Building XL Gas Turbines in an Episode in truly XL length! I love the longer edits, when you explain something it has so much more time to breathe and I can take in the information much more easily.
I'm so glad to hear that you took a short break! These videos are such a big highlight of my week. So knowing that you're taking the time to keep yourself interested in making them is reassuring
13:50 I love how you just a minute ago included the classic "HV to MV, yes" clip and then immediately go ahead and explain the transformations backwards :D
Ah, XL Gas Turbines. When 16 regular LGTs is too much, a single XLGT will step up. These things can accept multi-amp and laser hatches, and are the only reason gas power is viable post-mid IV. Otherwise the generator spam would quickly become impractical. "What about the Advanced Large Gas Turbine" you ask? Imagine a rock that cannot break through a bulletproof window. Now imagine a rock with a sharp end that is a hundred times more expensive, and *still* cannot break through the bulletproof window. The ALGT is that sharp rock - an improvement in every way that doesn't actually matter, for a price tag so ludicrous it's dubious even if it could succeed where it needed to. Which it can't. Crafts like 700+ HSS-E are what should push you to upgrade to Volcani, given how much of a speed and especially EU cost difference they make. Of course getting the most out of Volcani requires robust power infrastructure, as they should be ran at the highest tier of energy you can give them ideally, so upgrading power first is a reasonable decision. "Aren't there better rotors we can access by now" you ask? Not really. IV in particular is starved for good rotors, with the only two options I would consider viable - and in the latter case I use that term *very* loosely - being HSS-E and Ichorium. HSS-S is too expensive to consider, and Ichorium...well, small Ichorium rotors are basically 10x Large HSS-E rotors compressed into one. You can only make that work in an XLGT, which means effectively 160 Large HSS-E rotors worth of throughput to use small Ichorium rotors at all. To say nothing of the cost of researching/crafting Ichorium, of course. That that is the only other rotor I would list as potentially viable in IV should put the competition - or lack thereof - into perspective... That infinite Vis orb exploit has been fixed, for the record, so don't count on it letting you be lazy about setting up Thaumcraft infrastructure for too much longer. For those curious about why Benzene is randomly blacklisted in the XLGT, and why this is such a headache in terms of balancing, Benzene is very easy to spam. The devs would rather reward complexity, such as investing into nitrobenzene, than let spamming more lower tier power be the meta strategy. The problem is that Benzene is the third *best* gas fuel (of the ones you would realistically use as such), so solutions like "nerf power output the weaker the fuel is" wouldn't exactly work, since it would largely nerf everything *except* Benzene. It's also a challenge to make benzene viable circa MV, but fall off requiring an upgrade to nitrobenzene circa whenever. This kind of base-wide power outage when you're upgrading stuff is why you want to upgrade the power spine as few times as possible. You also might wish to split the power spine into several different lines, both so you can better spread the power load, upgrade them individually and have more power to throw at machines that need a lot of power. The value of future proofing cables to handle eventual higher amperages I imagine is self-evident. Using plates or foils to cover the side of a machine, or transformer in this case, completely blocks that side from any and all I/O. Even rain will no longer be able to cause the machine to catch fire, it's completely blocked. An alternative solution, if you don't make a habit of dyeing your cables, is to dye the transformers different colors. A transformer dyed red cannot interface with a transformer (or cable for that matter) that is dyed with a color other than red. It will interface with a transformer or etc. that is not dyed, however. The XLGT is rather particular in how it needs to be build. I would recommend looking at the preview and seeing the various hint blocks to get a better idea of what goes where, because trusting the auto-placement to do it correctly for you is a dubious prospect. The particular version of the turbine calculator Three showed is outdated, though the numbers it gave Three are still accurate to Three's given situation, so good enough. It's also not *that* difficult to calculate optimal throughput or energy production manually, though of course having a spreadsheet do it for you is so much more convenient. Another similarity between XL and LGT is that having a giant backlog of fuel in the input hatch confuses optimal flow calculations, causing the turbine to not run as effectively as it can/should. With LV input hatches and consuming 13mb/t it's not a big issue, that backlog will be gone by the time the turbine has spun up, but an IV hatch consuming 48mb/t? Eh... At low warp levels, that Doppelganger is just an illusion, a warning of what is to come. At higher warp levels that Doppelganger becomes real, able to take damage, and shares a health pool with you. Try not to shoot them with a crossbow, it won't end well for either of you. Broadly speaking, the amount of AFKing you need to do to get through a given infrastructure check is inversely proportional to the amount of power you can throw at it. Trying to cook 2K+ LuV supercon to craft a fusion reactor on 2A LuV is pure, unapologetic misery. 4A ZPM? *Very* different story. And if you've invested so much into power you can afford to slam down an MEBF/MFV combo, oh boy, you'll barely be able to grab a cup of coffee and take a break before the cooking is done. PAs are planned to be removed, yes, but the process to do so is *involved* to say the least. The only accurate measure of when they will be gone anyone has at this point is "not soon".
