In case anyone is curious why Three has a PA with single block LV macerators doing his macerating, IIRC he build that before the Maceration Stack was brought down to EV tier, and the T2/previously only IV gated tier requires more Palladium than Three was willing to batch craft. These days I'd recommend getting a Maceration Stack when you're able to in EV, and upgrading to a T2 when you've got access to ZPM circuits, I.O.W. Quantum Mainframes. The Palladium is no big deal, early platline plus some Platinum Group Sludge Dust will solve that issue before you build a full platline. Tungsten Bees are fantastic for getting passive tungsten. Unfortunately tungsten dust is not fantastic for actually cooking into tungsten ingots, as it's noticeably slower than using tungsten trioxide. Be prepared to spend longer cooking tungsten if you're sourcing it through tungsten bees, and you don't have Volcani set up yet. I've mentioned the benefits and reasons for splitting your central power spine into multiple sections before, but short summary for those curious: More power available for different sections of the base, more stable power supply (recall the brownout issues Three's Platline had earlier), greater control over what sections get an upgrade/rewire and which can wait until later, naturally uses more space that is required later on when upgrading to laser hatches/active transformers anyway, and of course upgrading one thing doesn't automatically ruin everything. Needless to say that if you can afford to split your power spine initially I would recommend doing so, but it can be quite expensive. And difficult if you don't have your base design well planned out ahead. If you're ever concerned about overamping a section of your power spine you can use diodes, or dye different lines different colors. The latter isn't great if you're used to dyeing cables to denote their voltage tier, but otherwise it will prevent you from connecting differently colored lines. You can spam wireless redstone, either GT covers or other forms of it, and use that to conveniently toggle entire sections of the base on or off for when you're messing with the power spine and things would break. Of course it's a debatable question whether the effort spend making sure every section of your base is build with such a feature doesn't exceed the amount of effort it'll take to fix cleaning up after upgrading the power spine and causing a machine blackout. It's not something you do very often, after all, especially if you future proof your power spine to minimize the need for upgrades. If you're building a chem plant with a specific recipe in mind you don't need to go higher than the recipe's minimum tier of solid casings. Coils you should always do the best you can afford, since it makes the recipes both cheaper and faster (though note there are diminishing returns to that the faster a recipe's base speed is), and pipe casings likewise since running recipes in parallel just means more throughput for basically no meaningful extra cost. Not to mention catalysts, if the recipe uses any. Machine casings can be the same tier as the lowest bus/hatch tier, as with solid casings there's no meaningful benefit to going beyond a specific recipe's minimum needs (though keep the potential parallels in mind). Ah, yes, Thorium 232. Let me try to explain the rabbithole that is Thorium 232, and the various ways you can go about solving it. First off, why you want it in the first place, Thorium 232 is a major bottleneck when you want to create Molten Arcanite - or Arcanine as I tend to refer to it as - which in turn is a required component of the Large Processing Factory, the Tree Growth Simulator, and the DT++ (again, as I like to call it). Just to name the major uses in IV tier multis. There is more... Anyway, there's a multitude of awful recipes for it, and two recipes I'm going to call "usable". The former includes sifting Purified Thorianite Ore from Ross128b, centrifuging Thorium Dust, and centrifuging depleted single thorium fuel cells. *Specifically* single fuel cells, not duals or quads, since of course you can't just cut a depleted quad cell into four depleted single cells. That would make far too much sense. Anyway, all three of those methods are, to the last, slower than molasses and/or have garbage chances at actually yielding Thorium 232 dust. The depleted fuel rods are technically decent odds, but they take *50000 seconds* to deplete in a reactor. Which is one, of several, major issues they have as a source of Thorium 232. Or anything bar the laughter of those rightfully mocking them, for that matter. The two useable recipes are the EBF method, and the chem plant method. The EBF method is a painful chain of recipes where, in traditional GTNH style, you mix eight different things in four different ways and further deal with a half dozen byproducts because of course you can't just smash two dusts together and cook it into an ingot. But despite all that it's actually the better method. All ingredients are common, a fair chunk are even returned through processing the byproducts, and no individual recipe takes a long time to run. And even then many are LCR or EBF recipes, which have good options for being sped up a great deal for little required effort. The chem plant method is simple and straightforward, requiring just one LCR and one chem plant alongside a source of Borax (Salt bees or Salt veins). That said neither process is particularly fast, and a single chem plant doesn't have too many ways to speed up recipes - particularly when they're given garbage tier coils and pipe casings to work with 🙃. It's a valid method for brute forcing your first initial supply of Thorium 232 if you don't feel like setting up a small chemical line right this second, but don't rely on it long term. It is *not* a long term solution for Thorium 232, as it's way too slow for that to be a good idea. If things are expensive in GTNH this early on you need to invest in better infrastructure. Tungstensteel, even stacks of it, should not be an issue in mid-IV. It'll take a minute to cook and process, sure, but if the major material of your tier isn't an issue anymore midway through that tier, something has gone horribly wrong. Or you're in IV and everything is needing massive expansions and major upgrades all at once that you were not prepared for. Either/or. For the record, since the tooltip is less than clear about this: When it says "250% faster than using single block machines of the same voltage" it doesn't mean it runs at 250% speed. It means it runs 250% *faster*, meaning 350% speed compared to a single block machine, or 3.5x faster. As you can probably imagine when you're crafting stuff by the stack and individual recipe times aren't necessarily measured in ticks, that is a big deal. The simplest solution to deal with fluids in I.E. Assembling Machine recipes is to just supply fluid to the machine and exclude it from the recipe. That does mean the autocraft will get stuck if it runs out of rubber, and in the case of PAs or other multis you'll have to keep potential recipe conflicts in mind, but if the first case happens there's probably worse issues going on in your base, and the latter case is just a matter of paying attention to circuits and fluids when checking recipes. You can get a Precision Assembler in IV if you invest in an MEBF to cook ZPM EBF recipes, like the MAR-Ce the Precision Assembler requires. Whether that's worth it, of course, depends on the state of your base. In particular your power production and power spine, since MEBFs are only as valuable as the amount of infinity power(s) you can shove into it.
