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

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Pyure

Not Totally Useless
Aug 14, 2013
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so this is my first attempt at pump/covers on pipes. so I am supplying steam from a source that doesn't push out on it's own, and made a pump and added to end of pipe and set to import and it works fine.

closest turbines to the source are getting the bulk of the steam and the others are struggling. Is there a way to equalize the throughput across the board or is it just a limitation of the pump/piping at this point? I made huge stainless steel pipes going to 8 HV turbines. I even cheated (for testing) a ev pump in to see if it'd help (and it does, but again, only the ones closest to source).

On an alternate note, is there something I need to build to see what the piping is doing? to give some information on throughput or something?
Use a smaller pipe, closer to the actual throughput, and let "pressure" do the work. Maybe.
 

asb3pe

New Member
Jul 29, 2019
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so this is my first attempt at pump/covers on pipes. so I am supplying steam from a source that doesn't push out on it's own, and made a pump and added to end of pipe and set to import and it works fine.

closest turbines to the source are getting the bulk of the steam and the others are struggling. Is there a way to equalize the throughput across the board or is it just a limitation of the pump/piping at this point? I made huge stainless steel pipes going to 8 HV turbines. I even cheated (for testing) a ev pump in to see if it'd help (and it does, but again, only the ones closest to source).

On an alternate note, is there something I need to build to see what the piping is doing? to give some information on throughput or something?

This is the problem with GT pipes. Each section of GT fluid pipe acts as its own tank, basically. It fills and empties, fills and empties, fills and empties over and over. If we could view inside each section of GT pipe somehow, I think we'd see fluid levels being different in each section, and we'd see the levels going up and down independently, almost at random. Installing GT Shutters does help somewhat with the "backflow" effect (fluid going the wrong way), but it does not solve the problem in my experience.

So basically, I think what happens is, just due to these random fluctuations in each pipe segment, there will be a time when all the segments are "low fluid", just by random... and at this point, the machines at the end of the line, down at the far end of the fluid pipe supplying them, well they're gonna suffer, they will have insufficient steam. Perhaps the kinda random nature of the fluid flow in the pipes will refill those pipe sections quickly. If you're not using max steam flow, then it probably will refill and you won't even notice. But it's also entirely possible that those end machines are now stuck in a bad endless loop where they just can't get enough steam anymore, due to the nature of how GT fluid pipes work.

My solution was easy, get rid of using all the GT fluid pipes and swap them out with Ender IO fluid conduit. When I do that, my systems that weren't working very well suddenly perk right up and work perfectly. GT fluid pipes, sadly, are just not up to the task IMO. But others seem to get them to work somehow, so I'm not saying you should give up on them, but I am saying you probably need to understand how they work and why they cause players problems. Hope this helps, and if any of it is incorrect I hope someone will teach us more about this common problem in the modpack.
 

DoomSquirter

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Apr 19, 2014
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The electrolyzer is particularly advantaged in this area. The MV version has a huge leap in what it can process.


The Pulverizer is the only chain that has increasing benefits-per-recipe.


Naphtha recipes actually should be available via the cell like the others you mentioned (I'm pretty sure it is?)

Not sure why the liquids themselves don't work although I have code-related guesses.
lol I was spelling naphtha wrong in nei lol that explains it. yeah, I see them now.
 

asb3pe

New Member
Jul 29, 2019
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lol I was spelling naphtha wrong in nei lol that explains it. yeah, I see them now.

Speaking of spelling... it looks like the "sufluric" error has been fixed in the pack. Nice! But yeah, for Naphtha, we're on our own with that one. I constantly have to sound it out in two syllables to get it right otherwise I spell it different every time I try... NAPH-THA.
 

DoomSquirter

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Apr 19, 2014
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This is the problem with GT pipes. Each section of GT fluid pipe acts as its own tank, basically. It fills and empties, fills and empties, fills and empties over and over. If we could view inside each section of GT pipe somehow, I think we'd see fluid levels being different in each section, and we'd see the levels going up and down independently, almost at random.