Out of curiosity, since you and Three keep mentioning it, what's the deal with PA's being removed? Why remove them and why is the removal so involved? If you don't mind me asking.
I was wondering if there was another episode, then came to the channel and saw “3 seconds ago”. I could sense the Greg. Also, love the videos! I get happy each time I see your thumbnails! You inspired me to try out GT:NH, and it’s been some of the most fun I’ve had in Minecraft in a long time!
What about going into forestry trees to create unique wood slabs for each of the alvearies? You could get a thematic wood for each type of bee. It would showcase an overlooked aspect of forestry and would help locating the right bees each time. Great episode!
When you have the multi block menu open to see how the machine looks I believe you can right click a block to see what you can replace it with. Good for knowing where you could place a dynamo hatch or input/output block.
When I say GREG, you say TECH You may want to use the tungsten bee for tungsten dust directly, since it skips tungstate/scheelite processing. The downside is tungsten dust is actually much slower than tungsten trioxide in the EBF. Same for the titanium bee. Looking ahead, the Naquadah bee is NOT the same, it gets NOM which needs to be processed via the naquadah line, ALTHOUGH the DOB bee DOES get some pure Naquadah dust (in very small amounts) The 64 plutonium -> 800 mb radon is actually LESS efficient in every way: it consumes more uranium and power per plutonium, since LCRs get perfect overclocks so the ratio of 840 EU/mb and 900 EU/mb doesn't worsen when you overclock. So why would anyone ever use the 64 plutonium recipe? Why does it exist? Well, historically recipes could only have their time reduced to a single tick. For the base recipe, 600 seconds at LV (ULV is not actually treated as a real tier) is 12000 ticks, so it will become 1 tick at UV. However, it would hit 0.733 ticks if it weren't capped, so it might seem like the second recipe is better starting at UV. However, the Mega Chemical Reactor exists, allowing you to get 256 parallel. So using the second recipe actually only makes sense if you have an MCR with at least 256 amps UV (probably via lasers). However, I think the one tick cap kind of got removed for machines running in batch mode, so for machines in batch mode if they would have their recipe time cap at one tick they instead increase their batch size. I'm not sure about the details of that though or if it's even a thing, but if so there would never ever be a reason to use the second recipe anymore, aside from uranium being cheap and it saving an unpacking/crafting step
One thing I've been doing in my base lately is adding Machine control covers to systems that I want to keep turning on no matter what. If you set them to disable with redstone and adjust the time they take to try and reactivate to 20 seconds (through the square bottom right) they will try to reenable once every 20 secs. This is amazing for applications like miners on other planets where they would get disrupted by a lack of power and can be reenabled autonomously when the problem resolves. I also use it on passive processes like the platline, Benzene generation (which is now my source of hydrogen), etc.... It can cause to waste some materials, but at the point I am in the pack that no longer matters to me. The convenience of everything turning back on after messing with power vastly overtakes the minimal waste.
Probably no one's gonna need this, but the Watch of Flowing Time from ProjectE tick accelerates machines from GregTech but not power consumptions. So, wanna cheese out lower voltages' machines, someone?
Hey Three! I started watching this series right before you took your hiatus from UA-cam and I rediscovered it a few days ago. So glad to see you're making great content again!
While I was one of the no votes in the recent poll, I wouldn't say I don't want to play it, being a full time college student while working part time I just kinda cant. :/ Maybe sometime in the coming year or so I'll be able to give nomifactory a go. At least I can live vicariously through your video, always happy to see a new one!
