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

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Nezraddin

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Jul 29, 2019
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About the weed:
Wasn't there the weed-ex and this one machine that makes the field automatically hydrated and weed-ex'ed?

(I have no real idea about the crops, I just watched like 3 tutorials so far to understand the system. Seems quiet complicated, especially since you don't just want "Maximum stats on everything" like in agricraft ^^")
 

Pyure

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Aug 14, 2013
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About the weed:
Wasn't there the weed-ex and this one machine that makes the field automatically hydrated and weed-ex'ed?

(I have no real idea about the crops, I just watched like 3 tutorials so far to understand the system. Seems quiet complicated, especially since you don't just want "Maximum stats on everything" like in agricraft ^^")
Yes. The crop-matron can automatically deploy weedex for you. There are also (conflicting) reports that weedex will or will not hamper the stats of your crops.

I've used it in the past with no visible negative affects. It does greatly help to mitigate weeds.
 
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ColdComfort

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Yeah it's true if you want to max out on plants you need a swamp biome and have a floating plot hundreds of blocks in the sky but I have gotten along just fine on my ground level swampland and have not had to use hydration or fertilizer once. Its not much work to get a farm that is usable up and running.

Bees are a lot more systematic and for large scale industrial setups I would suggest bees. That Bee'ing said, there are recipes that are specific to plants or combs. For instance, the Aurelia leaf can change magnetite into 4 purified gold. There is no comb equivalent.

I'm going to be moving to a swamp for higher-tier stuff... I built my current farm in an underwater dome in the ocean biome, so it's at y35 with no view of the sky. Arguably not optimal. I think it's just going to be a huge low-stat redwheat farm.
 
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asb3pe

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Jul 29, 2019
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I have no real idea about the crops, I just watched like 3 tutorials so far to understand the system. Seems quiet complicated, especially since you don't just want "Maximum stats on everything" like in agricraft ^^")

Yeah, that's part of the problem. I see those crops, and my brain says "Yeah! Agricraft! I LOVE Agricraft!!" :) And then I realize... no. It's that IC2 mod that never smiles, never seems happy, and just walks around with a big black cloud over its head all day. The original "my freakin base just exploded" mod, IC2! The mod that made tragic accidents fashionable long before other mods figured out the formula. LOL

I'm just teasin, I love IC2 and I don't think it ever got enough love (thank goodness Gregorious understood and ran with it) But crops, nah, they should have stuck to what they did best, machines and tech.
 
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ColdComfort

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Yeah, that's part of the problem. I see those crops, and my brain says "Yeah! Agricraft! I LOVE Agricraft!!" :) And then I realize... no. It's that IC2 mod that never smiles, never seems happy, and just walks around with a big black cloud over its head all day. The original "my freakin base just exploded" mod, IC2! The mod that made tragic accidents fashionable long before other mods figured out the formula. LOL

I'm just teasin, I love IC2 and I don't think it ever got enough love (thank goodness Gregorious understood and ran with it) But crops, nah, they should have stuck to what they did best, machines and tech.

Just be glad that at least the crops don't explode...
 
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targetingyou78

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I'm going to be moving to a swamp for higher-tier stuff... I built my current farm in an underwater dome in the ocean biome, so it's at y35 with no view of the sky. Arguably not optimal. I think it's just going to be a huge low-stat redwheat farm.
Rule of thumb: Highest elevation possible, direct sunlight and somewhere easy to see so you can kill weeds.

*Proceeds to build it under ocean* :p got to love this guy! :D
 

MarcNemesis

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Jul 29, 2019
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I currently have most seed bag at 21/31 (Growth/Gain). I use those to cross-breed into 23/31 (since 24+ act as weed.) Thus, i'll give a try to weed-ex. I've never used it under the basis that it make stats lower on crops. But since Pyure claim he never saw any negative effect, i'll go ahead and give it a try.

@Pyure If you could let me know whether or not you had raised your stats on your crops or not, It would probably help me test the Weed-ex.
 
