The first step of AE2 automation is to secure a consistent power source, which the upgraded benzene setup has accomplished. The second step will be automating all of the recipes that are used in setting up automation. Cables, interfaces, P2Ps, patterns, relevant upgrade cards, etc. Now in GTNH this isn't as straightforward as it is in most packs since - as you've no doubt noticed by now - the GT++ machines you *really* want to use for these sorts of automations are oh so very expensive, so setting them all up at once is inefficient if not outright insanity. Your best bet is to make a list of Multis you'll be setting up and either prioritize the ones that'll have the most benefit (be it in terms of speed, power efficiency or machine type, whichever you deem more valuable) or go for whichever is the least obnoxious to craft. That said you'll be wanting them all eventually anyway, down the line even multiples of them, so in my opinion it's best to start with the most commonly used machine types no matter how obnoxious they might be to craft. Chances are that'll be either a Wire Factory for faster wires/fine wires, or an Industrial Material Press for faster plates/foils. Both of which are also used in crafting circuits or circuit components, so again, if you've got no better ideas those two are probably as good a place to start as any. Don't underestimate the importance of upgrading your circuit crafting capacity. A single machine crafting circuits - or two, one of which is a lower tier - is not going to cut it for very long. Circuits take a very long time to craft even from their components, about five minutes per mainframe with regular SMDs and only a single at tier machine to work through everything. And you're going to need a lot of circuits to set up the infrastructure to get to Assembly Line, even if you're not planning on crafting one within the next ten minutes. Or hundred hours, for that matter. Once you've got the means to throw silly amounts of power at a PA, through multi-amp hatches and most likely an LSC, upgrade your circuit production accordingly. Important note: When a GT++ multi says that it's "500% faster than using a single block machine of the same voltage" it means exactly that - 500% faster, meaning 600% processing speed. Also, yes, that's 600% processing speed at the same EU/t, meaning it'll cost ~0.167 times the normal EU cost per recipe. "That sounds unbelievably overpowered", you say? On the surface it might seem that way, but remember that this is rapidly approaching the end of the early game. Once the midgame difficulty spike kicks in it turns into a sheer cliff face, and without these GT++ multis setting up a proper factory would be worse than pure suffering. It'd be pure boredom, setting up PA after PA after PA because nothing else would come close to the processing capacity you need, in addition to setting up fields of LCRs (and a few assorted multis) for the chemical lines. As-is GT++ multis have a competitive edge over PAs with their per-recipe speed boost and EU efficiency, which certainly beats out the PA's higher parallel maximum and theoretical adaptability, but IMO specialized machines are fine being a better option overall than a machine that's designed to run almost everything possible. PAs will get the last laugh in the lategame anyway, once their downtiering option comes into play and they turn into parallelizing monsters. Generally you always want to use only the minimum number of casings that a GT++ multi needs, and fill in any empty spaces with extra input buses. Some of these multis are going to end up with a ton of different interfaces either due to integrated circuit numbers or just sheer quantity of recipes, and so the more space you have for input buses, the better. Also no, input buses in GTNH can only input through their actual input face. You could use transvector interfaces to circumvent that, but at that point you might want to consider another multi instead. I'm tempted to start a drinking game with how often you end up setting something up to be replaced later due to a lack of platinum, but I would prefer not to lack a functional liver by the end of the video, so...nah 🙃. For the record: 1x copper cable takes 5 second to process one ingot of copper, 16x wire takes 2.1875 seconds to process one ingot of copper. That's a significant speed difference, but remember that uncrafting 16x wire into 1x wire is a crafting table recipe. And in GTNH each Molecular Assembler takes an EV Assembling Machine to craft. It's also an additional crafting step that AE2 will have to deal with, which makes autocrafted recipes more complex (not that that's worth too much, at least at this stage). Probably worth it if you can afford it, but take care not to end up negating your speed bonus by just creating a different bottleneck down the line. When a GT++ multi says it gets "x parallels per tier" it considers LV to be tier 1, by the way. So at EV it gets four times the listed amount of parallels, assuming there is enough power to support that many. So, yes, 16 times the number of recipes at once at 300% processing speed for 75% the EU/t cost compared to a single block machine. This is not the start of the GTNH equivalent of the industrial revolution, this