Posts by MauveCloud

    Not quite what I meant. I was asking how you justify calculating efficiency based on the total output per cycle, when the IC2 wiki indicates the efficiency is calculated based on the uranium pulses per tick (presumably reactor tick is meant). I suppose I could show a "tick efficiency" and a "cycle efficiency".


    Secondly, I have to disagree with your baseline - efficiency 1 should be what you get from the simplest useful reactor design, which is 1 uranium fuel rod and 1 heat vent adjacent to it. This gives 5 EU per Minecraft tick, 100 EU per reactor tick, or 2 million EU total in EU mode; 8 HU/s or 160 thousand HU in fluid mode.


    Thirdly, I strongly dislike the idea of trying to calculate EU efficiency for a fluid reactor, because my planner only simulates the internals of the reactor; EU output for a fluid reactor depends on the additional blocks outside the reactor containment, which can vary significantly, e.g. by using a GT5u Large Heat Exchanger, by buffering the hot coolant in a tank, or by making biogas with the heat instead of steam. And then there's mementh's "tutorial" video, where it looked like he set up a loop to feed some of the hot coolant back into the reactor, which I've never understood.

    My efficiency calculations are loosely based on this: http://wiki.industrial-craft.n…lear_Reactor#Efficiency_2
    I take the minimum, maximum, and average of the EU or heat per second (depending on which style the simulation is running in), divide by the expected amount from a single uranium rod, then divide by the total number of fuel rods (as long as there are any - this measure of efficiency would become undefined for a secondary fluid reactor that runs with no fuel rods by venting from pre-heated coolant cells), with dual rods counted as 2 and quads as 4.
    Where do you find a definition of reactor efficiency that's based on the total output over the entire reactor cycle?

    Please add a more summarized component list for easy comparison. While the current list is good for when you want to build the thing it makes it very hard to compare with other designs.
    Something like
    100 copper, 50 iron, 40 lead etc etc


    I had been thinking of the component list in terms of it being a planning aid rather than a comparison aid. Two questions about that:
    1. For materials like cables and iron bars, which are crafted in groups of 2 or more instead of individually, should it preserve fractions or round up?
    2. For components that aren't GregTech-specific, should I go by the default IC2 recipes or the default GregTech recipes? For example, several of the IC2 cable types have higher output ratios when using a GT wiremill than when using an IC2 metal former.


    Also, what is included in the material list, only the components or also the reactor itself (regular, 5x5)?


    Only the components, because of this post:

    Could you change the resources section to not show the cost for the reactor? That doesn't seem like a good decision, especially since it's sort of the standard not to include, since it's a given that you have a max size reactor >.>


    Also, for the fluid reactor (which I don't like seeing called 5x5 when it's really 5x5x5, ignoring the additional blocks that need to be placed starting next to it to make EU from the hot coolant), the material cost can vary significantly depending on how many fluid ports, access hatches, and redstone ports are used.

    Now I've run into some bigger snags:
    1. New chunks aren't fully honoring the PFAA Geologica configs now - mountains and hills with exposed stone have a mix of vanilla stone and cobblestone instead of Geologica stone types (and Forestry ores, confusingly, since I'd disabled those both in the Forestry config and in the COG tabs). I've added this to a post in the Geologica thread.
    2. RWG doesn't generate ocean biomes. (I went back a few pages in its thread, and it's apparently a known issue, though I hadn't noticed any warnings about that in the FAQs and such in the initial post) Now I'm not sure whether to use ATG, New Dawn, or just vanilla terrain generation.


    Also, I'm thinking of making my next world an "ore-rich" world, with GregTech and COG/PFAA ores enabled in addition to rather than in place of the other mod ores, and maybe even throw in Galacticraft and Thaumcraft for their ores.