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targetingyou78

Guest
I've seen a couple of people say they use EIO Fluid Conduits instead of Gregtech Pipes/PumpCovers. I'm curious, how do you reach the needed levels of steam. My current setup which is just HV requires over 20000L/s or 1000L/t. The highest tier EIO Fluid Conduit only extracts at 300mB/t. When you reach higher tiers in the game, do you just use a lot of conduits connecting to the same source? I understand you could just use 4 Conduits to get 1200mB/t but this doesn't seem to scale that well. EV pump (2048L/t) is equal to 7 EIO Conduit connections? and IV pump (8192) is equal to 28 EIO Conduit Connections?
 

Pyure

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I currently have most seed bag at 21/31 (Growth/Gain). I use those to cross-breed into 23/31 (since 24+ act as weed.) Thus, i'll give a try to weed-ex. I've never used it under the basis that it make stats lower on crops. But since Pyure claim he never saw any negative effect, i'll go ahead and give it a try.
@Pyure If you could let me know whether or not you had raised your stats on your crops or not, It would probably help me test the Weed-ex.
Definitely did raise my stats. Probably not as high as that.

I've seen a couple of people say they use EIO Fluid Conduits instead of Gregtech Pipes/PumpCovers. I'm curious, how do you reach the needed levels of steam. My current setup which is just HV requires over 20000L/s or 1000L/t. The highest tier EIO Fluid Conduit only extracts at 300mB/t. When you reach higher tiers in the game, do you just use a lot of conduits connecting to the same source? I understand you could just use 4 Conduits to get 1200mB/t but this doesn't seem to scale that well. EV pump (2048L/t) is equal to 7 EIO Conduit connections? and IV pump (8192) is equal to 28 EIO Conduit Connections?
Ideally when you're working with such high levels of steam, you avoid using pipes if possible and place the producers directly adjacent to the consumers. Trying to use enderio at that tier isn't really a winning proposition: you do need to do multiple extraction points and depending on the amounts you may not have enough faces to work with.
 

Captain_Oats

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Well honestly, I don't think there's any other options when you're requiring >20,000 L/s steam. The freaking pipes are so expensive anyways that they inherently force you to use good design techniques anyways, such as limiting distances and no branching. Honestly the fluid transport is a whole nother design challenge with GT, and I welcome it. I pussied out and just used enderio ender conduits for the distillation tower because it was too much of a hassle though tbh.

But for example, for my first large steam turbine, I didn't have many valuable metals (SS Ti), so was pretty well limited to steel pipes. In order to get 24000L/s I used a combination of Huge (~19200L/s) and some other small pipe (4800L/s) to get constant 24,000L/s to each turbine; and this worked flawlessly while being tremendously cheaper than using Stainless steel or titanium pipes (talking saving >200 ingots of SS). Plus it looks incredibly badass having 2 huge pipe and 2 small pipes all running parallel to 2 large turbines. No other mod can make a setup looks so industrial while ACTUALLY being functional.

Really wish the pipes were less expensive, or had a dedicated machine for making them cheaper. I'd love to be able to show them off more and spread out my machines. Having 2 blocks inbetween the LHE and HP turbines and regular turbines cost me ~100 tungsten steel just for 2 freaking blocks spacing each.
 

Pyure

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Really wish the pipes were less expensive, or had a dedicated machine for making them cheaper. I'd love to be able to show them off more and spread out my machines. Having 2 blocks inbetween the LHE and HP turbines and regular turbines cost me ~100 tungsten steel just for 2 freaking blocks spacing each.
Very much agree regarding their costs. Its no wonder they're so unpopular given enderio is a) easier to use and more predictable, and b) generally cheaper to make in most packs.

How on earth are you incurring 100 t-steel for 2 blocks??

While we're wishing for things, I want the hitboxes to be brought into the 21st century. Every time I want to work on something behind a small pipe and can't, I die a little inside. I've heard lame justifications about it being unrealistic to work on objects behind pipes, and I call utter bullswank on that.
 
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asb3pe

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Jul 29, 2019
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I've seen a couple of people say they use EIO Fluid Conduits instead of Gregtech Pipes/PumpCovers. I'm curious, how do you reach the needed levels of steam. My current setup which is just HV requires over 20000L/s or 1000L/t. The highest tier EIO Fluid Conduit only extracts at 300mB/t. When you reach higher tiers in the game, do you just use a lot of conduits connecting to the same source? I understand you could just use 4 Conduits to get 1200mB/t but this doesn't seem to scale that well. EV pump (2048L/t) is equal to 7 EIO Conduit connections? and IV pump (8192) is equal to 28 EIO Conduit Connections?