is the first look at what midgame is going to require *just to enter* without completely losing your mind. You can, by the way, wallshare GT++ multies as well as you can wallshare other multis, which allows you to get a lot more mileage out of the same amount of casings if you design your wallshared multis correctly. Just be careful with wallsharing input buses and the like, since even the same multi might end up configured to act as a completely different machine. You can also toggle input from output side allowed by right-clicking the front face of a machine with a screwdriver, and the front face side you can, in turn, change by shift-right clicking the new front face side with a wrench. For the record, the GT++ Assembling Machine multi is a ZPM tier multi, as the liquid metal required to craft the controller requires a ZPM tier ABS. And IIRC the ABS cannot be overclocked like an EBF can with 2x energy hatches. In any case it's outside of Three's wheelhouse, since he couldn't make LuV energy hatches either anyway without an Assembly Line. The Precise Auto-Assembler multi from Good Generator, which also functions as a multiblock Assembling Machine, is available earlier in terms of tech progression, but it's still LuV, so well outside Three's wheelhouse. And price range at this point, if not that. I don't know if it has or will be fixed, but last I heard you can use AE2FC water drops for things like IC2 scrap or AE2 Singularities. I don't really think it's a big deal either way, just a neat bit of mod interaction, since you're definitely not hurting for *stuff* to throw away in large quantities in this pack.
@@WolfrostWasTaken Late early game preparing for the midgame, but I do consider stone age to IV to be GTNH's early game, yes. The Assembly Line that opens up LuV is the first real test of your infrastructure, requiring orders of magnitude more resources - which have to be processed using production chains with (thus far) unparalleled complexity - compared to prior tech gates. And this trend will continue going forward, as well. Rockets won't be the final tech gates anymore, instead they'll be stepping stones to (at least make it easier to) reach it.
Regarding the naming scheme, i highly recommend additionally putting the word "dual" at the end of interfaces to for example an assembler. This is so that when u get into fluid autocrafting and have dual interfaces on some of your machines, you can easily identify (from your interface terminal) if you can drop your fluid recipe into a machine or not. Trust me, it'll make putting in recipes on the fly a lot easier, when u dont have to go back and forth to check if ur machine has a dual interface
Первый сезон был более сумбурный, и более «технический», смотреть этот сезон намного приятнее! Спасибо тебе большое за то, что тратишь так много времени на производство роликов. Приходя домой с работы, смотреть твои ролики - одно удовольствие🙂
I feel like noting your GTNH series on an application letter would greatly increase your chances of getting a job, especially if the job in question is a project lead. Your planning and organizing skills are incredible, Three.
In between these episodes, I have started watching the onmifactory play through, and it's amazing to see the night and day difference between the then and now makes me want to start making videos again!
I absolutely love the "chunky" look of the machines encased in gray and orange blocks. It make them match the rest of the base perfectly. I hope you continue that as sometimes random different colored 3x3x3 machines start to look odd.
Something I've learned is to ALWAYS have infrastructure in place to make your base as accessible as humanly possible, on the offchance that something catastrophic happens and you lose your flight.
finally caught up.. one day i thought 30 episodes is a lot..well it is, a very much enjoyable lot. good thing you can handle more Gregtech then me i would say dont be scared to show more of the grind so an episode is not only explanation :D
I've seen the video in my sub box, but waited for a good moment with a drink and a snack so I can fully enjoy my most anticipated episode of this series so far; AE auto crafting. Now the real fun begins!
Wow, Three, with this episode you are approaching really fast to the point were i no longer can understand the AE network anymore hahaha. REALLY IMPRESSIVE WORK.
For those fluid drops i’m pretty sure the way they work is that it is a reference item for the system so it’s a tangible item you can interact with it drop it, etc. however, when used in the system it will call upon the fluids within the system so if a recipe needs say water in an auto craft that drop will correspond to water by basically referencing it at least that’s how I’m interpreting it
@threefold I remember seeing one of your videos showing a spreadsheet with all the products from distilling different levels of steam-cracked fuels. I was wondering if you could link which video it’s in or the spreadsheet itself. Thanks! Keep up the God tier videos! Im looking forward to seeing the rest of this play through.
I really love how Three flies through that little corridor every single time instead of using the travel anchors 😅 That small inefficiency gives me life.