    Allow pulsed cycle to be mixed with continuous automation.
    Moar options!
    option box - fuel rods are always replaced once depleted
    option box - neutron reflectors are always replaced once depleted


    Okay, those two should be simple enough to implement (when I'm feeling better and not too busy with my day job).


    option box - vents are replaced once their heat reaches ~typed threshold~ and reactor stops for ~typed time~ seconds (this time can be zero)
    option box - coolant cells are replaced once their heat reached ~typed threshold~ and reactor stops for ~typed time~ seconds


    Might be a little trickier, but I presume the thresholds would be percentages, since different vents and coolant cells have different capacities for heat. Should I limit the percentages based on AE2 fuzzy card abilities, or is there some other mod that's better at using a range of damage values for determining when to remove the components?


    New values on Simulation:
    Duration of reactor inactivity due automation per cycle
    Time between automation intervals.


    "Per cycle"? I asked this before, but I don't think I got an answer: How does one define the cycle length for a mixed-fuel reactor?


    By the by, I think you should "absorb" some more features of the old reactor planner, like how it automagically calculated the on/off pulse cycles.


    I think you underestimate the difficulty of that. Two component types are impractical to predict without simulating the reactor: 1. heat exchangers 2. MOX fuel (especially in a fluid reactor)

    WorldGeneration.cfg: http://pastebin.com/4YqSynGW


    I have attempted to add GT versions of TC ores under Custom Mix 00 and 01. Custom Mix 00 starts at 2127 and 01 at 2154.


    You seem to have a mixed GT5/GT6 WorldGeneration.cfg there. Which version are you using it in? With GT5 (including GT5u), only positive integers are considered valid for ore type specifications. With GT6, I think it looks at the string values instead, which are null for Custom Mix 01, and I think they're going by the ore dictionary names rather than the display names, in which case you'd want things like "InfusedEntropy" and "InfusedWater" instead of "PerditioInfusedStone" and "AquaInfusedStone" respectively (although that might not explain amber being missing) - note that in a Platinum mix vein, the default primary ore is Cooperite in the config file you posted, even though when using US English, the display name for that is Sheldonite (it's also listed as Sheldonite in the table here: http://ftb.gamepedia.com/GregTech_5/Mining_and_Processing).

    Okay, two new questions then:
    1. Have you confirmed that either of those actually work with IC2 nuclear reactors? (I can try them out myself later, but if you've already tried them specifically with IC2 nuclear reactors, I won't need to; until then, the behavior of the spaces in IC2 nuclear reactors is different enough from other machines to make me uncertain)
    2. Do you have any suggestions regarding how my planner could show options for automating replacement of multiple components?

    I'm not sure why it isn't included in the Beyond Reality modpack, but the "GemBlocksForGreg" mod has a config option which "Replaces Plutonium 244 with Uranium 235 in the byproduct list of Uranium and Uraninite." Also, I think Blood Asp is already planning to change the default byproducts and ore generation in GT5u so that U-235 will be easier to obtain, and obtaining plutonium will require running a nuclear reactor first.

    Both options are set to true... I understand that in order to see lithium ore, I need to somehow enable normal GT veins. Which of the options do I need to set to false for that?
    (After that I'll have to regen the world of course, but this is just some work with MCEdit)


    I think you'd need to set both options false to get GT mix veins, if you're sure you want to - seems to me having both those and the other two oregens (COG GT and PFAA) enabled would be overpowered (although possibly having those two enabled is already overpowered).


    It's a little difficult to explain, and it depends a little on what exactly you mean by "GT veins". The "GregtechGenOres" in that file is for the COG generation with GT ores, which is described in config/CustomOreGen/modules/default/Gregtech.xml as using "patterns inspired by Geologica". However, between having "GregtechOverride=true" in that file and "B:AutoDetectPFAA_true=true" in config/GregTech/WorldGeneration.cfg, I don't think you'll find the mix veins described at http://ftb.gamepedia.com/GregTech_5/Mining_and_Processing , and you probably won't find "lithium ore".

    I've indeed enabled COG. Spodumene generates in my world, and I'll try to search for tungstate veins. Thank you very much


    Okay, I was searching the config files for the ore names. Apparently that wasn't good enough. PFAA Geologica has its own versions of spodumene and lepidolite, though not tungstate. Did you enable the COG generation of GregTech ores (in the GregTech tab of COG)? I think it's enabled by default, though I disabled it for my world. "PresetPegmatite" appears in both the COG GregTech config and the PFAA config, which is where tungstate generates for the COG GregTech config, along with pollucite, tantalite, spodumene (for both), lepidolite (for both), and some others, but not lithium ore.