I might be wrong about this, but I think if you attach the Ender IO conduit to the bottom of a RC tank, you can exceed the listed "extraction" value because it's actually not extracting but rather the Tank Valve block (only when located on the bottom side of the Railcraft Tanks) is pushing the steam out as fast as any available attached inventory can take it, up to the max IO value of the conduit itself of course.

While this doesn't change your overall math, it might at least save on a need for excessive number of extraction points (i.e. not enough tank valve blocks available to connect to).

I was prepared for four valves and four extractions to run my 6 LV Steam Turbines that powers each bank of 10 Distilleries making BioGas... however, to my surprise, after I did one connection, I had zero steam supply issues. So I never even bothered to make the other 3 connections, there is no need, it's been running just fine ever since. That's when I realized what I just described above.
 

asb3pe

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Jul 29, 2019
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By the way I'm back to doing crops and thanks for the tip about using sugar cane and nether wart. I've already got some funny looking sprouts out there, a very good sign indeed!

(Edit: I just got a weed so nevermind this paragraph) It appears as if weeds don't grow in the double-crops? So when I'm cross-breeding, I can do a checkerboard of 2 different plants like sugarcane and netherwart, then when they're all grown, can I just fill in the rest of the checkerboard with double-crops and walk away? I've done like 12 cross-breeds so far and not a single weed yet. Am I just very lucky, or did I misunderstand how it works and cross-breeding is stress-free?

Also, what do I do once my field is filled with plants? I harvest with a left click to get seed bags? Should I worry about improving my sugar canes and nether warts, does that help the process? Or am I only concerned right now with just getting new plants from the cross-breed?
 

Captain_Oats

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Jul 29, 2019
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Very much agree regarding their costs. Its no wonder they're so unpopular given enderio is a) easier to use and more predictable, and b) generally cheaper to make in most packs.

How on earth are you incurring 100 t-steel for 2 blocks??

While we're wishing for things, I want the hitboxes to be brought into the 21st century. Every time I want to work on something behind a small pipe and can't, I die a little inside. I've heard lame justifications about it being unrealistic to work on objects behind pipes, and I call utter bullswank on that.

2 block spacing between LHE and HP turbines, 2 block spacing between HP and regular turbines. 2 of each type of turbine meaning 8 total huge tsteel pipes. Sorry I guess I worded that a little conveniently as I was frustrated.

I then had the issue of initially before being fulled warmed up, the LHE produces regular steam which needs to bypass the HP turbines to the regular steam turbines which means ideally, I'd need even more tsteel huge pipes to go ~12 blocks to the regular turbines, which I just flat out refused to do and instead cheaped out for steel and stainless steel. Might lose some steam which I wouldn't care about, but if I lose steam I lose Distilled water and thus no closed loop. So I compensated by having a Huge distilled water reservoir that is auto monitored along with coolant to ensure my shit doesn't explode.

Lol the hitboxes. Christ. I believe it's a technical problem and Greg (I believe, might of been someone else saying that) justifies it by claiming realism. I also really wish we had the piping disconnect feature of GT6, seems like it would be really convenient.

What I wish we had most of all though tbh is real world measuring devices and components. Things like throttling valves to limit flowrate, multimeters to measure energy more accurately, pressure meters (or some way of finding fluid flowrate)etc.

The regulators in GT are a pain as they only work with a buffer, not a pipe that is already connected (unless you can pull from 2 usually not connected pipes via paint, just thought of that). When I first saw them I thought you'd be able to just throw a regular mid pipe line and it would throttle the flow past that regulator; NOPE, it's just a variable pump.

The scanner works for stored energy, but mentions nothing of amps throughput, or eu/t which again is incredibly handy. And some sort of flowrate measurement again would be incredibly handy, as I've come to rely on self made shitty computercraft programs just to measure flowrate in/out of energy and fluids. Something many mods already have.

Especially in creative worlds where all you want is to test how many X for Y, and thus need to know rates because GT as opposed to every other mod deletes fluids and items when their buffers are filled on multiblocks. Having to setup a computer, copy paste standard code everytime just to see how much energy is produced is a royal pain. Want to know how much steam is produced by a HP turbine, good luck finding that, lets spend 20 minutes in a creative world doing as I stated just to find out. How much distilled water comes out of a turbine, again same scenario which could be resolved by a simple and honestly standard measuring device (standard in other mods and in real world).