You actually only need 1 muffler for the xl Input bus is for automating/inserting the turbine blades The other radon recipe is less efficient with the uranium, but is a lot easier to deal with full dusts Can always setup a recipe for the dyes and spray cans
Your fluid regulator is already a pump. That is the only thing it regulates. The moment you added the other pump to the other side, it will push regardless of the regulator. At least, that is what happened in my circumstance with a different build.
hey three, my only recommendation for further into the playthrough can you show us the crafting trees of some of the more complex autocrafts? that would be really cool (crafting tree is the button in the top-right corner of the ae screen
Why do you need to regulate the input flowrate? can't you just fill the input buffer as fast as possible? Or would the machine use more than what it needs in that case?
omg, level emitters are a bane of my modded minecraft existence these things cease to work when you need then most so now I'm using plain redstone to control that sort of stuff. usually harder to setup, but feels much more reliable.
Unlocking the xlgt will make power much less of an issue til UV if you choose to upgrade to ichorium turbines, which do take a huge amount of nitro and investment in magic though
18:25 i have no clue whether or not it does but you can just test it by seeing if it fills the internal buffer of something that can receive iv voltage
apparently they were poorly coded and hard to maintain so they're meant to be phased out of the pack once the last few replacements for its functionality are implemented
The radon recipe will produce at exactly the same rate because LCRs provide perfect overclocks. The HV recipe uses slightly more uranium but is possibly more convenient. Edit: Maybe I misunderstand and you don't get the ULV to LV overclock?
The thinking is that it's overpowered and can replace most other multiblocks, leading to a bit of homogenisation in base setups. The problem with removing it is that there's no replacement for a multiblock assembler till the Precise Assembler and it's super useful for doing Precision Laser Engraver recipes outside of the cleanroom. Not being able to cross those gaps are why there's no rush to remove it just yet.
Regarding the issue with the sticky cards, I think that is an issue with the superchests, not exactly the stickies. I am playing a bit different modpack, modified by myself and these super chests and their fluid equivalents are suuuper buggy from AE2 perspective, including not detecting some of them at all when storage bus is attached. Maybe that is the reason?
I was recently informed it's a known issue in GTNH. Superchests are also very performant in NH as the mod has been optimised to work well with AE2 Storage busses in this pack. All world interaction is disabled when there is a storage bus connected, so things run really well. Turns out it is just a bug with the sticky card interaction, which hopefully is being resolved soon :)
@@Threefold. Gosh the way you describe how everything in NH is optimized makes me want to play this modpack so much, but with the average working student life I would greet retirement faster than LuV... Is there any less time-consuming version of that modpack?
@@seitoru Hey, I am not Three but I do have two suggestions though I am not sure either fits the bill perfectly: #1 look at Divine Journey 2! Three has a series on it if you wanna watch that and see if it is what you are looking for. Not exactly the same as GTNH but still a very fun hardcore progression based pack with lots of integration! It is "easier" than gtnh in some ways too if that helps. #2 play GTNH! But seriously it is such a fun pack, I loved every playthrough I do no matter how far I have gotten. There are a couple tricks I have developed to make the pack easier or at least less grindy that I'll share. 2.1 Go into the configs, turn off pollution, it gets pretty annoying to deal with at about mv to hv. 2.2 Go into the configs and turn off the food diversity system, it makes pre-steam early game so annoying that they actually built in a way to mitigate it with the healing axe in the quest book. It also doesn't make any sort of sense to me, so I just boot it. 2.3 Watch along with Three's videos (and read the shadow of X's comments!!)! It is good to have direction in such a big pack and sorta seeing what someone else does gets the creative juices flowing on how you'd do something different! Also the shadow of X is literally like a GTNH guru so they have some pretty useful tips and they have left a comment on every GTNH episode Three has uploaded for both season 1 and 2! 2.4 Host your own server on your machine or a secondary one that you can keep running! This can help you build passive reserves to let time you actually have to sit down be for problem solving and crafting, not waiting for the blast furnace to cook 768 stainless steel or something. Be warned you have to put in the work to actually make those passive systems run without intervention which is slightly hard, but once they are running they can be extremely strong, make sure not to over do it and make things too easy. 2.5 Project E watch of flowing time. This one is something I haven't tested but have read about recently either last episode or the community post. Apparently if you install Project E 1.7.10 and use the watch of flowing time it speeds up gregtech machines without increasing power draw. Basically meaning less waiting for recipes to finish and less need to upgrade your power spine. Be careful with this though some interactions might break as they are not intended, and it also might feel too cheaty/easy and suck the fun out of the game if you can't find the right balance! Hopefully one of these helps you!
55:28 not confirmed knowledge but i can imagine that the sticky card only allows insertion since it only allows sugar to go into the superchest and nowhere else
@@maxbalzer6531oh, I guess I misread your comment the first time. Sticky card does not prevent extraction. It only ensures that when an item matching the existing storage on the sticky destination enters the network, that is the only location it is allowed to be stored.
