[1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

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DarknessShadow

New Member
Jul 29, 2019
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I think my energy transport over item conduits will remain in v3.2 but this time with acid batteries which require a bit more infrastucture and oil / sulfur but that shouldn't be a problem because last time I had so much sulfur that I was voiding it. :)

Btw 1 sulfur can give you 19500 EU (already subtracted all processing cost)
 
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Z

zbtiqua

Guest
Is there any way in this pack to prioritize or at least predict where energy will go first on a line? for example:

4 Amp Power Source (i.e. transformer) ==== Battery 1 ==== Battery 2 ==== Battery 3 ==== Battery 4 ==== Battery 5

Since there are 4 amps and not all 5 batteries can receive power at once, there must be some decision making process as to where that power goes first, right? I would like, ideally, to control which one fills first. So maybe Battery 1 and 3 are the most important and need to be full, and the others should not get power until they are. Is there any way to do this?

I have tried shifting machines around to the end of the line, or closer to the power source, but I can't find any clear pattern that I can use to predict what will fill first.

Any thoughts?
 

DarknessShadow

New Member
Jul 29, 2019
413
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0
Is there any way in this pack to prioritize or at least predict where energy will go first on a line? for example:

4 Amp Power Source (i.e. transformer) ==== Battery 1 ==== Battery 2 ==== Battery 3 ==== Battery 4 ==== Battery 5

Since there are 4 amps and not all 5 batteries can receive power at once, there must be some decision making process as to where that power goes first, right? I would like, ideally, to control which one fills first. So maybe Battery 1 and 3 are the most important and need to be full, and the others should not get power until they are. Is there any way to do this?

I have tried shifting machines around to the end of the line, or closer to the power source, but I can't find any clear pattern that I can use to predict what will fill first.

Any thoughts?
Just to be clear do you mean 5 different battery buffers with batteries in them or 1 battery buffer with 5 batteries?

Where do you find raw oil?

Sent from my C6503 using Tapatalk
random drilling and luck :)

http://ftb.gamepedia.com/Oil_Drilling_Rig
 
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Joel Falk

New Member
Jul 29, 2019
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I created my world in 3.1.23, will it contain gregtech oil deposites or will i have to venture out into unexplored territories to find it?
 

Jason McRay

New Member
Jul 29, 2019
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I created my world in 3.1.23, will it contain gregtech oil deposites or will i have to venture out into unexplored territories to find it?
GT version oil is abstract thing. It doesnt really exist, its just a stored information added to chunks. Its only data, which are then turned with Drilling Rig into actuall fluid.

In short: Yes already explored chunks will contain GT oil.
 

lafflam

New Member
Jul 29, 2019
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Does each chunk contain its own data about oil volume in the chunk? If an oil source is a 96x96 block area, it seems like it would cross chunk boarders, which raises questions about forced chunk loading when it is locared on the edge of player loaded chunks.
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
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Waterloo, Ontario
Does each chunk contain its own data about oil volume in the chunk? If an oil source is a 96x96 block area, it seems like it would cross chunk boarders, which raises questions about forced chunk loading when it is locared on the edge of player loaded chunks.
I haven't seen the code, but I imagine its stored in a global list somewhere.

Like:
Chunk: -40, 80
OilStatus: 50

Chunk: -56, 80
OilStatus: 0

etc.
 

Mikhail Krutov

New Member
Jul 29, 2019
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Does each chunk contain its own data about oil volume in the chunk? If an oil source is a 96x96 block area, it seems like it would cross chunk boarders, which raises questions about forced chunk loading when it is locared on the edge of player loaded chunks.

96/16=6 which means that every oil source is 6x6 chunks no borders crossed. Or am I wrong?
 

Joel Falk

New Member
Jul 29, 2019
327
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You should easily be able to mark out the middle 2x2 chunk of the 6x6 oil deposite and then just check in a grid pattern every 6 chunks from there
 

Blood Asp

New Member
Jul 29, 2019
485
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The remaining amount of oil is stored directly in every chunk and saved/loaded on chunk save/load. So in an 6x6 chunk area you have 36 sperate chunks with the same amount of oil to drain. In the beginning i had the oil saved in only one chunk for that area, but decided to store it seperated but lower the stored amount to 10%. So moving your oil drill to the next chunk once one is dry actually works.

My basic idea with the GT oil was, once found gigantic sources, but not infinite. Finding an oil source with >500L cycle and placing 36 oil drills should produce more energy from oil as an fusion reactor. Well, only for 1-2 weeks until the source is dry and soon to come pollution will kill your world then.
 