Wait why'd you say that it's a problem if the major material isn't an issue halfway through the tier? I'm a bit confused on that. Isn't that a good thing? Or am I missing something?
@@idkwhattfimdoin "if the major material of your tier isn't an issue *anymore* midway through that tier". As in it starts off being an issue initially, but midway through you manage to completely solve it. Basically, if you're in a given tier and you're not able to throw around that tier's material, you're going to have a very serious problem progressing through it. You will need machines, alloys, EBF coils, etc., in order to advance, so it's worth making sure you're not short on such a critical (and probably relatively basic) resource.
Such a treat of episode! I see you've introduced back a little bit of the old editing which is the cherry on the cake, just remember to have fun, don't let yourself burn out, it's fine to do simpler edits when you feel like!
I KNEW I WASN'T GOING CRAZY! I KNEW IT WAS THOSE FLIPPING INGREDIENT BUFFERS! Thank you for solving this weird "why is like 5L of this liquid not making it to my machine one in every hundred or so crafts??" problem I had. It was driving me up the wall! That interface into interface subnet solution is actual genius, I got super excited watching you do it. Finally I can get rid of those broken-ass ingredient buffers!
I've actually never had this problem with ingredient buffers. What I HAVE had problems with is recipes in other busses taking fluids and using that instead (easy example: wire coating and making Machine Hulls in the same assembler - the recipes don't know which fluid type to use so they'll pick at random)
I think there are large ingredient buffers. Your recipe might be too large to fit in the small one Edit: also don't forget the blocking mode on the interface
The montage starting at 32:05 is so good that I stopped and rewatched it at normal speed rather than the faster speed I normally watch content on. Fantastic work and editing.
Had just watched your year old "How I finish Mod Packs" vid and seeing your base designs continue to get crazier and crazier is such a cool thing to see, keep up the amazing work!
New music :)) It's really incredible to see so much tech progress in this episode. Obviously the grind in previous episodes was also insane, doing bees, moving the base to the void, horizontal infra upgrades, etc, but this huge infra expansion and especially the LPFs are a big jump in tech and the assembly line seems a lot closer for you now :) 6 LPFs is CRAZY, there's no reason to make more than 3 for quite some time, but that's the threefold difference. The casing limit is so low that it's a total non-issue outside of laser mode. There are some laser lens colors you can share, but you CANNOT place multiple circuit 20/21/22s in the same bus so you can't share say laser and autoclave recipes in the same bus even if they don't conflict. If only you could put the molds in the input hatch :(( Multiblock fluid solidifying is so obnoxious for basically no reason. I guess you could use 4 of the LPFs in fluid solidifier mode to get 4 different molds You can actually automate multiple different molds in one LPF, there is a guide by Sampsa in the GTNH discord, but it is EXTREMELY unvirtuous. It basically boils down to bundling the item and fluid inputs into an AE storage cell, atomically swapping that into a subnet, and chokeslamming the mold into the LPF using a stocking input bus. The stocking input bus allows you to hot swap molds and share molds across many machines. I set up the naquadah line with one neutron activator using opencomputers, but I didn't bother with the multi fluid automation for LPFs because it is too grimy. The GT++ alloys that require a tier x ABS continue to obnoxiously require tier x fluid solidification or tier x metalworking (bender, lathe, etc). I would often deal with these by manually swapping molds in the LPF and pipetting fluid with volumetric flasks, which is disgusting but when these parts are needed like one time for the toxic everglades portal frame or LSAss for example it doesn't really seem worth automating. Yes replacing the ingredient buffers with uwu dual interfaces would be wise. It becomes more complicated when you need multiple input busses. One solution is having all the fluid storage busses point at dual interfaces on a common subnet with a fluid storage bus on the input hatch. I believe I used a one-to-many fluid p2p backwards instead of the common subnet and that also worked. Transvector interfaces don't work because blocking mode doesn't comprehend them I expect that you aren't actually voiding fluid but rather accidentally getting a cable/hull/hatch/bus crafted with the wrong kind of rubber. The ABS is very easy to automate, you can share circuits in the input busses so only three input busses should be sufficient with proper planning. Then you can either have it automatically output to a dedicated ingot fluid solidifier, or deal with fluid outputs directly. The only really annoying part is when you get one of the above mentioned GT++ alloys that need a higher tier to work With bees, liquid helium is arguably easier than sodium for coolant cells
The care and editing that you put into the montages is always so satisfying. Thanks for taking the extra time and effort, it doesn't go unappreciated :)
One solution to fix machines shutting off during battery maintenance is to build a secondary battery that can pick up the slack while you're doing maintenance on the primary.
