P.S. I don't really have much interest in playing on servers, but I am a bit curious how much area is typically allotted per player on servers for mining GregTech ore veins.
IIRC on Kirara, it wasn't a specific area but they said try not to go past a certain distance from spawn, and based on # of players you could get an average area per person. It came out to many square kilometers each. On a related note, I calculated in a post last year that the rarest veins, like Platinum, would be expected to have one in a square area of 55 chunks on a side, or a circle of radius 31 chunks, which is just under 0.8 sq km (for default GT oregen). Of course expected isn't guaranteed, so each sq km lessens the chance that someone will get screwed, at least in the overworld.
Very nice quality of life stuff.
30 charcoal / min? Do you mean a RC boiler? The GT bronze boiler from what I've seen consumed like 1 coal every second.
In 5.09, charcoal burn time in large boilers is:
bronze: 40 t
steel: 30 t
titanium: 26 t
tungstensteel: 24 t
More info at the bottom of this page: http://ftb.gamepedia.com/Large_Boiler
In my current game I looked at a few options for early electric:
1. Mine coal, turn into coal coke with RC ovens, use coal coke and creosote to power large bronze boiler (GT)
2. Harvest wood, turn into charcoal with RC ovens, use charcoal and creosote to power the boiler
3. Harvest wood, turn into charcoal with charcoal pile igniter, use charcoal to power the boiler
I settled on #3 for a few reasons. First I've been trying to stick to GT for most things. I like the charcoal pile. One max size pile takes 10 minutes to process, and gives enough charcoal to run the boiler for about 30 minutes. There's a little setup time (and mining), but you could always alternate between two piles. I just wish you could get coal coke from the pile. As for the wood, I didn't even bother with a tree farm. I just harvest 10 big spruce (timber mode turned on) and that's enough for the pile. Not sure why but I don't like tree farms, maybe because there isn't a GT tree farm.
I do use coal coke for steel in the BBF but that only requires a few ovens. I really didn't want to build a million of those to run a large boiler.
After that, for me it's about transitioning to oil. BloodAsp's addition of GT oil and processing is a nice feature and filled a big tech gap in the mod.
For GT5exp I usually add these in:
AE2 - base mod, I haven't messed with extra cells yet.
IHL - only for treesap, I turn everything else off. Not sure if there's a better way to deal with resin.
RailCraft - coal coke, tanks, trains
I used to include buildcraft but after the improvements BloodAsp has made to oil and other things, I couldn't find a reason to. I haven't done much with fission or higher, but IC2 nuclear control looks useful. I'd also like to try something like OpenComputers to make more sophisticated train stuff. I'm interested to hear what other mods people think work well with GT.
How do you sift without EU (and thus requiring infrastructure that can't be built without flint and tinder)?
Well there's the manually operated sifting table, but it needs steel, so yeah same issue.
Unless quartzite fits your requirements, which you can get via sifting gravel.
The poster was asking about creating a first flint and tinder, so you'd certainly not have a way to sift before that. Unless I'm missing something.
There's no small quartz. Regular certus quartz or small jasper.
Out of curiosity: are you meant to not be able to make flint and tinder without looting?
Without looting, best ways are certus quartz or chipped jasper. Unless you get pretty lucky, certus quartz is probably easiest.
Looking forward to it.
Ok I think I see what's happening. I tested with three crucible types and a lead burning box (16 HU/t).
Ceramic 1392 15400 0.104
Titanium 3531 17600 0.091
Vanadium 4752 18800 0.085
I did observe the same behavior you did using the Titanium and Vanadium crucibles. Column 2 is crucible mass, column 3 is total mass with 16x iron dust rounded up to nearest 100 kg, column 4 is temperature increase per tick. At least in forest, environmental loss is 0.1 K per tick, so only the ceramic one is greater (because it has less mass to suck heat into). I think what happens is, there's a check in the code to see if the temperature increase from the burning box is higher than environmental loss. If so, environmental loss is ignored (easily verified with thermometer sensor). If not, it'll just increment and then decrement the temperature (no net increase or decrease over time).
Not sure if that's the intended behavior, but meantime try:
1. using a crucible with a lower mass (if that won't compromise your desired melting point)
2. burning box with a higher heat transfer rate
3. smelt less stuff at once
Hmm I just tried with 41 and still can't replicate your test, my iron dust heats up fine. What type of crucible and burning box are you using? Which biome?
crucible not heating up when full of iron dust
Which version were you running there bear? I'm still on 39, and at least up til that version I can heat a crucible full of iron dust indefinitely, because the environmental heat loss is suspended while the burning box is on. Nothing in the changelog about changing that behavior in 40/41 but maybe it was a stealth nerf.
Cassiterite and Iron ore work fine for me in the steam macerator.
For recipe rebalancings, did you change any of Greg's old stuff? I'd check the code but I only see up to #18 on github.
Enjoying the survival game so far, thanks for all the hard work!
In the second test no water or lava was nearby so the oil should have been the only valid fluid.
The problem could be with the geyser shape instead. iirc, BuildCraft doesn't generate geysers of water, but if you can find a lake of oil rather than an ocean geyser, you could check how the GT pump handles that.
Ok I tried that, same problem. After taking in 1000 L, the pump stops even with oil right next to the mining pipe tip.