Star Technology: Episode 9 - MV Advancements

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  • Опубликовано: 8 июл 2024
  • In this episode, we finally get a start on MV technology with power and new resource processing. Enjoy
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Комментарии • 17

  • @LuaanTi
    @LuaanTi 19 дней назад +3

    Overclocking is about recipes, not machines; e.g. a LV recipe running in a HV machine can be overclocked to MV or HV. Each tier of overclocking halves the recipe time but quadruples the power draw (except for ULV). Small machines have a set _maximum_ voltage tier (you can select a lower tier in the UI to limit overclocking), while large machines can generally be upgraded to any tier just by using higher tier energy hatches (which used to be awfully progression-breaking, so at least now the energy hatches themselves require a lot of progression in their voltage tier to make :)). Each multiblock has a limit on how many energy hatches you can use. Each energy hatch can supply two amps and accept four amps. This is how you can use your EBFs at MV tier with LV energy hatches - 4 A of LV is enough to supply the 1 A MV machine. Later on, you will also be able to use just one MV hatch.

    • @Thaumiumking9
      @Thaumiumking9  19 дней назад +1

      Thank you, this is what was missing in @trulyno ‘s original comment. This clears up a lot of my misconceptions about overclocking.

  • @tishinasuki
    @tishinasuki 18 дней назад

    You can also kill llamas for leather that you can use to craft a backpack. Although not sure how much you need it considering that you aim for AE2.

  • @trulyno
    @trulyno 19 дней назад +2

    As for how the energy system works in Gregtech:
    Each wire has a voltage and an amperage.
    Think of voltage as how much energy the wire can transfer. You cannot power with a higher tier of voltage a lower tier machine or it will explode. So it is best to separate each tiers of the machines based on voltages.
    Think of amperages as how many machines can be powered at the same time. A 16amp converter with a connected wire that holds at least 16 amps will be able to power 16 machines. Trying to inject more amps than a wire is capable of holding will burn the wire. To get more amps on the wire, simply combine the wires into thicker ones.

    • @Thaumiumking9
      @Thaumiumking9  19 дней назад +1

      Most of this I've figured out by now through trial and error, but a breakdown like this is great as some confirmation for my assumptions.

    • @LuaanTi
      @LuaanTi 19 дней назад

      There are some common misconceptions here :)
      First, cables/wires care about both voltage and amperage. You can use a lower voltage, but a higher voltage will cause the wire to burn out. The same way, trying to draw more amperes than the wire is rated for will cause burning. Machines will only draw the amperage they need, but _will_ be destroyed when supplied by higher voltage. They can use _lower_ voltage if the recipe is "cheap" enough - notably, macerators for ore processing tend to have very low recipe costs (2-4 EU/t), which allows you to easily supply them with power at a lower voltage (e.g. an IV macerator crushing ore will be able to run off 1A of HV).
      Machines request power in packets of whole amps. But that doesn't mean they will also _consume_ it. An LV chemical reactor might use 30 EU/t for one recipe and 10 EU/t for another. The second recipe allows you to run three of the reactors on a single LV amp. Most machines accept up to two or three amps of power (mainly to combat cable loss).
      Always limit how much amperage you can _input_ into a cable network. A small generator will only output 1A at most, a battery buffer will only output 1A for each battery in it, and there's also diodes and transformers to keep you in control (particularly useful for centralised power and branching). Use a cable/wire that can support _that_ amount of amperage, regardless of how many consumers you connect. Consumers can request more amps than the producers can provide, but it's how much the producers are able to provide that matters.
      Usually you don't have to run two cables/wires of the same voltage next to each other; just combining them will tend to be cheaper, as long as that's even possible (and if you need more amperage than that, you probably want to up-voltage the power line :D ). Some are more annoying than others - e.g. there are wires that carry 6 A, but there are no battery buffers, diodes or transformers that do the same. To fully utilize those, you'll need _multiple_ e.g. battery buffers - for example, a 4x Uranium Triplatinum wire (EV superconductor at base 6 A) will be fully supplied by 8 A + 16 A battery buffers.
      So, looking at our IV macerator; it's a normal small machine that can request up to 2 A of IV power (16 384 EU). Since its energy buffer is empty, it does just that. But our powerline is HV, so the producer only sends 2A of _HV_ power (1 024 EU), which the HV cable can handle easily. The recipe it's running is base 2 EU/t at ULV, so it gets overclocked - for each overclock, the speed doubles, but the power draw quadruples. ULV is a "fake tier" - it counts as LV for overclocking. So we overclock to MV (8 EU/t), then HV (32 EU/t), then EV (128 EU/t) and finally IV (512 EU/t). Our HV power source can easily supply 512 EU/t, so the machine will work without any hickups, quickly filling its energy buffer. And you can reap the benefits of increased tier drop change for your ores :)
      Until, that is, you decide to use that same macerator for, say, turning titanium into dust. The base power cost of the recipe is now 8 EU/t and our IV overclock now takes us all the way up to 2 048 EU/t, which the HV producer simply can _not_ supply (the machine requests 2 A, and that's what it gets). The energy buffer of the machine will start to drain faster than it can be refilled, and if you run the recipe for long enough, stall.
      Now you can hopefully see why producers being amp-limited is a very good thing! Cables and wires are just passive routes for energy to flow through. A GT cable/wire will _never_ limit how much power can go through it or what voltage it's running at. If it can't handle the power running through it, it will burn. Each power producer tells you how much amperage it can provide - a 1 A HV power converter can produce at most 1 A of HV power, and will be safe to use with 1x gold cable for example. To supply four EBFs that each take 4 A of LV, you need a 16 A LV(+) cable and a 16 A LV power converter (or as you did here, four 4 A LV power converters - you still use just one wire/cable as long as its amperage is high enough, no need to run separate wires, though it can be cheaper sometimes).
      GTCE had tons of bugs with this system (and a lot of others), so if you were first exposed to GT with e.g. Omnifactory, you learned a lot of things wrong! GTCEu fixes _most_ of those issues, and Sky Greg uses GTCEu (Modern). And even then, some things are simplified compared to actual GT5 - e.g. arc furnaces used to have 3 A recipes :P