I’m glad to see you enjoying making your content again, I’m loving the direction you decided to go and am looking forward to seeing how this base develops as we work toward that T7!
I am highly impressed by your dedication, i started greg tech and instantly stopped playing it, while you are out here on episode 68 going strong and steady. Keep it up!
Watching this episode, I had a sudden realization. I still haven't wrapped my head around how circuit crafting works. Probably why I haven't taken the plunge into Greg yet. Ah well! Always happy to be right on my prediction, but from here? No real clue. I'm sort of curious about when quantum armor becomes available, knowing electro-magic tools are in GTNH... Yeah, only because it combines science and technology. I'm a sucker for it. Uninformed ramblings aside, great video! Excited for the nicest episode next time.
We're close to the next tier of circuit and I'll explain things more related to circuits then. Quantum Armour isn't available until after Fusion I believe, so quite a while before we can upgrade :(
For the assembler PA, I make the subnet 2 layers, 1st is for item 2nd is for fluid, all separate item subnet connect to the same fluid subnet, which connect to a quad hatch. This maybe need some messing wiring but use the same places as ingredient buffer. Hope this can help you to say goodbye to all the ingredient buffers :)
I don't know if you have an editor, but if you don't props to you man! It seems someone is really enjoying the edition process, cause the timelapse around the 35:00 min mark is craaazy good with it being synced up to the music and everything! 💪🏻
Instead of using a super tank for the on demand fluids you could just use filtered fluid cells (like with the boric acid) LPF fluid soldifier can really only do 1 mold without creating conflicts, besides a few molds that don’t have many recipes like ball mold. There is a new hatch that will allow a mold inside in dev to allow multiple molds The multiblock soldifier is really nice for making ingots, ball mold, rotors and the glass tiers Staballoy is better as an ABS recipe The buffer likely isn’t voiding fluids, just is being stuck in the interface, you could also just use blocking mode to prevent the buffer filling up. There is also a bigger buffer You could do subnets for the assembler, just input all the fluids into a single fluid subnet into 1 hatch You could easily share the lathe with the compressor and polarizer no problem. That LPF would be more useful as a fluid soldifier The implosion compressor can be upgraded to a GT++ version
I think it was a good idea that you got Autocrafting moved over. I think it was a big block to moving forward both mentally and physically. Now you can finish off the last couple machines and be able to craft so much faster moving forward where adding new machines won't be as much of a worry.
I remember there being a 128 channel cable, called a spine or something but you can only connect a 32 channel dense cable to it, maybe it would be useful to carry your channels throughout the base
others may have suggested this already, but what i do for item/fluid crafts is have a full block dual interface next to the input bus and then a subnetworked dual interface against it with a fluid storage bus going into a quad input hatch.
The solution (one of) to Items+Liquids in one multi is Transvector Interface. Simply place full-scale Dual interface to the Input bus on one side and Transvector interface on other side, binded to Input Hatch (maybe quadruple)
In (I think) the previous video, you mentioned how sometimes when placing special tile blocks like ramps, carpenters blocks, etc, they had a mind of their own regarding how they'd be orientated when placed. If you're familiar with Create you might know the overlay that splits block placement into quarters, and that if you place a block while hovering over one of them, it'll face that same direction. I think most of the blocks you're having an issue with will behave in the same way, but they just don't have an overlay to show that to the player. A lot of words for a simple, somewhat intuitive idea, but hopefully it helps. I was base building in GTNH myself and realised this was probably what your issue was.
