Posts by MauveCloud
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I'm not so sure about that. How long did you actually run the reactor before deciding it was stable? It's hard to tell from the damage bars on the fuel rods (your claim would be more believable if you took a screenshot with the fuel rods almost depleted), but the vent just left of the top fuel rod shows more damage than any of the other components, and could continue to degrade.
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Let me guess... u don't know dusts can be dropped in cauldron (and washed) by stack at ones?
Really? Last I knew only 3 dusts could be washed in a cauldron before needing to refill it (at least when dropping the dusts manually - the redstone contraption with dispensers that Q269 posted about varied between returning 5 simple dust and 1 impure dust or 4 and 2 per cauldron refill).
Applied Energistics will help you.
For the motors, certainly (BC auto workbenches should work for them as well, though probably slower). I'm a bit less certain about pumps, since some tools are required for the current crafting recipe; I hadn't gotten around to checking how well AE2's autocrafting handled recipes that used tool durability. However, even if it works, GregTech already has an "assembling machine", and I don't entirely understand the reasoning behind it not being able to assemble pumps, conveyor modules, etc. -
Script:
import mods.gregtech.BlastFurnace;
BlastFurnace.addRecipe(<ore:dustGraphene>, <ore:dustGraphite>, <ore:dustSilicon>, 500, 256, 2000);Error:
GregTech.zs:6 > 2 methods available but none matches the parameters(minetweaker.oredict.IOreDictEntry,
minetweaker.oredict.IOreDictEntry, minetweaker.oredict.IOreDictEntry, int, int, int)What am i doing wrong?
You need to use a specific item rather than an ore dictionary entry for the output (and possibly also for the input when adding machine recipes, not sure).
Graphene dust is <gregtech:gt.metaitem.01:2819>
Graphite dust is <gregtech:gt.metaitem.01:2865>
Silicon dust is <gregtech:gt.metaitem.01:2020> -
It does? I thought I could only smelt native clusters directly on two ingots. Others ores I'd seen only let me smelt. At least is what my NEI says. But I can't trust it anymore
Sorry, my mistake, turns out that macerator recipe was added by Electro-Magic Tools. (it has a pre-unlocked Thaumonomicon entry about it)
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Well there is no such thing yet as fluid ejector upgrades configured to different output sides yet, at the moment you could add as many fluid ejector upgrades as you can fit in there and it will be the same as 1 since they select the first valid side, the idea isn't bad though, could be quite usefull not to mention pretty cool.
I beg to differ. I can't find the wiki documentation of it right now, but I know from personal experience that it's possible to sneak-click the side of a block with a fluid ejector upgrade to make it output to that side, instead of the first valid side. I'm fairly sure that functionality has been there for at least a year.
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Here's an example why your idea may not work in some cases, even at short distances:
Imagine you have something really complicated that outputs to multiple sides and gets it's imput on one, you can't output on multiple sides at the same time with a fluid ejector upgrade. Even when you have 1 imput and 1 output, sometimes the ejector upgrade may eject the fluid in the wrong side where the imput should be, if the said imputing machine got empty and had room to receive and was the first valid side it will receive liquid, leaving no room for actual imput liquid to be transported and also ruining the whole system.
I would also like to underline the fact that I'm only giving some examples and showing you why I consider the idea of an ic2 pipe (with or without EU) very good, I've got nothing against you or your idea and I'd like to apologise if this discusion seemed like an argument since that was not my intention.Wait, what about multiple fluid ejector upgrades configured to different output sides? Admittedly inefficient, but it should technically work.
I'm puzzled that nobody has discussed yet how difficult it would be to migrate some of the GT fluid pipes to IC2 - the first four tiers (wooden, copper, bronze, and steel) use materials that are available with just IC2.
I'm not sure how well the part about transfering EU as well will go over, though - it's starting to sound like Ender IO, which iirc some members here consider overpowered.
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Check out the GT config for overpoweredstuff. There are some ore byproduct multipliers in there.I think that only applies to ores. I've got Thaumcraft installed myself, and I don't see entries for the native metal clusters in that config, which I presume are what Drawfox is talking about (though it doesn't make sense to expect byproducts from those, since alchemy has already removed the impurities)
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Now, with Ic2 generators disabled by Gregtech, we are much more limited.
Wait, when did that happen? I'm still on build 26, which has the IC2 generator enabled by default, but I don't find any indication in the changelog (including for the 5.09 preview) that that was changed. Also, I would not expect Blood Asp to cancel out the ability to make nuclear reactors after he brought back the GT4 reactor components.
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I was quoting the FTB wiki page for Jabba before (http://ftb.gamepedia.com/JABBA). On the mcf thread about it, it says "Barrels automatically convert ores/ingots/dusts from one mod into another." The changelog mentions removing "block" from the valid ore dictionary prefixes, so I think the FTB wiki page over-generalized. I might try later setting up barrels of wrought iron and annealed copper to see if those will accept regular iron and copper for conversion.