I think it has to do with the code internals of AE2 - the Sticky Card creates a bypass route for particular items. The Level Emitter asks to sign up for storage level notifications without checking the bypass lanes and gets no replies.
On the poll subject, to be honest, it's more of a "I'm not playing Gregtech yet" than a "I'm never touching it" It does interest me but I've yet to make the jump with all there seems to be at play
yeah, that recipe literally has no upsides. it even takes more EU than 8-times the previous one 😢 tiny pile is 1/9 of a big pile so with a tiny pile recipe you get 900L radon/big uranium pile for 82k*8
Hey Three been a long time fan,wanted to ask if there is a chance you would go back into streaming some of your proggression,I really loved those streams. plus I know you are swamped with GTNH but woulf also love seeing u try nomifactory CEU or Technological jeourney. BTW Nomi devs are working on importing the pack to 1.20 so would be intresting to see you try that
I tried Omnifactory and Nomifactory and hated all the meta crafting and didn't like how bloated the ores were. [Edit] meta crafting, not metal crafting
Building XL Gas Turbines in an Episode in truly XL length! I love the longer edits, when you explain something it has so much more time to breathe and I can take in the information much more easily.
I just wanted to say that i appreaciate you keeping going, even if Im still catching up from S02E06. Have fun, engineer!
I'm so glad to hear that you took a short break! These videos are such a big highlight of my week. So knowing that you're taking the time to keep yourself interested in making them is reassuring
13:50 I love how you just a minute ago included the classic "HV to MV, yes" clip and then immediately go ahead and explain the transformations backwards :D
hehe I got no excuse this time...my mistake :D
Ah, XL Gas Turbines. When 16 regular LGTs is too much, a single XLGT will step up. These things can accept multi-amp and laser hatches, and are the only reason gas power is viable post-mid IV. Otherwise the generator spam would quickly become impractical.
"What about the Advanced Large Gas Turbine" you ask? Imagine a rock that cannot break through a bulletproof window. Now imagine a rock with a sharp end that is a hundred times more expensive, and *still* cannot break through the bulletproof window. The ALGT is that sharp rock - an improvement in every way that doesn't actually matter, for a price tag so ludicrous it's dubious even if it could succeed where it needed to. Which it can't.
Crafts like 700+ HSS-E are what should push you to upgrade to Volcani, given how much of a speed and especially EU cost difference they make. Of course getting the most out of Volcani requires robust power infrastructure, as they should be ran at the highest tier of energy you can give them ideally, so upgrading power first is a reasonable decision.
"Aren't there better rotors we can access by now" you ask? Not really. IV in particular is starved for good rotors, with the only two options I would consider viable - and in the latter case I use that term *very* loosely - being HSS-E and Ichorium. HSS-S is too expensive to consider, and Ichorium...well, small Ichorium rotors are basically 10x Large HSS-E rotors compressed into one. You can only make that work in an XLGT, which means effectively 160 Large HSS-E rotors worth of throughput to use small Ichorium rotors at all. To say nothing of the cost of researching/crafting Ichorium, of course. That that is the only other rotor I would list as potentially viable in IV should put the competition - or lack thereof - into perspective...
That infinite Vis orb exploit has been fixed, for the record, so don't count on it letting you be lazy about setting up Thaumcraft infrastructure for too much longer.
For those curious about why Benzene is randomly blacklisted in the XLGT, and why this is such a headache in terms of balancing, Benzene is very easy to spam. The devs would rather reward complexity, such as investing into nitrobenzene, than let spamming more lower tier power be the meta strategy. The problem is that Benzene is the third *best* gas fuel (of the ones you would realistically use as such), so solutions like "nerf power output the weaker the fuel is" wouldn't exactly work, since it would largely nerf everything *except* Benzene. It's also a challenge to make benzene viable circa MV, but fall off requiring an upgrade to nitrobenzene circa whenever.
This kind of base-wide power outage when you're upgrading stuff is why you want to upgrade the power spine as few times as possible. You also might wish to split the power spine into several different lines, both so you can better spread the power load, upgrade them individually and have more power to throw at machines that need a lot of power. The value of future proofing cables to handle eventual higher amperages I imagine is self-evident.
