Posts by MauveCloud
-
-
Okay, that sounds good. As I recall, diesel generators have some advantages over steam turbines, such as better default efficiency, not needing warmup time, and not needing to vent excess steam.
-
Thanks, temporarily using IC2 build 751 allowed me to at least generate the config and answer SpwnX's deleted question about comparing IHL ores with PFAA Geologica ores (I saw it in the email notification).
PFAA Geologica generates apatite, bauxite, chromite, cinnabar, gypsum, limestone, oil (in 4 densities), and salt, but as far as I can tell, it doesn't generate bischofite, datolite, gyubnera, muscovite, potassium feldspar, saltpeter, or trona. I haven't used either IHL or PFAA Geologica before, so I don't know how important the non-PFAA-generated ores are, or if there are alternative ores available that similar materials can be extracted from via GT processing. Also, since Geologica has worldgen oil, should I disable BuildCraft worldgen of oil?
-
Okay, I've downloaded Project E, but I haven't added it to my loader mods yet. I'll hold off on that until I've received your tweaks.
Also, IHL seems to be having problems at the moment. I tried the 5 builds provided in the OP of the thread, but all of them gave me crashes similar to the one that Lefty posted. Should I wait a bit to see if that gets fixed, or start without it since I'm using PFAA Geologica's worldgen and will probably disable most (or possibly all) of IHL's worldgen options anyway?
-
I deleted the configs and restored my backup save, but I had opened the config before to turn the machine and recipe changes, and when I saw the easy mode option, I made sure to leave it disabled. As far as powerloss, by my calculations that pump should have been getting 126 EU/t when connected to the annealed copper cables, and an IC2 pump without a transformer upgrade has a max input of 32 EU/t, right?
-
So instead of being overpowered, it becomes redundant?
-
I was originally planning on using it for my longer mod list (see Some questions, and looking for suggestions on which mods I should use now.), which I won't be starting for a week and a half at least (so I can gradually step down my texture sizes, and hopefully be able to endure 16x textures by then). However, since you asked, I tried it with an existing world after backing it up. I didn't test extensively, but here are my findings:
1. an IC2 machine will explode when connected directly to a higher-voltage IC2 source, e.g. a CESU on the output of a kinetic wind setup with a carbon rotor, or an IC2 pump on the output of a different CESU. However, neither of those explosions broke any nearby blocks. Is that normal?
2. an IC2 machine connected to a higher-voltage GT source will not explode. The IC2 pump I tested on the CESU was previously set up with two 4x annealed copper cables between it and an MV battery buffer, and even after removing the transformer upgrade I'd put in before as a precaution, it didn't explode. I also tried it on an output side of a GT MV transformer, and it didn't explode. -
-
I haven't used EE or any of its replacement mods, so I'll take your word for that, unless Mine_Sasha can provide sufficient logic to convince me otherwise.
Also, I decided to spend some time adjusting local copies of scripts from the GitHub repository mentioned on the "Let's Greg Other Mods" thread. I'm not good at coming up with recipe ideas on my own, but I think I've dealt with the following two issues I noticed with them:
1. Some of the recipes involved items from mods I'm not using - I came up with alternative components for some, but for others I just removed the custom recipe.
2. Usages of GregTech tools (e.g. file, hard hammer, screwdriver) were missing "transformDamage", which if I'm not mistaken would make the recipes consume the tools regardless of how much durability they had left. I set those recipes to do 100 durability damage to the tools instead of consuming them.
I have attached a zip of the 9 scripts I changed, in case anyone wants to review them.The scripts for Carpenter's Blocks, Extra Bees, and Extra Cells didn't seem to have either of those issues, so I plan to use them as they are.
I think there are also some mods in my list without matching scripts in that repository. If someone can provide the ideas for "gregged" recipes for those mods, I think I could write Minetweaker scripts to implement them.
-
There's a subforum for the wiki here: http://forum.industrial-craft.…php?page=Board&boardID=26
-
I'll count that as an argument against using Project E. Mine_Sasha, can you counter that?
-
I haven't had any trouble with cable fires/explosions when using 4-amp cables between each battery buffer and my machines (the one place I'm using higher-amperage cables is for my electric blast furnace). However, so far I've avoided connecting multiple power outputs to the same stretch of cable, which might make a difference.