Blood Asp

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Jul 29, 2019
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Well basicly: Every tick a pollution creating machine runs, it will add pollution to the chunk it is in. That machines are all that burn something inside them: Boilers, Diesel Gens, Boilers, Furnaces, Multiblocks with mufflers ect.
Coal burners will be quite bad, diesel and then gas less bad. Still working on a way to also add pollution from other mod machines.
Every x seconds, the pollution will spread to chunks around and a certain percentage will dissipate. So at a certain point the pollution will level out depending on production.
I will not add ways to remove pollution, only to reduce the amount pollution created.
High pollution will result in: Visual fog, bad effects on player and other entitys, dying plants.
 

BrickVoid

Well-Known Member
Dec 2, 2012
593
57
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I don't care about anyones opinion. :p
It will get a config, that's all.

The problem is that it's actually possible to clean pollution up IRL, it's just that for the atmospheric polution a lot of companies would rather get hit with a heavy carbon tax instead of actually developing ways of cleaning up after themselves. I would like to be able to play a modded Minecraft world without visual pollution effects that affect the visual look and feel of Minecraft. Most smog does dissipate over time, and can end up being a crust on buildings. So, how about this sort of effect: If a block is a solid block, it could attract the possibility of a crust being applied onto it. Cleaning this crust off costs you a lot of expensive chemicals GregTech happens to make from environmentally friendly chemicals already present in GregTech. There is a means to apply to large areas, and to collect large amounts of pollution in the air over time. But it will cost a lot of resources and a heavy time investment.

In short, if you really want to go to the lengths actually necessary, then yes even the pollution can be cleaned up, but it will cost quite a large sum of time and resources to do so, and will be only 100% effective if the polluted area is allowed to regenerate naturally.

Also, you mention coal burning machines, or anything that is fired on combustible fuels. A lot of people build machine rooms indoors. Are you going to provide an expensive, but adequate if properly installed, ventilation system? People willing to go to the lengths necessary should be able to play a 99% pollution free experience with just the occasional wisp of pollution hanging around if they've spent enough on it. :D

Cheers ...

BrickVoid
 

Vliro

New Member
Jul 29, 2019
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I cannot seem to get energy out of my reactor using only GT transformers(it is full size).

If I use an MFSU between the reactor and the transformers it works fine, but only transformers does not work. I use one normal(2048->512) and then 512->2048 to output to my battery buffer. Is there a specific way to put the transformers on the reactor to get power?
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
I would like to be able to play a modded Minecraft world without visual pollution effects that affect the visual look and feel of Minecraft.
This is contradictory or unclear. If it has visual pollution affects, its affecting the visual look. If its affecting the visual look, its a visual pollution effect. Can you clarify?


The problem is that it's actually possible to clean pollution up IRL, it's just that for the atmospheric polution a lot of companies would rather get hit with a heavy carbon tax instead of actually developing ways of cleaning up after themselves.
......
In short, if you really want to go to the lengths actually necessary, then yes even the pollution can be cleaned up, but it will cost quite a large sum of time and resources to do so, and will be only 100% effective if the polluted area is allowed to regenerate naturally.
.....
That's where game design and real life conflict a bit. Its tricky deciding whether to allow people to bruteforce around the problem because then you're constantly struggling to find a certain balance point. Obviously this works so long as the costs of doing so are pretty enormous, to the point where there's a strong incentive to clean up your industry properly in the first place.

Also, you mention coal burning machines, or anything that is fired on combustible fuels. A lot of people build machine rooms indoors. Are you going to provide an expensive, but adequate if properly installed, ventilation system? People willing to go to the lengths necessary should be able to play a 99% pollution free experience with just the occasional wisp of pollution hanging around if they've spent enough on it. :D

Cheers ...

BrickVoid
Blood mentioned that the pollution would be tied to chunks. He has neat ideas about pollution entities that could probably be effected by the things you mentioned, but for the primary pollution problem itself...talk to him maybe about making mufflers and such on machines an actual thing that people care about :)
 

DarknessShadow

New Member
Jul 29, 2019
413
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I cannot seem to get energy out of my reactor using only GT transformers(it is full size).

If I use an MFSU between the reactor and the transformers it works fine, but only transformers does not work. I use one normal(2048->512) and then 512->2048 to output to my battery buffer. Is there a specific way to put the transformers on the reactor to get power?
Thats interesting.
gt transformer next to the nuclear reactor -> battery fills up
gt transformer next to the nuclear chamber -> battery does not fill up

@Blood Asp Is that supposed to be like that?