[1.0] Sea Block Pack 0.4.10

Topics and discussion about specific mods
Jap2.0
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Re: [0.16] Sea Block Pack 0.2.11

Post by Jap2.0 »

Hi Trainwreck, would you mind looking at this thread? It looks like there are some compatibility issues between LandfillPainting and some other mods. Thanks!
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Re: [0.16] Sea Block Pack 0.2.11

Post by talchas »

BlakeMW wrote:
mrvn wrote:Has anyone calculated the perfect ratios for geode processing?
I don't think it's even worth doing unless you specifically need more crystal seedling than can be produced as a byproduct of hydro refining. It's worse energy-wise than high tier electrolyzers and has a larger footprint and is much busier.
Mk4 electrolyzers are 2.1 MW to produce as much as a 5+1 Mk2 washing plant setup, which costs .9 MW and then some amount less than that for crushers (and I don't think the extra inserters will make up the difference, but maybe?). On the other hand busier, more complicated, and larger footprint are all definitely true, though they cost way less than mk4 electrolyzers.

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Re: Geode processing ratios

Post by nanodesu »

mrvn wrote:Has anyone calculated the perfect ratios for geode processing?
Here is a couple of production lines for Helmod.

One of them (breaking geodes into dust) isn't perfect, but seem to be close enough.
They are meant for producing pretty large amounts of crystal slurry/crystal catalysts.

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BlakeMW
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Re: [0.16] Sea Block Pack 0.2.11

Post by BlakeMW »

talchas wrote: Mk4 electrolyzers are 2.1 MW to produce as much as a 5+1 Mk2 washing plant setup, which costs .9 MW and then some amount less than that for crushers (and I don't think the extra inserters will make up the difference, but maybe?). On the other hand busier, more complicated, and larger footprint are all definitely true, though they cost way less than mk4 electrolyzers.
The inserter power usage really isn't trivial, it's about half that of the washing plants give or take depending on inserter stack size.
A geode washing setup should still require slightly less energy per mineral sludge than an electrolyzer setup, but it's a very small difference, only 15% or so, in my mind that doesn't come close to offsetting the additional complexity. Also the geode washing setup tends to need - or at least benefit greatly from - higher tier belts and inserters because of the extreme throughput and those aren't cheap. I think in the end it's just more efficient in every way that counts to go electrolyzers and build a little more power.

Geode washing is pretty good at producing a stream of crushed stone though, when thought of as a way to get mineral sludge + crushed stone (for landfill or bricks) it's more favorable. If the crystal dust can be incinerated it's obscenely good for producing crushed stone.

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Re: [0.16] Sea Block Pack 0.2.11

Post by Crazy_Adept1797 »

I've been experiencing repeated desyncs when attempting to join the server and have uploaded the desync log as follows.

Update: we've(me and an admin) tried several things to try and get me on but without any significant success. we have atleast narrowed the issue to something in the Forfacto modpack. one(or more) of the mods is mmaking me desync as I attempt to join the server. will someone help us figure this out?!?!?
Attachments
desync-report-2018-06-20_10-42-56.zip
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Re: [0.16] Sea Block Pack 0.2.11

Post by BDA81 »

Has someone a nice blueprint for nuclear Energy?

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Re: [0.16] Sea Block Pack 0.2.11

Post by talchas »

Image

Set R to the actual number of reactors, hook up the red off to your steam storage and configure T to your taste to turn on the reactors. My steam setup has pumps out to more storage on E>0 and in on E=0, U controls that. I suggest (particularly early on when you don't have much fuel) setting up requester chests to have several chests with just one fuel cell each so that worker robot stack size doesn't overprovide the first chests with fuel cells and then run out.

Heat exchangers I'm much less sure about optimal setups, and depend on what tier you're using. You can fit three columns of them in 2 reactors worth of space (two pipes, two heat pipes), though making sure you have enough water/steam throughput is something to be careful about.

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Re: [0.16] Sea Block Pack 0.2.11

Post by Trainwreck »

I'm not going to post a blueprint string, Just wanted to point out it's possible to get a 400% neighbour bonus using adjustable inserters.
nuclear.jpg
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ukezi
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Re: [0.16] Sea Block Pack 0.2.11

Post by ukezi »

the great stuff you can do with angled inserters. But that doesn't bring any extra power in that configuration. (4*5+8*3=44=8*4+4*3)

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Re: [0.16] Sea Block Pack 0.2.11

Post by mrvn »

I've posted one previously including the geode processing to make the fuel.