So basically, I think what happens is, just due to these random flucuations in each pipe segment, there will be a time when all the segments are "low fluid", just by random... and at this point, the machines at the end of the line, down at the far end of the fluid pipe supplying them, well they're gonna suffer, they will have insufficient steam. Perhaps the kinda random nature of the fluid flow in the pipes will refill those pipe sections quickly. If you're not using max steam flow, then it probably will refill and you won't even notice. But it's also entirely possible that those end machines are now stuck in a bad endless loop where they just can't get enough steam anymore, due to the nature of how GT fluid pipes work.

My solution was easy, get rid of using all the GT fluid pipes and swap them out with Ender IO fluid conduit. When I do that, my systems that weren't working very well suddenly perk right up and work perfectly. GT fluid pipes, sadly, are just not up to the task IMO. But others seem to get them to work somehow, so I'm not saying you should give up on them, but I am saying you probably need to understand how they work and why they cause players problems. Hope this helps, and if any of it is incorrect I hope someone will teach us more about this common problem in the modpack.
yeah, been playing with this issue for an hour or two now. Already cheated in some eio conduits to test as well. Planning on an interim setup since I'm really close to enderium (I think) and would start making bedrockium drums and cart some steam barrels around temporarilly till I have the rest of the base setup, so verifying this configuration works before I commit to all of that.

Problem was, the EIO conduits did worse than the gt pipes (tested against the huge steel pipes with HV pump attached). With the eio ender fluid conduits (the best ones) it filled all the turbines but the #'s I was seeing was like 400-500 in bursts, whereas with the huge steel pipes, end of the lines were seeing 800 or more in bursts where the closest was pushing in the thousands. so the EIO conduits seemed to be divvying up equally but at a lower rate than the gt pipes were.

I just checked the website and it says the turbine uses 2600 (assuming L?) and stores 72,000. the steel pipe (huge) has a fluid cap of 19,200L. 8 turbines at 2600 per == 20,800, so assuming steel doesn't have enough throughput, but I made 9 stainless steel (huge) and it has cap of 28,800 so it should be sufficient. the HV pump does 10,240 which is why I cheated in a ev which does 40,960. but with all of that, the EV still doesn't seem to push enough to fill all the turbines.

So, I guess what you're saying is true, but still would be great if you could divvy up the output somehow.

This is all for my advanced circuit line (total of 8 hv machines). when they all run, my battery drops rapidly lol. guess I go back to tweaking it and see what's what.
 
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codewarrior0

Guest
The problem you're seeing with GT fluid pipes is that fluids don't flow intuitively. Instead, whenever a fluid pipe is able to output fluid in two directions (such as to a turbine and another fluid pipe), it will always output half of the fluid in each direction. This means, if you have a pipe with a capacity of 28,800, and it is adjacent to an empty pipe and a turbine that has 15,999 fluid in it, then it will output 1 fluid to the turbine and 14,400 fluid to the next pipe.

If the next pipe is similarly connected to a turbine and a pipe, it will output 1 fluid to its turbine and 7,200 fluid to the next pipe after that. And then the next pipe will split that up to 3,600, and so on.

So you can see how GT pipes end up being okay for moving fluid from point A to point B, but completely terrible for distributing fluid evenly between points A, B, C, D, and E.
 
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DoomSquirter

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The problem you're seeing with GT fluid pipes is that fluids don't flow intuitively. Instead, whenever a fluid pipe is able to output fluid in two directions (such as to a turbine and another fluid pipe), it will always output half of the fluid in each direction. This means, if you have a pipe with a capacity of 28,800, and it is adjacent to an empty pipe and a turbine that has 15,999 fluid in it, then it will output 1 fluid to the turbine and 14,400 fluid to the next pipe.

If the next pipe is similarly connected to a turbine and a pipe, it will output 1 fluid to its turbine and 7,200 fluid to the next pipe after that. And then the next pipe will split that up to 3,600, and so on.

