blocks/ores under them to fully mature: Argentia, Bobsyeruncleranks, Coppon, Diareed, Plumbilia, Steeleafranks, Tine, Withereed.

    Edit:
    About Fluorite: you can add simple receipt in some GT machine to get P (this is basic element of Fluorite how i read) from Fluorite, or something else.


    P is Phosphorus (although called Phosphor in GregTech). Fluorite is CaF2. GT5e is said to be out of material ids, and AOBD didn't work (possibly because fluorite has no ingots defined), so I'm thinking about adding a Minetweaker Fluid Extractor recipe to get 2000 mB fluorine and a calcium dust from 3 PFAA Fluorite. Does that sound okay?