Using plates or foils to cover the side of a machine, or transformer in this case, completely blocks that side from any and all I/O. Even rain will no longer be able to cause the machine to catch fire, it's completely blocked. An alternative solution, if you don't make a habit of dyeing your cables, is to dye the transformers different colors. A transformer dyed red cannot interface with a transformer (or cable for that matter) that is dyed with a color other than red. It will interface with a transformer or etc. that is not dyed, however.
The XLGT is rather particular in how it needs to be build. I would recommend looking at the preview and seeing the various hint blocks to get a better idea of what goes where, because trusting the auto-placement to do it correctly for you is a dubious prospect.
The particular version of the turbine calculator Three showed is outdated, though the numbers it gave Three are still accurate to Three's given situation, so good enough. It's also not *that* difficult to calculate optimal throughput or energy production manually, though of course having a spreadsheet do it for you is so much more convenient.
Another similarity between XL and LGT is that having a giant backlog of fuel in the input hatch confuses optimal flow calculations, causing the turbine to not run as effectively as it can/should. With LV input hatches and consuming 13mb/t it's not a big issue, that backlog will be gone by the time the turbine has spun up, but an IV hatch consuming 48mb/t? Eh...
At low warp levels, that Doppelganger is just an illusion, a warning of what is to come. At higher warp levels that Doppelganger becomes real, able to take damage, and shares a health pool with you. Try not to shoot them with a crossbow, it won't end well for either of you.
Broadly speaking, the amount of AFKing you need to do to get through a given infrastructure check is inversely proportional to the amount of power you can throw at it. Trying to cook 2K+ LuV supercon to craft a fusion reactor on 2A LuV is pure, unapologetic misery. 4A ZPM? *Very* different story. And if you've invested so much into power you can afford to slam down an MEBF/MFV combo, oh boy, you'll barely be able to grab a cup of coffee and take a break before the cooking is done.
PAs are planned to be removed, yes, but the process to do so is *involved* to say the least. The only accurate measure of when they will be gone anyone has at this point is "not soon".
You have reached a state of oneness with the Greg. It's amazing.
Wanted to say "i ain't reading all that", but i kinda read all that
Incredible
I've learned quite a bit from your commentary writeups over the (years?!) and just want to let you know it's appreciated.
Out of curiosity, since you and Three keep mentioning it, what's the deal with PA's being removed? Why remove them and why is the removal so involved? If you don't mind me asking.
I was wondering if there was another episode, then came to the channel and saw “3 seconds ago”. I could sense the Greg.
Also, love the videos! I get happy each time I see your thumbnails! You inspired me to try out GT:NH, and it’s been some of the most fun I’ve had in Minecraft in a long time!
That’s the plan 😂
What about going into forestry trees to create unique wood slabs for each of the alvearies? You could get a thematic wood for each type of bee. It would showcase an overlooked aspect of forestry and would help locating the right bees each time. Great episode!
When you have the multi block menu open to see how the machine looks I believe you can right click a block to see what you can replace it with. Good for knowing where you could place a dynamo hatch or input/output block.
"This is the end of the episode" ... *proceeds to make 20 more minutes of episode*. Never change! :D
I have been loving these 50+ minutes videos, keep it up three :)
Really great to see you here as always. Thanks for your continued support! Have an amazing day
When I say GREG, you say TECH
You may want to use the tungsten bee for tungsten dust directly, since it skips tungstate/scheelite processing. The downside is tungsten dust is actually much slower than tungsten trioxide in the EBF. Same for the titanium bee. Looking ahead, the Naquadah bee is NOT the same, it gets NOM which needs to be processed via the naquadah line, ALTHOUGH the DOB bee DOES get some pure Naquadah dust (in very small amounts)
The 64 plutonium -> 800 mb radon is actually LESS efficient in every way: it consumes more uranium and power per plutonium, since LCRs get perfect overclocks so the ratio of 840 EU/mb and 900 EU/mb doesn't worsen when you overclock. So why would anyone ever use the 64 plutonium recipe? Why does it exist?
Well, historically recipes could only have their time reduced to a single tick. For the base recipe, 600 seconds at LV (ULV is not actually treated as a real tier) is 12000 ticks, so it will become 1 tick at UV. However, it would hit 0.733 ticks if it weren't capped, so it might seem like the second recipe is better starting at UV. However, the Mega Chemical Reactor exists, allowing you to get 256 parallel. So using the second recipe actually only makes sense if you have an MCR with at least 256 amps UV (probably via lasers).