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Re: [0.16] Sea Block Pack 0.2.11

Post by mrvn »

I've run through helmod to see what it would take to make one basic belt of green electronic circuit boards (10/s). Takes an awful large factory.

Unless I've made a mistake it looks like I need ~1000 solar cells to create the boards using green algae. But less than 300 solar cells to make them using arboretums (and accordingly less assemblers and such). While trees are a limited resource That seems like maybe too much of a benefit.

Thoughts?

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Re: [0.16] Sea Block Pack 0.2.11

Post by ukezi »

the paper chain is way to weak they have to be multiplied by a lot. something like 8 or even more.

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Re: [0.16] Sea Block Pack 0.2.11

Post by Salty Wagyu »

Is anyone else able to access water fill? Explosive Excavation is part of the mod pack but I can't find it in FNEI or the technology screen.

Edit: Solved, it is named "Blasting charge"

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Re: [0.16] Sea Block Pack 0.2.11

Post by jodokus31 »

mrvn wrote:I've run through helmod to see what it would take to make one basic belt of green electronic circuit boards (10/s). Takes an awful large factory.

Unless I've made a mistake it looks like I need ~1000 solar cells to create the boards using green algae. But less than 300 solar cells to make them using arboretums (and accordingly less assemblers and such). While trees are a limited resource That seems like maybe too much of a benefit.

Thoughts?
There is also the option to create wood plates from cellulose fiber + sodium hydroxide. Cellulose fiber either from Green Algae or Wood. But I dont know, if its better than direkt wood processing with arboretums
I guess the problem is, that paper processing is way to slow and energy intense like @ukezi wrote. But its good to get some CO2, sulfur or sodium sulfate (depending which recipe is used)

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Re: [0.16] Sea Block Pack 0.2.11

Post by BlakeMW »

ukezi wrote:the paper chain is way to weak they have to be multiplied by a lot. something like 8 or even more.
Yeah, the productivity is okay (about twice as much wooden board per raw wood as the bob's recipe) but it's sooooo slow and complex.
jodokus31 wrote: There is also the option to create wood plates from cellulose fiber + sodium hydroxide. Cellulose fiber either from Green Algae or Wood. But I dont know, if its better than direkt wood processing with arboretums
It's 25% higher yield than wood -> wooden board: 1.2 raw wood -> 3 wood, vs 1 raw wood -> 2 wood, and isn't nearly as slow and tedious as the paper route (especially if you use Chlor Methane recipe since methane is pretty easy to produce from synth gas from hydrogen, wheras the sodium hydroxide recipe is kind of annoying to supply)

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Re: [0.16] Sea Block Pack 0.2.11

Post by ukezi »

you also have to consider the amount of brown algae you need for paper. I think I will make a mod to speed it up.

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Re: [0.16] Sea Block Pack 0.2.11

Post by Arch666Angel »

Would it help to make the paper process more of a batch process and leave the actual paper bleaching as it is? Would come out more like the plastic chains then

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Re: [0.16] Sea Block Pack 0.2.11

Post by Grubsnik »

It seems like the glass recipe is a bit off:

4 Silicon ore smelted directly gives you 3 glass
advanced glass smelting 1 gives me:
4 silicon ore -> 4 glass mixture -> 40 molten glass -> 2 glass
So, I need to go through 3 processing steps to get less finished product, what am I missing?

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Re: [0.16] Sea Block Pack 0.2.11

Post by talchas »

Yeah, it's straight up worse in terms of inputs and power and space. You need level 2 for it to actually be at all useful.

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Re: [0.16] Sea Block Pack 0.2.11

Post by BlakeMW »

Arch666Angel wrote:Would it help to make the paper process more of a batch process and leave the actual paper bleaching as it is? Would come out more like the plastic chains then
The first thing is that the Bob's recipe is too good: raw wood -> wood -> wooden board both being 0.5s and taking productivity modules, too hard to compete with without that recipe being nerfed or removed.

The other thing is I think there's too much Sodium Whatever as a byproduct of Tier2 and Tier3 paper bleaching recipes, the Sodium Carbonate is hard to use up at the rate with which wooden boards are needed. Sodium Hypochlorite could be used up making rocket fuel, but that's very late game compared with the tier2 recipe. I think the balance would be better if the woody components of the recipes were doubled relative to the non-woody.

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