    Hello folks, I'm playing with GT5 + PFAA.
    I'd like to have GT-style battery buffers. They require lead + lithium (for one of the battery types).
    The question is: can I get them from any ores spawning in Overworld without crafting the electrolyzer (I'm in LV, as you can see)?
    I need the ore names and preferably the places they spawn in.


    Another question: is there a guide to use AE2 specifically with GT? I'm sooo tired of this crafting...


    I haven't even built steam machines yet in my GT5u + PFAA world, but as far as I can tell, with PFAA oregen, the only way to get lithium is by electrolyzing clay dust - with default GT oregen, lithium ore coulld be found in tungstate veins, or purified spodumene dust or impure lepidolite dust (the ores are in the "Salts" mix veins) could be centrifuged for tiny piles of lithium dust, but none of those ores generate with PFAA. For LV, you might have to settle for sodium (from salt ores, which I think do generate with PFAA) or cadmium (from rare earth, which you can get by centrifuging AE2 sky stone dust, and possibly bastnasite if you enabled COG GregTech ores and not just the PFAA ores)


    I'm afraid I can't help you much with setting up AE2 for GT - the farthest I've gotten with that when using GregTech is setting up AE2 storage (that was in a non-PFAA instance) - GT has so many materials and different processing machines, it seems somewhat impractical to try to set up interfaces and patterns to automate things via AE2.

    Does anyone else have a second set of rotors in NEI that shows up as empty textures?


    You mean the uncraftable ones that are under item name "gt.metaitem.01" while the other rotors are under "gt.metaitem.02"? When I was using the BDCraft resource pack for GregTech, those had textures, but I had been wondering whether they were actually obtainable in survival mode. Now that I'm not using resource packs, they show in NEI with magenta and black squares.

    Anyone not having recipes for the magic generator/absorber when Thaumcraft is not installed ?
    Already reported the bug to Bloody, just want to see if I'm the only one or not.


    I see the same thing - I don't have Thaumcraft installed, and clicking on the magic converters and absorbers in NEI has no effect. However, I think that's deliberate, based on this:


    Also, Image of the day:


    I noticed this morning that IHL has been updated to work with recent versions of IC2, so I started the world this morning, though I ran into a few snags already:
    1. The latest version of Forestry breaks NEI Integration, so I've disabled NEI Integration for now. Edit: turned out I was using an old version of NEI integration. Updating fixed this issue.
    2. The "Sildur's Vibrant Shaders High" might be too vibrant for me - I think using this might have triggered (or at least aggravated) the migraine I had this morning. I'm open to suggestions for alternate shader packs to use.
    3. Applying dye to the carpenter's bed doesn't seem to work (I've mentioned this on the MC forum thread for Carpenter's Blocks). Edit: disabling ownership in the Carpenter's Blocks config fixed this issue.


    Update: It turns out that PFAA Geologica actually does generate Trona, and the ore sands from Geologica make it fairly easy to obtain iron, tin, and nuggets of gold, silver, and electrum early on, but so far it seems more difficult to get enough copper-producing ores to get bronze machines set up.


    Edit #2: Also, all of the PFAA Geologia stone types, including the "very strong" ones like diorite and quartzite that drop themselves when mined instead of cobblestone or rubble variants, can be mined with a tier 2 pickaxe (or maybe lower, I haven't tried), making it extra annoying that GregTech red and black granite (which are not automatically disabled when PFAA is detected) require a tier 3 pickaxe, and GregTech metatool pickaxes of tier 2 or lower won't even destructively mine through them.

    Added processing array support for recipes not using up items (like shapes).


    I had a question about this that I don't find an answer for in this thread or the wiki page. If I use a recipe in the processing array that requires a mold, extruder shape, or configured circuit, do I need 1 such item total, or 1 per machine placed in the processing array? (I'm guessing that even in the latter case, using multiple different molds/shapes/circuit configurations wouldn't work)