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

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Joel Falk

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Jul 29, 2019
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Solid super fuel? :D Something recently added? :)
What are the best way to keep a bronze boiler happy fuel wise? im guessing an automated farm would be very hard at this point so is coal/lignite, charcoal or alumentum gathered manually the best option?

Also a small question regarding oil, since i played last the BC pump was disabled. What should i use now instead, gas lift from pneumaticraft?

I think i might do the math for converting heavy oil->oil->light oil and see how the energy conversion adds up. Think it would be interesting and fairly easy to take any oil, turn it into light oil to produce methane and LPG and get quite a substantial amount of energy with a relatively small set of machines. It would be interesting to see how it would compete with oilsand to nitro diesel for example on an energy basis.

Edit: I might also take i look into the math for one time use batteries and see if they could be competitive. I have found previously you get a lot of excess sulfur easily so using sulfuric acid for power might actually be viable from LV-HV era. Especially if you find a sulfur vein in the nether

Edit 2: went through all the changelogs since i played last and noticed that the oil and gas values have been rebalanced quite a lot, will go through the calculator at some point and fix everything so it should be acurate again. Are there some config i can check fuel values or do i need to check them in game through NEI? Might just remake the entire calculation and improve it for the mid game fuel sources.
 
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SolManX

New Member
Jul 29, 2019
987
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There's a GT pump now - I've used the basic one to clear water.

Regards the sulfur battery route I was trying to cost that up but keep coming to the NEI problem for (ic2?) compressor/extractor recipes that don't tell you the EU usage values. Is there a way of knowing these values over and above trying to test experimentally?
 

Joel Falk

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Jul 29, 2019
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Ive tried them exerimentally but also indirectly by calculation and from that i found the basic recepy requires 2 eu per tick and each operation is 20 second for a total of 800 eu per operation without losses. In practice if i remember correctly it adds to something like 900 eu in total with LV machines

when you consider how the GT power system work what happens is that the machine consumes 2 eu each tick and the machines recieves a full amp of LV power as soon as it got space for it in its buffer. So in the case where it is 2 blocks away from the source of the power it would recieve 1 amps of 30 eu every 15 tics. 34 is actually used in the battery buffer due to transmission losses, 32 is actually send out and due to cable losses only 30 arrives to the machine.

That means the actuall consumtion would be 800*(32+2^1)/30 =906 eu considering both cable losses and transmission losses. Given that i could calculate the efficiency of the batteries quite easily as long as we can assume an average cable loss lenght in your system for making one time use batteries.

Im not entirely sure how much the fluid canning machines consumes though, will look into it later, think i will make a proper calculation and see how it all adds up both in terms of efficiency but also how much output you get in terms of power and where the bottleneck in the system is time wise.
 
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asb3pe

New Member
Jul 29, 2019
2,704
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I've been having an issue with this modpack affecting my Windows10, no other modpacks exhibit this behavior... after playing this modpack, even if I've quit the game and gone on to do something else, when I click on my Win10 Start Button, all the text and icons have disappeared. They're still there, I can still click on them... but they're invisible. Thus, my routine is to immediately re-boot my computer every time I'm done playing, as this is the only way I've found to restore the proper operation of my Windows Start Button menus (and assorted other right-click menus which also feature the disappearing, invisible text). It's frustrating and clearly should not be happening. But it does happen, and it happens every time I play the modpack (for as long as I can remember, ever since I installed Win10). Anyone else experience this issue too? Any ideas what is causing it?
 
A

AlphaA

Guest
Are there any options to indicate the liquid level in smaller tanks such as the Fluid Tank (EnderIO) or the Tank (Open Blocks)? They don't seem to work with a redstone comparator.
 

SolManX

New Member
Jul 29, 2019
987
-1
1
Ive tried them exerimentally but also indirectly by calculation and from that i found the basic recepy requires 2 eu per tick and each operation is 20 second for a total of 800 eu per operation without losses. In practice if i remember correctly it adds to something like 900 eu in total with LV machines

The 2 EU/t for basic recipes - did you find that somewhere or did you work it out manually?

The recipes.cfg i think has a part listing the fuel values.
Regarding recipes.cfg, ...

... do I interpret the values in I:cellLPG_256=256 as 256 EU/mb?
... why are there multiple entries for the same thing?
eg.
I:cellLPG_256=256
I:cellLPG_80=80
 

SolManX

New Member
Jul 29, 2019
987
-1
1
Are there any options to indicate the liquid level in smaller tanks such as the Fluid Tank (EnderIO) or the Tank (Open Blocks)? They don't seem to work with a redstone comparator.