-
I'm not really familiar with Project E. What can I do with it that I can't emulate with the tech mods that are already in my list?
-
Nuclear Control was already in that list (the spoilered list, not the post from February). I don't know if I'll actually make use of its features, but I see no harm in including it.
I was on the fence about IHL until I took another look at the wiki picture under "Gregtech integration" and noticed that it makes it possible to obtain nitrogen from compressed air. I'll go ahead and use the mod.
As far as Thaumcraft, I'm also concerned about the dungeon mounds (which seem unbalanced for peaceful mode, since they're easier to find than normal dungeons and tend to have more treasure iirc) and tainted land, and I don't see a lot of benefit to it, since it seems like for most things that can be done by magic in thaumcraft, there's also a way to do something similar using the tech mods from my list. (in fact, the "getting started" guide for Thaumcraft even describes it as an "alternative to more technology oriented mods", rather than as being complementary to them)
-
For my next world, I'm considering using the following mods (and spending some time on configs and Minetweaker scripts before starting the world):
Animals+
Applied Energistics 2
Aquaculture
Batty's Coordinates Plus
BedrockLayer
Binnie's Mods
Biomes O' Plenty (mainly since it adds biomes to the Nether as well as to the overworld, though I'm willing to consider alternatives)
BuildCraft
Carpenter's Blocks
Control Pack
Custom Ore Generation
Enchanting Plus
Extra Cells 2
Forestry
Gendustry
GemBlocksForGreg
Geologica
GregTech 5 unofficial
IHL Tools & Machines
IndustrialCraft 2 Experimental
InventoryTweaks
IronChests
Minetweaker 3
Mo' Creatures
More Backpacks
Mouse Tweaks
NEI Addons
NEI Integration
Not Enough Items
Nuclear Control 2
Optifine
Railcraft
Realistic World Gen
Sildur's Vibrant Shaders High
Steve's Carts 2
Uncomplication (for the classic e-net, not for simpler recipes)
Waila
WawlaDeliberately Avoiding:
Galacticraft (not well suited for peaceful mode)
Thaumcraft (bad experience with a hungry node)
Thermal Expansion, Tinkers' Construct (expected balance and compatiblity issues)
Please let me know your thoughts on this mod list, such as advice on configuration options, suggested additional mods, or if there are conflicts or severe game-balance issues with these mods that I missed, thanks. -
Setting aside whether they include PFAA, I'm fairly sure both Beyond Reality and InfiTech 2 include Thaumcraft, which I'm leery of since one of my earliest experiences with it involved encountering a hungry node.
I was just thinking that next time I'm ready to start a new world (which will be after I've weaned myself off of high-res texture packs (if I can), and possibly after GT 5.09 is released), I'd try using PFAA oregen instead of GT's oregen, and I figured if there was an existing modpack that had the features I wanted, it would be easier than configuring things myself.
-
-
I've assembled a simple passively-cooled thorium reactor which produces a meager 100 eu/t at 7 efficiency, but I have no idea if it would be suitable as a 5x5. Using something like this design courtesy of Greg.
http://www.talonfiremage.pwp.blueyonder.…94m7ewstl3b0u80
Seems to work just fine in 5u (so far.) Been running for all of 5 minutes though, so who knows what interesting craters time will produce.
I tried that in my newer reactor planner, and as a fluid reactor, that design is predicted to produce an average of 895.84 Hu/s while running.
-
Interesting idea, but I'm not so sure it would end up being as "non-destructive" as you think - players would still have to find the ores, and mining an ore with a pickaxe of the correct level is a guaranteed drop, whereas crops, even when fully grown, sometimes don't drop seeds. And even if you want to set up the crop directly above the ore (which could easily be sub-optimal if you found the ore below a desert area), it still requires space for the cropsticks, tilling dirt to farmland, and placing water nearby (so the farmland won't revert to plain dirt).
-
If it's slower and still consumes the ores, why would players want to use that instead of the machines? Also, for many ores, the amounts of different elements obtained depends heavily on which mutually-exclusive path of machine processing it takes (e.g. a crushed ore put in an ore washing plant can't then be put through a chemical bath or vice-versa), so how would you determine the outputs for the crop?