So you can see how GT pipes end up being okay for moving fluid from point A to point B, but completely terrible for distributing fluid evenly between points A, B, C, D, and E.
yeah, I did more testing, I totally see your point.

My solution was hackish but I lined up a iron drum for each of the turbines and made liquid translocators with glowstone from each drum to the turbine. Once the drums fill up, they supply each turbine ok.

Went to upgrade my EBF to an HV hatch, same problem, same solution. Decided to test and fully unload from my max size steel tank (which laughingly is 1/3 as big as a bedrockium drum but has more access points lol) and tried different variations of pipes/pumps. Maxxing out with tungstensteel pipe and UV pumps really filled up the turbines w/o any hacks, but anything less seemed to cause stuttering for when steam passed through.

Still, this is sorta part of the fun. I did a/c work for 5 years or so (commercial) and did 50/50 field/shop duty. Maintaining proper air flow in areas was a mixed bag with a ton of things to account for. So many tons of air coming in, so many outlets for it to go. lol
 
S

Sven "flamestrider"

Guest
yeah, I did more testing, I totally see your point.

My solution was hackish but I lined up a iron drum for each of the turbines and made liquid translocators with glowstone from each drum to the turbine. Once the drums fill up, they supply each turbine ok.

Went to upgrade my EBF to an HV hatch, same problem, same solution. Decided to test and fully unload from my max size steel tank (which laughingly is 1/3 as big as a bedrockium drum but has more access points lol) and tried different variations of pipes/pumps. Maxxing out with tungstensteel pipe and UV pumps really filled up the turbines w/o any hacks, but anything less seemed to cause stuttering for when steam passed through.

Still, this is sorta part of the fun. I did a/c work for 5 years or so (commercial) and did 50/50 field/shop duty. Maintaining proper air flow in areas was a mixed bag with a ton of things to account for. So many tons of air coming in, so many outlets for it to go. lol
If you want to stick with GT pipes what you can do is have one main trunk line that has shutters near where you make offbranches that head into turbines, this way you can easier locate where you should decrease the size of the trunkline to keep it "pressurized", or filled, to prevent the kind of sloshing that is common with the GT fluid transport... if you want a specific output at each branch you could substitute the shutters with either pumps or regulators that will let you specify more closely what type of flowrate you want in them...
If you want to experiment to see how your system behaves, use a fluid-detector cover on the pipes and add in some kind of redstone lights that lets you observe how much sloshing you have, if any, and detect other problem areas.
 

asb3pe

New Member
Jul 29, 2019
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How do the Nuclear Control 2 sensors work? I want to monitor a Battery Buffer Box that is adjacent to the Energy Dynamo on my Large Diesel Engine. I applied an "Energy Sensor Kit" to the Buffer, and I received a card and has coordinates of the Battery Buffer, but the Information Panel doesn't light up when I put the card in. I tried powering the Panel with both RF and EU, but neither one connected to it, which confirmed my understanding that no power is required to operate the sensors. Any idea what I'm doing wrong? I've tried the basic and advanced panels, and also tried the portable panel without success. Did I use the wrong sensor, or apply the sensor kit to the wrong place?

Edit: Oh lord, I spend so much time looking thru NEI and somehow its only AFTER I post that I see the answer (I think)... there's a GregTech Sensor Kit. LOL Let me try that one.

Edit 2: I see there's what looks like a power button icon on the Advanced Panel, and I have to click that to turn on the Panel. What are the different modes on that button for? The Basic Panel doesn't have such a Power Button so I still can't get that one to work which is kinda odd.

Final Edit: Is there any way to center the text, or am I stuck with the EU readouts being shifted all the way to the left of the screens?
 
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Alven4

Guest
Does anyone have experience with Infused seeds from Thaumic tinkerer? How do they exactly work (tendecies mostly)? What will non-vanilla-thaumcraft (for example radio) infused seed drop?
I would like to try them out but info on the Internet is contradicting.
 