Yes! A great way to spend a Thursday night while playing GTNH :D Working on moving fully in to HV from MV at the moment. Gearing up to launch tier one rocket which was my goal when I started. Probably gonna keep playing after though.
You could probably use the multi block solidifier if you put the mold into the recipe, it would send over the mold along with the fluid, then a Redstone signal from the machine while it's on, and a enderio item pipe extracting while there is no signal, aka when the machine turns off. Probably run into problems with multiple recipes at the same time, but you could probably fill up the input bus with items and filter the system to only pull out the mold once it's done.
I don’t use those fluid discretizers or whatever they are called, I simply use a Dual Interface with a pipe on it. It seems to save resources without loss of functionality. The only thing you NEED to do is use a pump: the fluid might be sent back to the dual interface if you do not. Because the Dual Interface pushes fluids out, you’d think it would work without pump, but the pipe can just slosh back.
The reason why the fluid got voided is not the problem with the ingredient buffer, it's the problem with the pipe, the pipe is not good enough so sometimes it will cause the problem. I could use AE subnet to handle this.
you should setup a "stone age prevention system" essentially an isolated system that is not dependent on external power to reboot your main power and/or keep your Ae2-main net powered incase of a sudden power loss or otherwise catastrophic event. and yes it is entirely wasteful and unnecessary right up until its needed which is to say, "the bad ending"
Putting everything on passive would be wildly impractical compared to something like nomi, there is so many more materials, plus resources are finite, plus the machines have multiblock versions that are fast enough for what you need in the pack
Greg
Greg
Greg
Gregax82
Greg(i cant believe you’re almost at stargate)
bob
that old overworld base is an example how ancient ruins are created. I like the ghost feeling of it, stripped of its interior and left abandoned.
I love the occasional bats that fly around the old keyhole base. It gives off vibes of bats taking over the old base as the machines get moved out.
There needs to be some cobwebs as well for the immersion
I thought I loved the keyhole base, but man your voidbase just keeps getting more awesome. I can't get enough of it!
i was scared it would turn into his previous gregtech base (practical but ugly), he sure surprised me!
I am simple human. I see new Threefold video, I watch video.
We are all simple humans
Simple indeed 😂
Yea
Also like the video instantly :D
@willamyte that's what a robot would say🤔
dont you love it when you open youtube and a threefold vid is 7 seconds old
Best feeling.
I do love that
I always lose this schedule but never to late to see one of his videos
In case anyone is curious why Three has a PA with single block LV macerators doing his macerating, IIRC he build that before the Maceration Stack was brought down to EV tier, and the T2/previously only IV gated tier requires more Palladium than Three was willing to batch craft. These days I'd recommend getting a Maceration Stack when you're able to in EV, and upgrading to a T2 when you've got access to ZPM circuits, I.O.W. Quantum Mainframes. The Palladium is no big deal, early platline plus some Platinum Group Sludge Dust will solve that issue before you build a full platline.
Tungsten Bees are fantastic for getting passive tungsten. Unfortunately tungsten dust is not fantastic for actually cooking into tungsten ingots, as it's noticeably slower than using tungsten trioxide. Be prepared to spend longer cooking tungsten if you're sourcing it through tungsten bees, and you don't have Volcani set up yet.
I've mentioned the benefits and reasons for splitting your central power spine into multiple sections before, but short summary for those curious: More power available for different sections of the base, more stable power supply (recall the brownout issues Three's Platline had earlier), greater control over what sections get an upgrade/rewire and which can wait until later, naturally uses more space that is required later on when upgrading to laser hatches/active transformers anyway, and of course upgrading one thing doesn't automatically ruin everything. Needless to say that if you can afford to split your power spine initially I would recommend doing so, but it can be quite expensive. And difficult if you don't have your base design well planned out ahead.
If you're ever concerned about overamping a section of your power spine you can use diodes, or dye different lines different colors. The latter isn't great if you're used to dyeing cables to denote their voltage tier, but otherwise it will prevent you from connecting differently colored lines.
You can spam wireless redstone, either GT covers or other forms of it, and use that to conveniently toggle entire sections of the base on or off for when you're messing with the power spine and things would break. Of course it's a debatable question whether the effort spend making sure every section of your base is build with such a feature doesn't exceed the amount of effort it'll take to fix cleaning up after upgrading the power spine and causing a machine blackout. It's not something you do very often, after all, especially if you future proof your power spine to minimize the need for upgrades.
If you're building a chem plant with a specific recipe in mind you don't need to go higher than the recipe's minimum tier of solid casings. Coils you should always do the best you can afford, since it makes the recipes both cheaper and faster (though note there are diminishing returns to that the faster a recipe's base speed is), and pipe casings likewise since running recipes in parallel just means more throughput for basically no meaningful extra cost. Not to mention catalysts, if the recipe uses any. Machine casings can be the same tier as the lowest bus/hatch tier, as with solid casings there's no meaningful benefit to going beyond a specific recipe's minimum needs (though keep the potential parallels in mind).