The projectred comparator works on both the ender io and openblocks tank. Just tested it :)
 

Blood Asp

New Member
Jul 29, 2019
485
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0
Regarding recipes.cfg, ...

... do I interpret the values in I:cellLPG_256=256 as 256 EU/mb?
... why are there multiple entries for the same thing?
eg.
I:cellLPG_256=256
I:cellLPG_80=80
Yes, thats EU per mB.
The different values come from the change in GT. Best delete the full section and then GT will regenerate only the correct values.
 

Joel Falk

New Member
Jul 29, 2019
327
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The 2 EU/t for basic recipes - did you find that somewhere or did you work it out manually?

Its been a while but as i remembered i calculated it from the steam machines as they use the same recepies however use 2x the eu cost in steam instead. Then i did some experiments with the low voltage machines and tested how much energy they consumed and the time for each cycle and noticed it was the same.
 

Blood Asp

New Member
Jul 29, 2019
485
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The EU/t of recipes shown as IC2 recipes in NEI are the original IC2 EU/t values.
Furnace 3EU/t
Macerator 2 EU/t
Compressor 2EU/t
Extractor 2EU/t
Recycler 1EU/t
 

SolManX

New Member
Jul 29, 2019
987
-1
1
Its been a while but as i remembered i calculated it from the steam machines as they use the same recepies however use 2x the eu cost in steam instead. Then i did some experiments with the low voltage machines and tested how much energy they consumed and the time for each cycle and noticed it was the same.


The EU/t of recipes shown as IC2 recipes in NEI are the original IC2 EU/t values.
Furnace 3EU/t
Macerator 2 EU/t
Compressor 2EU/t
Extractor 2EU/t
Recycler 1EU/t

Thanks, guys.
 

SolManX

New Member
Jul 29, 2019
987
-1
1
Yes, thats EU per mB.
The different values come from the change in GT. Best delete the full section and then GT will regenerate only the correct values.

Sorry I don't quite understand what you mean here by the 'full section'. Should I (for example) replace ...

Code:
fuel_1 {
  I:cellGas_128=128
  I:cellGas_25=25
  I:cellGas_35=35
  I:cellHydrogen_15=15
  I:cellLPG_256=256
  I:cellLPG_80=80
  I:cellMethane_45=45
  I:cellNaphtha_256=256
  I:cellNatruralGas_15=15
  I:cellSulfuricGas_10=10
  I:cellSulfuricGas_20=20
  I:cellSulfuricNaphtha_32=32
  I:ic2.itemCellBiogas_32=32
}
... with ...
Code:
fuel_1 {
}
... or just delete the whole thing?
 

Blood Asp

New Member
Jul 29, 2019
485
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just delete the fuel section. fully or only the content does not matter. you just need to make sure to delete the double entrys and GT will regenerate the missing entrys on the next restart.
 

MarcNemesis

New Member
Jul 29, 2019
505
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1
Are there any options to indicate the liquid level in smaller tanks such as the Fluid Tank (EnderIO) or the Tank (Open Blocks)? They don't seem to work with a redstone comparator.
FIrst thing that come to mind is the Liquid Sensor in conjunction with... i forgot the name... I'll edit this post in about 10min after i find the name XD

Edit: Just came back to me. Liquid Sensor Kit in conjunction with IC2 Information Panel.
 

Joel Falk

New Member
Jul 29, 2019
327
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0
Macerator 2 EU/t

Thanks to this you can do a lot of sneaky stuff to save power if you want. For instance you can run 4 universal macerators (HV) on 1 LV turbine by transforming it down to ULV and still get byproducts, ofc it will be really slow but much more power efficient. Also I like to do it when you have a power producing system to increase the efficiency of the system. Only problem is i havent figured out when exactly it starts overclocking the recepies, anyone know about this?

For instance i think centrifuging methane should be possible to run with ULV so 1 turbine runs 4 centrifuges however even if you feed the centrifuge with LV it will still run at the same speed as when you feed it with 32 voltage. Meaning it runs the >8 EU recepie even in LV when it should logically overclock the recepie. Anyone know how exactly the overclocking of recepies work?
 
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Greyfell309

Guest
Hi. I have a question about platinum ore veins.. I searched in The End for an hour or so and didn't find any. Then i searched in Asteroid Belt, same result. The book say Y level 40-50 but there are no asteroids at that level. So what is the deal with this ore, where can i find it?