Pyure

Not Totally Useless
Aug 14, 2013
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Waterloo, Ontario
Does anyone have experience with Infused seeds from Thaumic tinkerer? How do they exactly work (tendecies mostly)? What will non-vanilla-thaumcraft (for example radio) infused seed drop?
I would like to try them out but info on the Internet is contradicting.
Xavion's the authority. Someone else made a nice walkthrough which Xavion vetted. Probably the most up to date resource.

https://www.reddit.com/r/feedthebeast/comments/423ysg/infused_crops_and_you_totally_not_bees/
 

Xavion

New Member
Jul 29, 2019
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What will non-vanilla-thaumcraft (for example radio) infused seed drop?
They crash the client on harvest, maybe the server too? Can't remember.

That was on the list of things to fix actually, we should probably look at that again.

That post seems fairly solid yeah, I'm pretty sure the only way to legitimately check the tendencies of a seed without harvesting it in IT2 is with opencomputers as a note. They're limited too though, pretty sure they can scan a block in front of them and compare it to another block however, which you can use to work out whether something has increased in tendency.
 

DoomSquirter

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Apr 19, 2014
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How do the Nuclear Control 2 sensors work? I want to monitor a Battery Buffer Box that is adjacent to the Energy Dynamo on my Large Diesel Engine. I applied an "Energy Sensor Kit" to the Buffer, and I received a card and has coordinates of the Battery Buffer, but the Information Panel doesn't light up when I put the card in. I tried powering the Panel with both RF and EU, but neither one connected to it, which confirmed my understanding that no power is required to operate the sensors. Any idea what I'm doing wrong? I've tried the basic and advanced panels, and also tried the portable panel without success. Did I use the wrong sensor, or apply the sensor kit to the wrong place?

Edit: Oh lord, I spend so much time looking thru NEI and somehow its only AFTER I post that I see the answer (I think)... there's a GregTech Sensor Kit. LOL Let me try that one.

Edit 2: I see there's what looks like a power button icon on the Advanced Panel, and I have to click that to turn on the Panel. What are the different modes on that button for? The Basic Panel doesn't have such a Power Button so I still can't get that one to work which is kinda odd.

Final Edit: Is there any way to center the text, or am I stuck with the EU readouts being shifted all the way to the left of the screens?
you have to apply redstone to the panel. advanced has a button that allows you to bypass that altogether.

nuclear control, ic2, forestry, bc and mffs are my earliest memories of modded mc lol so much fun trying to pump out the ocean before I realized there was infinite water and making tank after tank across the landscape in cheat mode lol Love that mod.
 

MarcNemesis

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Jul 29, 2019
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you have to apply redstone to the panel. advanced has a button that allows you to bypass that altogether.

nuclear control, ic2, forestry, bc and mffs are my earliest memories of modded mc lol so much fun trying to pump out the ocean before I realized there was infinite water and making tank after tank across the landscape in cheat mode lol Love that mod.
I believe he is talking about the Nuclesr Sensor Kit. I won't try to give details because i haven't used one yet. Ever.
 
H

Herrminator1994

Guest
New reactor complex is working quite well
2017-01-26_02.11.40.png
 
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DoomSquirter

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is there anything within gt to filter items based on whether they are tiny or anything? dunno if anything exists for doing oredict partials, like tiny* or something (guess can look into logistic pipes for that maybe). But something that would sort off tiny's automatically would be awesome.
 

DoomSquirter

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so are there just some things that only come in small ore form? Example: bismuth. I've looked at the spreadsheet, ore guide, only see it mentioned as small ore, and digging through nei, the ore and components made from it are only way to get it.
 

Pyure

Not Totally Useless
Aug 14, 2013
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Waterloo, Ontario
so are there just some things that only come in small ore form? Example: bismuth. I've looked at the spreadsheet, ore guide, only see it mentioned as small ore, and digging through nei, the ore and components made from it are only way to get it.
Yep. Good news is that you don't need much of that stuff.