Ah, yes, Thorium 232. Let me try to explain the rabbithole that is Thorium 232, and the various ways you can go about solving it. First off, why you want it in the first place, Thorium 232 is a major bottleneck when you want to create Molten Arcanite - or Arcanine as I tend to refer to it as - which in turn is a required component of the Large Processing Factory, the Tree Growth Simulator, and the DT++ (again, as I like to call it). Just to name the major uses in IV tier multis. There is more...
Anyway, there's a multitude of awful recipes for it, and two recipes I'm going to call "usable". The former includes sifting Purified Thorianite Ore from Ross128b, centrifuging Thorium Dust, and centrifuging depleted single thorium fuel cells. *Specifically* single fuel cells, not duals or quads, since of course you can't just cut a depleted quad cell into four depleted single cells. That would make far too much sense. Anyway, all three of those methods are, to the last, slower than molasses and/or have garbage chances at actually yielding Thorium 232 dust. The depleted fuel rods are technically decent odds, but they take *50000 seconds* to deplete in a reactor. Which is one, of several, major issues they have as a source of Thorium 232. Or anything bar the laughter of those rightfully mocking them, for that matter.
The two useable recipes are the EBF method, and the chem plant method. The EBF method is a painful chain of recipes where, in traditional GTNH style, you mix eight different things in four different ways and further deal with a half dozen byproducts because of course you can't just smash two dusts together and cook it into an ingot. But despite all that it's actually the better method. All ingredients are common, a fair chunk are even returned through processing the byproducts, and no individual recipe takes a long time to run. And even then many are LCR or EBF recipes, which have good options for being sped up a great deal for little required effort.
The chem plant method is simple and straightforward, requiring just one LCR and one chem plant alongside a source of Borax (Salt bees or Salt veins). That said neither process is particularly fast, and a single chem plant doesn't have too many ways to speed up recipes - particularly when they're given garbage tier coils and pipe casings to work with 🙃. It's a valid method for brute forcing your first initial supply of Thorium 232 if you don't feel like setting up a small chemical line right this second, but don't rely on it long term. It is *not* a long term solution for Thorium 232, as it's way too slow for that to be a good idea.
If things are expensive in GTNH this early on you need to invest in better infrastructure. Tungstensteel, even stacks of it, should not be an issue in mid-IV. It'll take a minute to cook and process, sure, but if the major material of your tier isn't an issue anymore midway through that tier, something has gone horribly wrong. Or you're in IV and everything is needing massive expansions and major upgrades all at once that you were not prepared for. Either/or.
For the record, since the tooltip is less than clear about this: When it says "250% faster than using single block machines of the same voltage" it doesn't mean it runs at 250% speed. It means it runs 250% *faster*, meaning 350% speed compared to a single block machine, or 3.5x faster. As you can probably imagine when you're crafting stuff by the stack and individual recipe times aren't necessarily measured in ticks, that is a big deal.
The simplest solution to deal with fluids in I.E. Assembling Machine recipes is to just supply fluid to the machine and exclude it from the recipe. That does mean the autocraft will get stuck if it runs out of rubber, and in the case of PAs or other multis you'll have to keep potential recipe conflicts in mind, but if the first case happens there's probably worse issues going on in your base, and the latter case is just a matter of paying attention to circuits and fluids when checking recipes.
You can get a Precision Assembler in IV if you invest in an MEBF to cook ZPM EBF recipes, like the MAR-Ce the Precision Assembler requires. Whether that's worth it, of course, depends on the state of your base. In particular your power production and power spine, since MEBFs are only as valuable as the amount of infinity power(s) you can shove into it.
I read this and it just feels like three ranting but if he had a dedicated episode for it.
Wait why'd you say that it's a problem if the major material isn't an issue halfway through the tier? I'm a bit confused on that. Isn't that a good thing? Or am I missing something?
@@idkwhattfimdoin "if the major material of your tier isn't an issue *anymore* midway through that tier". As in it starts off being an issue initially, but midway through you manage to completely solve it.
Basically, if you're in a given tier and you're not able to throw around that tier's material, you're going to have a very serious problem progressing through it. You will need machines, alloys, EBF coils, etc., in order to advance, so it's worth making sure you're not short on such a critical (and probably relatively basic) resource.
35:47 three finaly went insane from greg overdosing
35:53 we watch in horror as his sanity slips away bit by bit...
greg claims another.
Hahahahaaha he looked like the joker laughing than way
36:04 the chuckle of insanity
My favourite channel on all of youtube as of now and has been, ever since I found it about a year back. Thanks for making these, Three!