However, I think the one tick cap kind of got removed for machines running in batch mode, so for machines in batch mode if they would have their recipe time cap at one tick they instead increase their batch size. I'm not sure about the details of that though or if it's even a thing, but if so there would never ever be a reason to use the second recipe anymore, aside from uranium being cheap and it saving an unpacking/crafting step
Three, don’t forget that you can wall-share your XL LGT! It saves you almost half the resources :)
Greggin', now in XL
One thing I've been doing in my base lately is adding Machine control covers to systems that I want to keep turning on no matter what. If you set them to disable with redstone and adjust the time they take to try and reactivate to 20 seconds (through the square bottom right) they will try to reenable once every 20 secs. This is amazing for applications like miners on other planets where they would get disrupted by a lack of power and can be reenabled autonomously when the problem resolves. I also use it on passive processes like the platline, Benzene generation (which is now my source of hydrogen), etc.... It can cause to waste some materials, but at the point I am in the pack that no longer matters to me. The convenience of everything turning back on after messing with power vastly overtakes the minimal waste.
That's a great idea and I am totally stealing it
35:43 - Hope you noticed that one had a maintenance issue!
How did you spot that, wow! Thanks for pointing that out :D
The more clean your base comes together, the more my itch to play comes alive. Keep it up, maybe you guys will see a S2 from me in the future...
Ohhhhhhh yeah!!
Love you three! Idk if I’ll ever get to gtnh myself but I love your videos, they’re my favourite way to relax! ❤❤❤
I really like your videos Threefold, I dont understand anything most of the time but i still really enjoy watching your videos!
Please three, Please upgrade your auto crafting CPUs… it hurts me to my core!😢 That you managed to play his far with your current setup is a wonder…
The CPUs are fine. The machines, on the other hand.. well... 🙃
@@Threefold.delusion…❤
Probably no one's gonna need this, but the Watch of Flowing Time from ProjectE tick accelerates machines from GregTech but not power consumptions.
So, wanna cheese out lower voltages' machines, someone?
you could almost say it causes you PHYSICAL PAIN
(no pressure; that's a random Dragoon lore reference)
@@dzuchunDoki4ever😂
You could also fluid level emit the chemplant to keep a certain amount of regular benzene on hand just in case.
at 14:01, isn't that the other way around? 4 amps IV is 1 amp LuV?
yes he confused that
If you didn't know you can right click on any block in the NEI multi projector to see what block can be replaced with what
Input bus on XL's are for feeding new turbines into to replenish broken ones
oh that makes sense, pretty cool!
@@Threefold. combo's nicely with a level maintainer keeping the turbines in stock
Hey Three! I started watching this series right before you took your hiatus from UA-cam and I rediscovered it a few days ago. So glad to see you're making great content again!
Hey Jee! Thank you very much for watching and being a part of the journey. Welcome back to the channel
Loved the episode Three, thanks :D
While I was one of the no votes in the recent poll, I wouldn't say I don't want to play it, being a full time college student while working part time I just kinda cant. :/ Maybe sometime in the coming year or so I'll be able to give nomifactory a go.
At least I can live vicariously through your video, always happy to see a new one!
a little tip if your interested, you can change the range of the travel anchors in the configs
You actually only need 1 muffler for the xl
Input bus is for automating/inserting the turbine blades
The other radon recipe is less efficient with the uranium, but is a lot easier to deal with full dusts
Can always setup a recipe for the dyes and spray cans
Your fluid regulator is already a pump. That is the only thing it regulates. The moment you added the other pump to the other side, it will push regardless of the regulator. At least, that is what happened in my circumstance with a different build.
Ore processing is one I'm looking forward as I have to upgrade it too :)
Omg i actually loved this episode, so much stuff going on! Hope you're having Fun Three, cause we definitely are!!!
The deprecation notice on Processing Array is a mixture of wishful thinking and a plan that is very slow to execute
hey three, my only recommendation for further into the playthrough
can you show us the crafting trees of some of the more complex autocrafts?
that would be really cool
(crafting tree is the button in the top-right corner of the ae screen
Sure can! :)
Sticky card bug is a known issue
A new Threefold video?? A perfect way to start my holiday 👌
I love when you Greg. I’m glad you took some time to relax cause it’s so much better when I you’re enjoying it. Hope your doing well :) ❤
Why do you need to regulate the input flowrate? can't you just fill the input buffer as fast as possible? Or would the machine use more than what it needs in that case?
Wow again another and here is almost lunch so i will make the dificulty cook when i see someone in fun playing greg!!!