I'm aware that GT5u has quantum chests, but even if they don't consume power to store items (which is implied by the lack of voltage detail in their tooltips, but not explicitly stated on the wiki), the engraved crystal chips in the crafting recipe for the lowest-tier quantum chest can only be made in an HV-tier (or higher) precision laser engraver. I'm still pre-steam in my current instance, so it may take a few days before I'm ready to make those.
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Actually, Jabba looks like a good mod for helping me store items I have large amounts of (e.g. mudstone/shale rubble), though one detail in the FTB wiki description of the mod seems a bit off: it says the barrels "can convert anything of the same Ore Dictionary entry to another." However, that doesn't seem to apply to cobblestone or rubble - limestone cobble can be macerated for calcite dust, and conglomerate rubble can be shoveled for a chance of copper nuggets, so I tried to convert other types of cobble/rubble to them, but it didn't work.
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Okay, that makes sense. I already have InvTweaks installed, though I haven't used NEI's highlight search mode much.
BTW, your comment about throwing crushed ores into the macerator again for dusts makes me wonder whether you're aware that it takes less time and total EU to use the forge hammer for that (10 ticks and 160 EU total vs. 400 ticks and 800 EU total, when both are at LV). I'm aware that once one has built the Universal Macerator, the potential for byproduct dust output probably outweighs the efficiency, but in lower tiers, the forge hammer seems to make more sense for converting crushed ores to dusts.
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Generally categories and dozens of chests with signs that tells you what are inside them.
Like "logs and planks", "ores" , "ingots", "crushed ores", "dusts", "tiny dusts/nuggets", "tools", "manufactured goods", "industrial goods" , "redstone things", "plants" and whatever more seem fit to deserve a chest on its own.
Thank you. My preliminary storage setup in my current instance is somewhat like that, but I wasn't sure whether I should maintain that style of organization once I put in the floor of my large house. I'm a bit curious why you suggest grouping by form (e.g. ingots vs. crushed ores) before/instead of by material, though. -
SpwnX, did you write your second post of this thread before reading my response? If you read my response first, I'm quite confused that you're continuing to talk about BC pipes, and frustrated that I'm still being misinterpreted.
Some problems with your suggestion of diamond pipes:
1. In the MultiMC instance I was describing in the OP, I didn't have BuildCraft. (I was trying to see if I could play GregTech without other major mods, which I think is technically possible but not all that attractive)
2. Without a system to help me decide what items to keep in which chests (or groups of chests), it's a bit impractical to set up diamond pipes.
3. In my current instance, I haven't found diamonds yet, and I plan to eventually build some AE2 storage, so I don't see a lot of value in setting up pipe-based item sorting.Let me try rewording my question one more time: how should I group the chests I put my items in (before AE2 storage)? alphabetically? by category? (if so, what categories (and possibly subcategories) are good for GregTech items?) some other system?
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Sorry, it seems my meaning still isn't coming across. I'm not asking about automating the sorting or transfer of items. I'm talking about the conceptual organization of my items.
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Sorry, your reply is a bit late (I've started new worlds with different mods a few times). In that world, the crop-farm is at -652,128,-647 while most of my chests were near 127, 65, 208. Thus it would take several hundred item pipes to move the items that way (riding a minecart in the overworld between the two places took 3 minutes 13 seconds, so I built some rails in the Nether, though I think there was a weird issue where at one end I usually couldn't board the Nether minecart unless I closed and relaunched Minecraft). Anyway, that's not really what I was asking about. I'm more interested in tips regarding how to arrange the chests, and how to decide which items should go in which chests. Such tips would help me even for newer worlds, at least until I'm able to build AE2 storage systems.
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Okay, v2.1.1 is up. I think I implemented most of the features that were requested, except for that one about pre-calcuating the optimal on/off cycle timings for a reactor (which seems impractical).
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1. Did not know that, could you give me a more detailed explanation? Does it produce normal heat untill 50% and then double from 50-100%? it seems kinda low.
Yes, it simply produces default heat (same as a Uranium fuel rod) up to 50%, and doubles at 50.00001%-100%.The problem i see with this is that you won't be able to get higher efficiencies than 6 with this (cant have neutron reflectors on all sides). Wouldn't it be better to just make 2 seperate reactors with this http://prntscr.com/845im0 instead?
I think the point of Blood Asp's dual-reactor design was to keep the reactor temperature constant for the MOX fuel in the primary reactor. Since it has no vents, there's no need to worry about losing temperature while replacing the fuel rods, and there are presumably ways to suspend the redstone signal while swapping in fresh coolant cells to keep the reactor temperature from going up in that interval. -
I have a few comments/questions:
1. MOX in a fluid reactor does not actually scale its heat output linearly with reactor heat. It doubles as soon as reactor heat goes over 50%, and further reactor heat doesn't help.
2. MOX in an EU reactor at 85% reactor heat is actually 4.4x output (4 * 0.85 + 1), not 4.25.
3. A few of the designs you listed don't have complete descriptions with eu/t and costs.
4. What about paired fluid reactor designs, where one reactor heats up 10k/30k/60k (or 180k/360k with GregTech) coolant cells, and one or more copies of an auxiliary reactor design use vents to transfer heat from the coolant cells to the reactor's coolant fluid?