Edit: Annnnd reactor blew up randomly while writing this.... fack.
 
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asb3pe

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Jul 29, 2019
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The scanner works for stored energy, but mentions nothing of amps throughput, or eu/t which again is incredibly handy. And some sort of flowrate measurement again would be incredibly handy, as I've come to rely on self made shitty computercraft programs just to measure flowrate in/out of energy and fluids. Something many mods already have.

Especially in creative worlds where all you want is to test how many X for Y, and thus need to know rates because GT as opposed to every other mod deletes fluids and items when their buffers are filled on multiblocks. Having to setup a computer, copy paste standard code everytime just to see how much energy is produced is a royal pain. Want to know how much steam is produced by a HP turbine, good luck finding that, lets spend 20 minutes in a creative world doing as I stated just to find out. How much distilled water comes out of a turbine, again same scenario which could be resolved by a simple and honestly standard measuring device (standard in other mods and in real world).

Edit: Annnnd reactor blew up randomly while writing this.... fack.

Sorry to hear that bud, IC2 strikes again (half-hearted laugh). You gotta be like the Six Million Dollar Man in this modpack, "we can rebuild him, faster, and better than he was before!" Am I dating myself at all by quoting a 1970's hit TV show? LOL

How are you using your scanner? I haven't used one yet in this play-thru, but in a previous attempt, I recall using the GT Scanner on both the Turbine (the big fan blade graphic thing on the end of the multiblock) and also using it on the Energy Hatch. I think you might want to try that if you haven't been scanning one or the other block. Certainly worth a try even if I'm wrong. I distinctly remember seeing my EU/t without any need for doing math in my head.
 
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Captain_Oats

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Scanning the turbine block shows EU output. Shows optimal flow (which can be seen by just hovering over turbine in the GUI) so useless. Doesn't show the actual flowrate into the machine (I guess could be easily calculated as long as actual flow<optimal. Can't access dynamo hatch without breaking cable lol, likely wouldn't show much different than a batbox. Honestly it works decently for turbines I'll admit.
 

Nezraddin

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Jul 29, 2019
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One more little question about weeds:

Are the IC2 weeds like Agricraft, that they only appear on "empty" crops/crosscrops, or can it be that suddenly one of your plants themselves turns into a weed, even if the field was full without any empty crops?
(so pretty much: will you need weedex just while trying to raise stats and get new plants or all the time)
 

asb3pe

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Jul 29, 2019
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One more little question about weeds:

Are the IC2 weeds like Agricraft, that they only appear on "empty" crops/crosscrops, or can it be that suddenly one of your plants themselves turns into a weed, even if the field was full without any empty crops?
(so pretty much: will you need weedex just while trying to raise stats and get new plants or all the time)

Yes that is my understanding. Once your field is filled with "good" plants, no weeds can get in. Weeds can only appear on the empty crops.

So now I've got some cross-breeds, but I'm not sure how to proceed. If I right click the plant, I don't get any seeds to make more of them, and if I left click the plant, it gets destroyed but I do get a seed bag. However, one seed bag just gives me back the plant I deleted! So basically I always only have that one plant. How do I increase the number of my newly-found plants? I guess I should clear out the other plants around my new plant, and put double-crops? Is that how to expand the quantity?
 
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Pyure

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Aug 14, 2013
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One more little question about weeds:

Are the IC2 weeds like Agricraft, that they only appear on "empty" crops/crosscrops, or can it be that suddenly one of your plants themselves turns into a weed, even if the field was full without any empty crops?
(so pretty much: will you need weedex just while trying to raise stats and get new plants or all the time)
Weeds will wipe out all your perfectly healthy crops given the chance.

Lemme clarify this: If a weed gets into your garden, all healthy crops adjacent can progressively get killed. But its worth noting that there's a few different ways weeds can quietly get introduced. A big problem is when your higher-stat plants for whatever reason fail to meet the minimum nutritional requirements for survival. At that point the plant will uproot itself and a weed will eventually take its place.

I sort of recommend to keep your farms a bit segregated for this reason. Lots of 3x3s or something, but no single giant 50x50 unless you're really confident its never going to lose water/fertilizer.
 
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