The music in the first part of the video reminds me of When Will My Life Begin from Tangled
omg, level emitters are a bane of my modded minecraft existence
these things cease to work when you need then most
so now I'm using plain redstone to control that sort of stuff. usually harder to setup, but feels much more reliable.
Always love catching episodes!
How did you set up that notification when something turns off at 18:38?
I'm soooo happy to see you again three. Love the videos and keep up the good work 😛
14:02 not sure if I am correct but isn´t 4Amps of Luv = 16 amps IV ? not 16 Luv = 4 IV ? but anyways awesome episode three as always :D
Yup, a bunch of backwards talking in that segment but no backwards placing
Unlocking the xlgt will make power much less of an issue til UV if you choose to upgrade to ichorium turbines, which do take a huge amount of nitro and investment in magic though
18:25 i have no clue whether or not it does but you can just test it by seeing if it fills the internal buffer of something that can receive iv voltage
Extra Large dose of Threefold gregging at full throttle.
best day exam finished and three uploaded
Power managment in Gregtec always confuses me to no end lol.
Damn that's a lot of power
Computer science can wait, I have threefold to watch
31:19 can't believe thaumcraft added schizophrenia to minecraft
What was the reasoning for removing the Processing Arrays from the pack again? I know you talked about it before but I don't remember what it was.
apparently they were poorly coded and hard to maintain so they're meant to be phased out of the pack once the last few replacements for its functionality are implemented
@@dashinkingthx
I won’t be mad if next episode is 3 hours
Three idk if you see this but one of your distillers on the right side needs maintenance!!!
The radon recipe will produce at exactly the same rate because LCRs provide perfect overclocks. The HV recipe uses slightly more uranium but is possibly more convenient.
Edit: Maybe I misunderstand and you don't get the ULV to LV overclock?
I feel the poll was a little too polarized haha. Perhaps a middle ground of "No, I don't play GregTech but I might in the future" would be appropriate
Three, why Processing Array will by removed?
The thinking is that it's overpowered and can replace most other multiblocks, leading to a bit of homogenisation in base setups.
The problem with removing it is that there's no replacement for a multiblock assembler till the Precise Assembler and it's super useful for doing Precision Laser Engraver recipes outside of the cleanroom. Not being able to cross those gaps are why there's no rush to remove it just yet.
Is there a difference between soft malleting machines and hitting the power switch?
Nope
thought i was going to bed. looks at new video droppes. guess not yet. lol
Regarding the issue with the sticky cards, I think that is an issue with the superchests, not exactly the stickies. I am playing a bit different modpack, modified by myself and these super chests and their fluid equivalents are suuuper buggy from AE2 perspective, including not detecting some of them at all when storage bus is attached. Maybe that is the reason?
I was recently informed it's a known issue in GTNH. Superchests are also very performant in NH as the mod has been optimised to work well with AE2 Storage busses in this pack. All world interaction is disabled when there is a storage bus connected, so things run really well. Turns out it is just a bug with the sticky card interaction, which hopefully is being resolved soon :)
@@Threefold. Gosh the way you describe how everything in NH is optimized makes me want to play this modpack so much, but with the average working student life I would greet retirement faster than LuV... Is there any less time-consuming version of that modpack?
@@seitoru Hey, I am not Three but I do have two suggestions though I am not sure either fits the bill perfectly:
#1 look at Divine Journey 2! Three has a series on it if you wanna watch that and see if it is what you are looking for. Not exactly the same as GTNH but still a very fun hardcore progression based pack with lots of integration! It is "easier" than gtnh in some ways too if that helps.
#2 play GTNH! But seriously it is such a fun pack, I loved every playthrough I do no matter how far I have gotten. There are a couple tricks I have developed to make the pack easier or at least less grindy that I'll share.
2.1 Go into the configs, turn off pollution, it gets pretty annoying to deal with at about mv to hv.
2.2 Go into the configs and turn off the food diversity system, it makes pre-steam early game so annoying that they actually built in a way to mitigate it with the healing axe in the quest book. It also doesn't make any sort of sense to me, so I just boot it.
2.3 Watch along with Three's videos (and read the shadow of X's comments!!)! It is good to have direction in such a big pack and sorta seeing what someone else does gets the creative juices flowing on how you'd do something different! Also the shadow of X is literally like a GTNH guru so they have some pretty useful tips and they have left a comment on every GTNH episode Three has uploaded for both season 1 and 2!
