Posts by MauveCloud

    Hello, I have a problem with hammer and ores. When I try to dig them up with him, I only get ore but not any dust. Gregtech 5.10.41 with applied energetics 2 and IC2 2.6.252.

    AFAIK, GT 5.10 isn't really in a playable state right now. There's a rewrite underway, with it re-targeted to MC 1.12. See https://github.com/Blood-Asp/GT5-Unofficial/issues/1196 for progress. That bug is still has a "1.10.2" label, but you can see the 1.12 target here: https://github.com/Blood-Asp/G….10.2/build.properties#L1

    Update: I did some oil drilling a few days ago. The first location had 40 L/cycle heavy oil, which I skipped, especially since heavy oil tends to take MV machines to process. The second location had 184 L/cycle light oil, which I thought was good, until I discovered that after I moved my oil drilling rig to the surface (for easier access), it cost me 55984 L refinery gas to get 64 more cells of light oil. My first thought was to look for a richer oil field, and my third drilling attempt got me 1 L/cycle oil, which definitely wasn't worth continuing. Then I looked at https://github.com/Blood-Asp/GT5-Unofficial/issues/1238 . It claims that the effective maximum with default configs is 312 L/cycle, which by my calculations would cost me about 28611 L refinery gas. Looking closer at the bug today, I see the amount per cycle is actually dependent on the multiblock voltage, which makes no sense to me, and will likely confuse anyone trying to tweak the config files for different balance. It looks like running the multiblock at LuV will give the expected range, and running it at MaxV (if anyone can come up with a powerful enough energy source for that) will give it 1.75x per cycle.


    In the meantime, I've started setting up kinetic wind generators until I can build a pyrolyse oven and distillation tower for methane production (carrots -> bio chaff -> fermented biomass -> methane).

    Why are you using an OV scanner for GregTech anyway? I haven't used one in a while, but the IC2 Wiki indicates it only gives a number to indicate the value of ores in the area below where you use it, which isn't all that helpful with GregTech, given the wide variety of ores available. I think you're better off working toward building a Seismic Prospector (which allows you to get a much more detailed analysis and print it into a book form).

    I'm baffled that you'd buffer the steam output of a Large Heat Exchanger in a RC tank like that. Looking at the FTB wiki documentation for it, running it with 3999 coolant per second (just below the threshold for superheated steam) gives it a potential output of 319920 steam per second, which is beyond even the capacity of a large high-pressure fluid pipe (192000 L/sec). Aside from the "Pressure Pipes" mod (which I consider overpowered), I don't know what pipes from other mods can provide sufficient throughtput - I'm pretty sure none of the straight BuildCraft pipes are fast enough, not sure about the ones from the BC addon mods. If I were to use a Large Heat Exchanger for steam instead of one of the other gas/liquid fuel options, I think I'd feed the output directly into a large steam turbine instead (no pipes in-between).


    Is there an addon for 1.7.10 which can say whats wrong with mods bundle or world and what can be tweaked to lower internal clock lags?

    I'm guessing the "Sampler" mod in the FastCraft thread can help with that.

    And here is example of usage Project Red and BC gates to control fluid and fill level of tank

    Um... I hope you realize your spoiler has 4 links to the same image. Also, I realize now I might have misremembered about not having used Project Red - I think I've used either it or RedLogic before, but only a little. Still, without more explanation, it's hard to completely figure out what's going on in that image - the closest gate looks like it might be what's apparently called a "buffer gate" wait that's an AND gate I think, I see a couple that are probably "NOT gates", and a couple of RS latches. However, are those cobblestone structure pipes connected to your iron tank valve? I don't get that part at all.

    For anyone using the Diesel generator and having Rotarycraft installed:

    It does not work with Rotarycraft Lubricant. Even if the tooltip says "Gregtech", it can be wroung.

    If you're referring to the tooltip that shows up when you hover over the fluid contained in an input/output hatch (or the input/output tank of a GregTech machine), then as far as I can tell, that always claims to be from GregTech, even for water (which is from Vanilla Minecraft!). Thus it's not a reliable indicator.

    aqueous accumulator of Thermal Foundation

    strictly speaking, that device is from Thermal Expansion. :) The mod satisfies the "existence of a 1.12 version", though not the "without redundant/conflicting machines", so additional suggestions would still be nice.


    Good idea might be to run ProjectRED Logic items with conjunction of BC logic gates to make self-controlling cycles, but i suppose you already know it.

    Actually, I have not used Project Red or BC logic gates before.

    I'm having second thoughts about using Ender IO. On the one hand, the reservoir has a decent but not infinite speed (1 bucket per second or 50 L/t) without having to worry about it running dry (and I can use a GT wrench to enable the auto output). On the other, the default recipe requires fused quartz, which GT does not automatically provide an alternate processing recipe for - unless I write a MineTweaker/CraftTweaker script (which I did for now), I have to use the Ender IO alloy smelter to make it. I hesitate to build the Ender IO alloy smelter considering that several of the Ender IO alloys require an EBF to make via GT machines, so it would feel like a cheat.