Thank you for being a part of the community. I'm really happy you enjoy the series
Such a treat of episode! I see you've introduced back a little bit of the old editing which is the cherry on the cake, just remember to have fun, don't let yourself burn out, it's fine to do simpler edits when you feel like!
I KNEW I WASN'T GOING CRAZY! I KNEW IT WAS THOSE FLIPPING INGREDIENT BUFFERS! Thank you for solving this weird "why is like 5L of this liquid not making it to my machine one in every hundred or so crafts??" problem I had. It was driving me up the wall!
That interface into interface subnet solution is actual genius, I got super excited watching you do it. Finally I can get rid of those broken-ass ingredient buffers!
I've actually never had this problem with ingredient buffers. What I HAVE had problems with is recipes in other busses taking fluids and using that instead (easy example: wire coating and making Machine Hulls in the same assembler - the recipes don't know which fluid type to use so they'll pick at random)
I think there are large ingredient buffers. Your recipe might be too large to fit in the small one
Edit: also don't forget the blocking mode on the interface
Absolutely blessed laughter in the middle, thank you so much for keeping that in
You have no idea how much joy your videos bring me. Thank you =)
Your timelapse timing with the song is golden. I had to comment before finishing the episode because I loved it so much❤.
Thanks three
Glad ya liked it :D
I loved the giggly part. It really contrast beautifully with all the progress you are making. Paying for progress with just a dash of gregsanity ;)
Threefold is the type of person to get 40h of playtime every day
The montage starting at 32:05 is so good that I stopped and rewatched it at normal speed rather than the faster speed I normally watch content on. Fantastic work and editing.
Lmao the chicken death sound on the cut was great. Music and editing in this episode were awesome, keep it up 3!
Hey Three! Really love that honest part in the middle when you were giggling about the clip. Resonates with me and how my own worlds go.
There is always something relaxing/calming about Three’s videos. By far one of the best RUclipsrs
Thanks for watching
It seems like the platline broke the seal, blessed by even longer Three videos.
I finally caught up with the last episodes and the happiness I felt at seeing “uploaded 30 minutes ago” was awesome
Had just watched your year old "How I finish Mod Packs" vid and seeing your base designs continue to get crazier and crazier is such a cool thing to see, keep up the amazing work!
New music :))
It's really incredible to see so much tech progress in this episode. Obviously the grind in previous episodes was also insane, doing bees, moving the base to the void, horizontal infra upgrades, etc, but this huge infra expansion and especially the LPFs are a big jump in tech and the assembly line seems a lot closer for you now :)
6 LPFs is CRAZY, there's no reason to make more than 3 for quite some time, but that's the threefold difference. The casing limit is so low that it's a total non-issue outside of laser mode. There are some laser lens colors you can share, but you CANNOT place multiple circuit 20/21/22s in the same bus so you can't share say laser and autoclave recipes in the same bus even if they don't conflict.
If only you could put the molds in the input hatch :((
Multiblock fluid solidifying is so obnoxious for basically no reason. I guess you could use 4 of the LPFs in fluid solidifier mode to get 4 different molds
You can actually automate multiple different molds in one LPF, there is a guide by Sampsa in the GTNH discord, but it is EXTREMELY unvirtuous. It basically boils down to bundling the item and fluid inputs into an AE storage cell, atomically swapping that into a subnet, and chokeslamming the mold into the LPF using a stocking input bus. The stocking input bus allows you to hot swap molds and share molds across many machines. I set up the naquadah line with one neutron activator using opencomputers, but I didn't bother with the multi fluid automation for LPFs because it is too grimy.
The GT++ alloys that require a tier x ABS continue to obnoxiously require tier x fluid solidification or tier x metalworking (bender, lathe, etc). I would often deal with these by manually swapping molds in the LPF and pipetting fluid with volumetric flasks, which is disgusting but when these parts are needed like one time for the toxic everglades portal frame or LSAss for example it doesn't really seem worth automating.
Yes replacing the ingredient buffers with uwu dual interfaces would be wise. It becomes more complicated when you need multiple input busses. One solution is having all the fluid storage busses point at dual interfaces on a common subnet with a fluid storage bus on the input hatch. I believe I used a one-to-many fluid p2p backwards instead of the common subnet and that also worked. Transvector interfaces don't work because blocking mode doesn't comprehend them
I expect that you aren't actually voiding fluid but rather accidentally getting a cable/hull/hatch/bus crafted with the wrong kind of rubber.