2.4 Host your own server on your machine or a secondary one that you can keep running! This can help you build passive reserves to let time you actually have to sit down be for problem solving and crafting, not waiting for the blast furnace to cook 768 stainless steel or something. Be warned you have to put in the work to actually make those passive systems run without intervention which is slightly hard, but once they are running they can be extremely strong, make sure not to over do it and make things too easy.
2.5 Project E watch of flowing time. This one is something I haven't tested but have read about recently either last episode or the community post. Apparently if you install Project E 1.7.10 and use the watch of flowing time it speeds up gregtech machines without increasing power draw. Basically meaning less waiting for recipes to finish and less need to upgrade your power spine. Be careful with this though some interactions might break as they are not intended, and it also might feel too cheaty/easy and suck the fun out of the game if you can't find the right balance!
Hopefully one of these helps you!
55:28 not confirmed knowledge but i can imagine that the sticky card only allows insertion since it only allows sugar to go into the superchest and nowhere else
Yes, that is exactly the function of the sticky card. Very useful for our needs in storing bulk items :)
@@Threefold. and thats probably the reason the level emitter doesnt work since the item is not allowed to be Exported, right?
@@maxbalzer6531oh, I guess I misread your comment the first time. Sticky card does not prevent extraction. It only ensures that when an item matching the existing storage on the sticky destination enters the network, that is the only location it is allowed to be stored.
@@Threefold. okay, then it looks like it is not intended
My german probably messes with the grammar
I think it has to do with the code internals of AE2 - the Sticky Card creates a bypass route for particular items. The Level Emitter asks to sign up for storage level notifications without checking the bypass lanes and gets no replies.
THERES MY BIG MAN
It feels crazy that he doesn't have molecular assemblers yet. Are they super gated?
On the poll subject, to be honest, it's more of a "I'm not playing Gregtech yet" than a "I'm never touching it"
It does interest me but I've yet to make the jump with all there seems to be at play
LETS GOOOOOOOOOOO!
Not sure if HSS means high speed steel in gregtech, but in real lite it means high strength steel
You need to share your wisdom of base design how do you make it look so good *and* functional
I'm unsure if I'm happy or sad to see the "Process Me :(" sign back...
Ms Fold? Yes, it’s about your son. He’s just had a serious bout of gregging.
Yes, you can separate GT machines from each other with foil, plates and even paper. I'm sure and doing this myself
39:38 Io a moon bruh 💀💀 third straight episode with astronomy whoopsies
😁
Great video
are you sure about big pile -> 800L radon is more efficient than tiny pile -> 100L radon?
I might've missed some numbers, I guess
yeah, that recipe literally has no upsides. it even takes more EU than 8-times the previous one 😢
tiny pile is 1/9 of a big pile
so with a tiny pile recipe you get 900L radon/big uranium pile for 82k*8
"and thats gonns be all.for this episode" proceeds to talk for another 20 minutes before actually ending it. lol
like your video very much❤❤❤❤
Man i need to play gregtech again...
walia shows the power gen, you dont need to use the scanner on multiblock generators
Gregtastic!
Damn, Ghostipedia and Three simultaneously uploading
Hey Three been a long time fan,wanted to ask if there is a chance you would go back into streaming some of your proggression,I really loved those streams.
plus I know you are swamped with GTNH but woulf also love seeing u try nomifactory CEU or Technological jeourney.
BTW Nomi devs are working on importing the pack to 1.20 so would be intresting to see you try that
Let’s goooooo can’t wait for more bees
Oh no ive finally caught up
XL generator is so THICCC
That amount of power isn't over 5 seconds, it's the average EU/t in or out over the last 5 seconds
commenting for the algorithm :)
nice
Dude you forgot to paste a link to a turbine opt.flow calculator!
12:35 lol
I tried Omnifactory and Nomifactory and hated all the meta crafting and didn't like how bloated the ores were.
[Edit] meta crafting, not metal crafting
Wait, I remembered reading three's question on sticky cards in the gtnh server....A shame I don't know the answer since I'm still stuck in HV
Apparently it's a known issue. Hopefully we'll get a fix in a future update :)
Commenting for the algorithm
14:01 i think you meant the opposite
Yes. I meant the opposite :)
YES!!!
the generation of power isnt the biggest problem, i think the output on the super duper eu battery is the real bottleneck
#BananaModeActivated
GREG GREG GREG
Noti gang rise up!
YES!!!!!!
They should be named Crop Circles, not rings of flower!!!