    There are a few alternatives I'm already aware of:

    1. Buildcraft pump (about 4.95 L/t or 99 L/s using a redstone engine, which by my calculations is not quite fast enough to reliably keep up with a large bronze boiler, but two of them in non-connected water sources might work; about 62.7 L/t if powered by a GregTech LV gas turbine, which would be more than enough to keep up with hydrogen production for a fusion reactor)

    2. "Infinite Water Source" from Pressure Pipes - I've looked at the source, and using the pump block from this mod, I think it can push the water at up to maxint liters per tick, only limited by the pipe, tank, machine, etc. it is pushing into.

    3. IC2 pump (at least if I don't enable "finite water", default speed seems to be 1 bucket per second at 1 EU/t)


    Could some of you please suggest other mods I can investigate for this? I would somewhat prefer a mod without redundant/conflicting machines, and being able to generate the water without needing to supply power would be nice, as would the existence of a 1.12 version of the mod (in case I decide to switch to GT 5.10 if/when the rewrite is ready)

    I've done some more of my own calculations, and it looks like steam is the best option pre-oil-drilling. If I can find a good source of natural gas, making refinery gas from it looks like a good option (although not exactly renewable).

    Once I can make a distillation tower, the following look like viable fuel choices:

    1. benzene (distilled from wood tar)

    2. methane (distilled from fermented biomass)

    3. biogas (distilled from ic2 biomass, though probably not as good as using the crops to make methane)

    I'm not sure any of the diesel generator fuels can be produced fast enough to make them viable. (edit: to clarify, I mean per machine speed at lowest available voltage; I am aware I can build more of the processing machines or make higher-tier versions of them to produce the fuels faster, but that hardly seems worthwhile if there are alternatives that can be made with fewer and/or lower-tier machines)

    I dont calculated it yet, but i suppose with use of MineFactory and Thermal Foundation things you may incrase bio-fuel energy high enough to achieve HV or even EV from plants - but it needs precise calculations to check if that idea is right.

    I'm not using either of those mods, which might be why I don't get a recipe in NEI for the "biofuel" cell. Biogas via single-block distilleries is too slow, but might be viable once I can make a distillation tower and give it effectively-HV power - raw output is 640 L/sec, though it takes almost half as much EU to produce it as I get from it (maybe a bit more than half once I factor in efficiency etc., I haven't done all the calculations yet), so net output might be closer to 320 L/sec, which seems reasonable when I consider that I can make it renewably using low-tier crops such as pumpkins.

    And you are wrong now :) - im using two MV energy hatches connected to two LV transformers and two LV 16A battery buffers - moreover, its working ^^ Anyway im impressed - to start new world just beacouse of update, hope that calc will be helpfull when needed.

    Oh, right - I had forgotten about that trick with multiblock machines X/ Still, I've found a couple of oilsands veins already (including one pretty much right under my house), so I expect I'll use those and maybe do some oil drilling before I look into pyrolysing wood for heavy oil.


    Anyway, my reasons for starting a new world are a little different from what you seem to think - my previous world was using 5.08, which might not have worked so well to update to 5.09.31, and I changed out a few other mods while I was at it. Also, I realized while doing some calculations of my own that my idea of using biogas for LV (in my 5.08 world) wasn't such a good one - net production speed using distilleries was only about 10 L/sec per distillery.

    Ive made that rough calcsheet to check what is now produced in distillery from ovening wood to oil and what is the difference between steam and hydrogene cracking with "little / moderately / serverly" name prefix (circuit settings not attached).

    :/ In my current world, I'm barely getting started on LV power. It looks like converting wood to heavy oil requires HV, so it may be a while before those calculations are useful to me. Still, better than nothing, I guess.

    New question: has anyone already posted documentation to help find the simplest/cheapest/fastest processing paths for fuels, plastics, rubbers, etc. in GT 5.09.31? Many of them have an alarming number of choices for how to make them, with multiple steps to get there from raw materials, so it's hardly practical to just "look things up in NEI".


    Edit: less important, but why do the primitive blast furnaces (bronze/bricked) have 3 slots for input and 3 for output? I notice it's no longer important which slot I put the iron into and which I put the coal/charcoal into, but looking at the primitive blast furnace recipes that are now listed in NEI, I don't see any that take more than 2 distinct items as input or produce more than 2 distinct items as output.