The ABS is very easy to automate, you can share circuits in the input busses so only three input busses should be sufficient with proper planning. Then you can either have it automatically output to a dedicated ingot fluid solidifier, or deal with fluid outputs directly. The only really annoying part is when you get one of the above mentioned GT++ alloys that need a higher tier to work
With bees, liquid helium is arguably easier than sodium for coolant cells
The care and editing that you put into the montages is always so satisfying. Thanks for taking the extra time and effort, it doesn't go unappreciated :)
Honestly Three, your spoiling us with hour long videos 👍
32:05 a 3 minutes long 3fold montage? That's like 9fold insanity! (I really appreciate the chill edit and music though, just perfect!)
Oh and I'm also really glad you kept the laughter clips in, they're delightful
17:20 "oh and I wanna make 6 of them" what a badass line :D
cant wait to see three make the assline. : )
One solution to fix machines shutting off during battery maintenance is to build a secondary battery that can pick up the slack while you're doing maintenance on the primary.
The pattern transferring scene is why I'm a tier 3 supporter! Keep it up Three, don't let Greg take you.
I’m glad to see you enjoying making your content again, I’m loving the direction you decided to go and am looking forward to seeing how this base develops as we work toward that T7!
35:44 waiting for an accidental middle mouse click
Been going through a lot recently, its uploads like this three that make the day just that lil more easy to get through, thank you sincerly.
You got this! I'm glad to be one small source of positivity in your life. Thanks for watching
I am highly impressed by your dedication, i started greg tech and instantly stopped playing it, while you are out here on episode 68 going strong and steady. Keep it up!
Watching this episode, I had a sudden realization. I still haven't wrapped my head around how circuit crafting works. Probably why I haven't taken the plunge into Greg yet.
Ah well! Always happy to be right on my prediction, but from here? No real clue. I'm sort of curious about when quantum armor becomes available, knowing electro-magic tools are in GTNH... Yeah, only because it combines science and technology. I'm a sucker for it.
Uninformed ramblings aside, great video! Excited for the nicest episode next time.
We're close to the next tier of circuit and I'll explain things more related to circuits then. Quantum Armour isn't available until after Fusion I believe, so quite a while before we can upgrade :(
For the assembler PA, I make the subnet 2 layers, 1st is for item 2nd is for fluid, all separate item subnet connect to the same fluid subnet, which connect to a quad hatch.
This maybe need some messing wiring but use the same places as ingredient buffer. Hope this can help you to say goodbye to all the ingredient buffers :)
YES! Classic Threefold music montage!
35:40 couldn't you just shift click them in and then drag out a buffer of random items across a row to keep the interfaces separate?
With the last video i catch up with the series, and i was waiting for a new episode! I'm so happy
I haven't had time to watch your content but now I using every small break I have for it and im so happy, great stuff three
Live the effort syncing all the building to the music!
11:10 per section of the base have a butten to send a start command to mechene as well as a sepret butten to send off command
I don't know if you have an editor, but if you don't props to you man! It seems someone is really enjoying the edition process, cause the timelapse around the 35:00 min mark is craaazy good with it being synced up to the music and everything! 💪🏻
Instead of using a super tank for the on demand fluids you could just use filtered fluid cells (like with the boric acid)
LPF fluid soldifier can really only do 1 mold without creating conflicts, besides a few molds that don’t have many recipes like ball mold. There is a new hatch that will allow a mold inside in dev to allow multiple molds
The multiblock soldifier is really nice for making ingots, ball mold, rotors and the glass tiers
Staballoy is better as an ABS recipe
The buffer likely isn’t voiding fluids, just is being stuck in the interface, you could also just use blocking mode to prevent the buffer filling up. There is also a bigger buffer
You could do subnets for the assembler, just input all the fluids into a single fluid subnet into 1 hatch
You could easily share the lathe with the compressor and polarizer no problem. That LPF would be more useful as a fluid soldifier
The implosion compressor can be upgraded to a GT++ version
As always awesome video. Great editing with music. Keep the awesome work.
I think it was a good idea that you got Autocrafting moved over. I think it was a big block to moving forward both mentally and physically. Now you can finish off the last couple machines and be able to craft so much faster moving forward where adding new machines won't be as much of a worry.
This is what I needed to see on my feed today. Thank you
Thank you for making these videos, Three. They make my studies so much bearable
I remember there being a 128 channel cable, called a spine or something but you can only connect a 32 channel dense cable to it, maybe it would be useful to carry your channels throughout the base
Those have been removed from the pack a few versions back unfortunately :(
The soundtrack for this episode is amazing
This timelapse with that music on the background was awesome, gave the video a chill vibe hahahaha i loved it
Ahh, just when I finished my school work! Thanks Three for always managing to stay within my school schedule.
This is just what I need on a Thursday :)
AH! Right as my dnd session started! All good. Will watch right after
others may have suggested this already, but what i do for item/fluid crafts is have a full block dual interface next to the input bus and then a subnetworked dual interface against it with a fluid storage bus going into a quad input hatch.