    • @VulcanHyperion
      @VulcanHyperion 7 дней назад

      This makes so little sense to me my brain has burned up...

  • @wabwitdoeslife9386
    @wabwitdoeslife9386 19 дней назад +2

    A few notes for you
    1. As far as i know you can only overclock machines with energy hatches
    2. Circuit assemblers makes your circuits cheaper
    3. There are two items that are super usefull when youre handling liquids, the barrel and liquid cell/universal cell. The barrel can hold 16 buckets of liquids and the cells can hold one bucket, both not needing to be filled (it can be partially filled)
    5. Dont forget to have fun!

    • @WillianPagane
      @WillianPagane 18 дней назад +1

      Actually if you are talking about the steel, aluminum and other cells, the stell one can hold 8 buckets, aluminium can hold 16 buckets, and doubles each material upgrade

    • @WillianPagane
      @WillianPagane 18 дней назад

      In my opinion the fluid cell tank is also more useful than the barrels, since the barrels can't hold every fluid, just a few ones, and the tanks are pretty cheap and hold up to 32 buckets

  • @realMohock
    @realMohock 19 дней назад +1

    single block machines cant be overclocked, you will need to craft the higher tier, at least until HV. at some point in hv you will get the multiblock upgrade kit that can be applied to hv versions of the machines and allows for easy tier upgrade by only replacing the energy hatch, makes a lot of the later progression much easier. it is also worth keeping an eye on possible cheaper recipes during circuit crafting, there are a lot of assembler recipes that double or quadruple your component outputs. For AE it is very useful to invest into a multismelter, which can be used as a multiblock alloy smelter and you can leave all the ME circuit presses in the input hatch. Also one of the most useful MV machines is the extruder, A LOT of the small components like bolts, gears, pipes and even rotors can be made much more efficient than with hand tools.

    • @Thaumiumking9
      @Thaumiumking9  19 дней назад

      I didn’t know about the multismelter, I’ll look into it for next time if your saying it’s good for AE2. The extruder is also on my radar, but until the component materials start getting expensive or the recipes get too annoying I’ll just deal with the inefficiency.

  • @BoeJiden_
    @BoeJiden_ 19 дней назад +1

    i dont know if someone pointed it out already but I believe i figured out why the diesel engines produce more SU than it adds up. Started to notice in my save that every single time i save and quit then load the game up it almost doubles my SU capacity. No clue why it does it but i believe you had this issue at some point

    • @Thaumiumking9
      @Thaumiumking9  19 дней назад

      Yeah, I didn’t bring it up in the video but it’s doubled again to almost 300k su. If it is the saving and quitting that would make some sense. I’m accounting for if it reverts but otherwise this is just a net positive so I’m not fixing it.

    • @WillianPagane
      @WillianPagane 18 дней назад

      @@Thaumiumking9 The exactly same thing happened to me in my save. I started playing the modpack a few weeks ago and doesnt even knew your channel yet, then I made the same thing as you, put the coils to spin fast enought to barely use my 100% SU capacity, then on the other day, magically I could run it at full speed. 3 Days after I saw your video where the same happened to you in the first minute

  • @trulyno
    @trulyno 19 дней назад +1

    In the machine UI you can find a tab which has the ability to set auto outputs of the machine(item and fluid) as well as allowing input via the output side. At the point you are in the game you need to start passing stuff like sieving, sulfuric acid production, etc.
    Also for AE2 you will need the MV energy hatches to overclock the EBF to HV and kanthal coils to smelt silicon. To cool down the hot silicon you will need for now a chemical bath and later a vacuum freezer.
    Also you cannot overclock single block machine. You can only craft the higher tier ones to replace them.

    • @Thaumiumking9
      @Thaumiumking9  19 дней назад

      I thought I couldn't overclock small machines, but good to know I'm not missing something.