    I'm not using UBC (that's a separate mod called "Underground Biomes Constructs", correct?), and iirc the only changes I've made to the GregTech config files this time were to disable GT Achievements, GT bees, and the timber axe. Here's the apparently-relevant section of my WorldGeneration.cfg file:

    Code
    general {
        B:AutoDetectPFAA_true=true
        B:enableBasaltOres_true=true
        B:enableBlackGraniteOres_true=true
        B:enableGCOres_true=true
        B:enableMarbleOres_true=true
        B:enableRedGraniteOres_true=true
        B:enableUBOres_true=true
    }


    Update: the issue I found might not be affecting all stone types - I found some small ores in a marble deposit that seemed to use the marble as a substrate, though I haven't found any full ores with marble substrate yet. I mined that vein in red granite a bit more and found small ores that also used stone substrate instead of red granite.


    Update 2: Bug filed now:

    https://github.com/Blood-Asp/GT5-Unofficial/issues/1245

    Hey MauveCloud. Just getting into IC2 reactors on Infinity Evolved and I tried to download your planner, but it's just sending me to an xml. Only thing I can seem to download is the source code and not the .jar. All releases, even if I try to right click and save link just bring up 3kb xml file with a junk name. Is this a problem on githubs end?

    Not as far as I can tell, or maybe it was briefly and they fixed it before I got to it. I just tried, and the latest release downloaded fine for me. What browser are you using, and do you have a different one installed you could try with (just in case that is somehow interfering)? Technically it could also be an ISP issue, but I don't know what you could do about it if that's the case.

    Yep. 20 Processing Arrays. Over 300 machines and 8 Reservoirs from EnderIO for water supply.

    Reservoir, huh? Strange name for it. Sounds more like a storage (multi)block for water than an unlimited water source, but I looked it up, and it seems less overpowered than the Infinite Water Source from Pressure Pipes that I had been considering (which as far as I can tell be pumped out at speeds only limited by the target pipe/tank/machine). Might be a problem for GT 5.10 if the planned rewrite comes through, since that has been re-targeted to 1.12, and Ender IO is still working on porting to 1.11.2.


    There are small Zink Ore in Nether and Overworld and gallium can be obtained from it in early game.

    Sorry, perhaps I wasn't quite clear enough. I'm not questioning the "early game" availability of gallium - I know small zinc ore exists (unless I foolishly disable small ores, like I tried several months ago). What I'm questioning is whether it's really possible to obtain gallium with steam age processing (and thereby make good circuits without using LV machines) as indicated by the Google Spreadsheet linked from the GT5e changelog.

    But at the same time, the circuits of one technological level of a higher tier are made from circuits of the same technological level, of the previous tier, so that this separation is more than logically justified.

    It took me a few reads to parse that sentence, but that makes a lot of sense. In GT 5.08 (and earlier builds of 5.09), the LV-tier circuits are used in making MV-tier circuits, but the HV, EV, and IV tier circuits don't involve any of the lower-tier circuits in making them (edit: at least not directly - I realized shortly after I posted that the IV-tier circuit technically uses HV-tier circuits in crafting one of the components a few steps earlier in the process). I might have to re-evaluate whether I want to play 5.09.


    Edit 2: I'm curious - has anyone set up D-T fusion for continuous running? (obviously, this would require auto maintenance hatches or disabling maintenance requirements in the config, as well as a bunch of processing arrays) If so, how do you supply enough water to the processing arrays for electrolysis into hydrogen? Railcraft water tanks seem to be a popular choice for early-game steam production, but are nowhere near fast enough for hydrogen production towards running a fusion reactor (which needs 32 L/t per fully-populated processing array by my calculations). Or is there some other renewable source of hydrogen that I've missed?


    Edit 3: I just noticed a small discrepancy - the circuit tier table linked from the changelog indicates that good circuits can be made at steam age, presumably going by the diode recipes that use tiny gallium dust instead of wafers, but as far as I can tell, (small) gallium dust is only obtainable as the second byproduct of zinc ore (which needs an ore washing plant plus a centrifuge, pulverizer, universal macerator, or RC rock crusher) or the third byproduct of bauxite or sphalerite ore (which needs a thermal centrifuge plus a pulverizer etc.), so it seems more like an LV age item to me.

    All circuits in one column (on my picture) has same OreDict tag and switchable in recipes.
    All circuits in one row has same tech level (same tier of Circuit Assembler) and same color. They are arranged according to the colors of the rainbow. Red is the first, purple is the seventh.

    In all cases, the circuits of a higher technological level are better and cheaper (for resources) and they should be used in recipes as soon as they become available.


    Only the 1-st crystal chip are hard to obtain. All the rest can be made from the first.


    Also there are no low gravity requirement without GC.

    I've been playing 5.08 lately, but I have a couple of questions about this:

    1. If the circuits in the same column are switchable in recipes, why are they separate items instead of alternate processing paths for the same items?

    2. Why were some metadata values repurposed for the new circuit items? As a resource pack contributor, this bothers me because it broke my ability to maintain backward compatibility of the resource pack with older builds of GT5. Although TBH, I have to wonder why 5.09 still uses the metadata values for the texture filenames. Does MC 1.7.10 really not allow using names instead like Techlone did for the 1.10.2 build of GT5 in this pull request?