The solution (one of) to Items+Liquids in one multi is Transvector Interface. Simply place full-scale Dual interface to the Input bus on one side and Transvector interface on other side, binded to Input Hatch (maybe quadruple)
The best GTNH content, as always!
In (I think) the previous video, you mentioned how sometimes when placing special tile blocks like ramps, carpenters blocks, etc, they had a mind of their own regarding how they'd be orientated when placed. If you're familiar with Create you might know the overlay that splits block placement into quarters, and that if you place a block while hovering over one of them, it'll face that same direction. I think most of the blocks you're having an issue with will behave in the same way, but they just don't have an overlay to show that to the player.
A lot of words for a simple, somewhat intuitive idea, but hopefully it helps. I was base building in GTNH myself and realised this was probably what your issue was.
Liked the new song at ~17:30 keep it up !
This is an amazing video and were very greatful for u doing this please dont push your self to far and get burned out. We all cair
35:50 Greg is really taking a toll on his mind
I was thinking about maybe adding a battery buffer to each of the sections of the base to help you in case of further messing with the power network?
Three I appreciate you so much! Thank you for another amazing video! Might start of a Greg World
Yes! A great way to spend a Thursday night while playing GTNH :D Working on moving fully in to HV from MV at the moment. Gearing up to launch tier one rocket which was my goal when I started. Probably gonna keep playing after though.
Nice! Congrats on making it to HV :D
You could probably use the multi block solidifier if you put the mold into the recipe, it would send over the mold along with the fluid, then a Redstone signal from the machine while it's on, and a enderio item pipe extracting while there is no signal, aka when the machine turns off. Probably run into problems with multiple recipes at the same time, but you could probably fill up the input bus with items and filter the system to only pull out the mold once it's done.
Damm , thats nice to see!
if only u knew how much ur videos bring joy to my life
‼‼‼🐔 Chicken 🐔 jumpscare at 14:35 ‼‼‼
Really enjoying the series, this video seems to be missing from your season 2 playlist!
I don’t use those fluid discretizers or whatever they are called, I simply use a Dual Interface with a pipe on it. It seems to save resources without loss of functionality. The only thing you NEED to do is use a pump: the fluid might be sent back to the dual interface if you do not. Because the Dual Interface pushes fluids out, you’d think it would work without pump, but the pipe can just slosh back.
Omg your base is a little robot, i love it!!
Jesus, you've been pumping out videos man, hyped for the autocrafting upgrade tho
35:50 😂😂
39:00 why not keep the Fluids in Stock? at least those that are passively present
This world is epic. I wish i had the time understood gregtech.
New Three video = amazing day, love your videos Threefold
You could try to add another sub system to the pa for fluids to get rid of the input buffers and keep the same amount of hatches and buffers
I love you man im so happy that you're back on uploading videos, i know it's been a long time since you came back but still i love your content
I think it was a really smart decission, to postpone the crafting of more machines until crafting was way faster.
have you considered adding smaller batteries at individual machines, or different sections, to prevent the shut-off problems?
Catching up slowly but surely
😊
The reason why the fluid got voided is not the problem with the ingredient buffer, it's the problem with the pipe, the pipe is not good enough so sometimes it will cause the problem. I could use AE subnet to handle this.
I have an exam tomorrow but yeah sure have an hour to spend when threefold uploads 😋😋
when ti comes to midpacks, i'm always rough at planning out base layouts. GEt really speggetti really fast. XD
Amazing as always. Such discipline, such dedication, such hours. (such grammar?)
How about "Redstone on - machine OFF" to disable all multiblocks for maintenance on power network?
I see video i watch video
Awesome vid
you should setup a "stone age prevention system" essentially an isolated system that is not dependent on external power to reboot your main power and/or keep your Ae2-main net powered incase of a sudden power loss or otherwise catastrophic event. and yes it is entirely wasteful and unnecessary right up until its needed which is to say, "the bad ending"
Thank you for the nice video ❤❤❤
I wake up sad, i eat sad, i open my phone sad, i see a new video, human happy😊
Let’s go! It’s time to Greg!
Three's starting to lose his marble here...
I'm laugthing but I'm still kinda worried lol
Much
ow yeaaa look like I'm not sleeping early to day. Always puts a smile on my face when ai see a new vid :D
can you not automate the insert/remove of the solidifier mold to swap it?
So, can someone explain how the multiblock machine autocrafting system works? I keep seeing them but it seems like wizardry to me
Another banger of an episode
Been wondering.. why are many of the smaller intermediates (screws etc) not on passive instead of on-demand?
Putting everything on passive would be wildly impractical compared to something like nomi, there is so many more materials, plus resources are finite, plus the machines have multiblock versions that are fast enough for what you need in the pack