About the question of crafting all at once or as you go along, i usually try to craft in chunks, ill craft all i need for a specific process and then assemble it, if i realize i didnt have everything or i had too much ill adjust accordingly. When im done i'll craft the next process, if i crafted extras before now i dont need to craft so much and if i crafted too little i now know i probably need more
I usually craft as I go because the time you save by planning is eaten up by the planning itself and skipping the planning, but building all at once either ends up with crafting as you go in the case of too little or tons of resources locked up that shouldn't be if you do too much.
This is my main beef with applied energistics. Refined storage makes it easy to not run wires all over the place at just the cost of power. AE is just spaghetti to me. I like the channels system. I just wish I didn’t HAVE to build a giant ring to not have to run a mile of wires. Lol. Great video as usual Three!
The issue i see coming pretty quick with your interface naming scheme is the fact you will be upgrading the power hatches on those multiblocks and then will need to rename every interface each time
Can you cover up the parts of the base that are under consctruction (for example the stone and dirt wall in the room you have been working on most of the time this episode) with something like just black/gray blocks these stone walls right next this beautiful base keep scratching my OCD :D I have loved every modded MC series you have done so far they are all expert mode like packs and you progress a lot every episode which literally no other modded MC youtube does and i LOVE it keep going :)
Great video as always Three. I tend to craft as I go, it seems as though I usually need the machines to craft the next ones more efficiently (wiremill to craft the extruder etc). Also I would worry I missed something so had to go back anyway! Love the new AE2 autocrafting section, looks sharp! Three, how will it work when you need to upgrade the backbone of power, say from LuV to ZPM+? Will you just send more amps down or replace the backbone completely?
Highly suggest using the schematic to auto build the multis you are going to build Crafting with the machines is faster than the crafting table now with the multis, and is a lot more convenient to do exactly the size wire that is needed You can screwdriver the face of the machine to set input from output Highly suggest using dual hatches for your on demand fluid crafts The machine casings uses plates, so you really don’t want to use circuit 8 on that bus
Three couldn't you have used a fluid interface to stock whatever fluid you need and then when encoding the recipe you just remove the fluid requirements?
So, about having the voltage tier on the interface name... when you want to overclock that machine to ZPM or UV down the line, are you really going to want to rename all the interfaces? Seems like a pain. Machine name and circuit number are critical, but voltage tier seems like more of a pain than being useful.
Tbh, I also don't know how to pronounce the majority of the chemicals' names, but Discretizer got me surprised. Doesn't it sound like "Discrete" maths?
perhaps cable should be colored by the material you use. LV is red, MV is orange, HV is dark blue, EV is light blue, IV is whatever cable you use because you never use IV cable and LuV works with how it is currently because hss steel appears to be green in this modpack.
One thing I can recommend, especially in expert packs, is using drawers to auto-supply materials. Export bus on the back and storage bus (Extract only) on the controller, and you can set up bulk supplies for a ton of items. It's a very big timesink initially because it'll be crafting so many things, but it'll mean in future you won't have to wait for *everything* in larger recipes
The first step of AE2 automation is to secure a consistent power source, which the upgraded benzene setup has accomplished. The second step will be automating all of the recipes that are used in setting up automation. Cables, interfaces, P2Ps, patterns, relevant upgrade cards, etc. Now in GTNH this isn't as straightforward as it is in most packs since - as you've no doubt noticed by now - the GT++ machines you *really* want to use for these sorts of automations are oh so very expensive, so setting them all up at once is inefficient if not outright insanity. Your best bet is to make a list of Multis you'll be setting up and either prioritize the ones that'll have the most benefit (be it in terms of speed, power efficiency or machine type, whichever you deem more valuable) or go for whichever is the least obnoxious to craft. That said you'll be wanting them all eventually anyway, down the line even multiples of them, so in my opinion it's best to start with the most commonly used machine types no matter how obnoxious they might be to craft. Chances are that'll be either a Wire Factory for faster wires/fine wires, or an Industrial Material Press for faster plates/foils. Both of which are also used in crafting circuits or circuit components, so again, if you've got no better ideas those two are probably as good a place to start as any.
Don't underestimate the importance of upgrading your circuit crafting capacity. A single machine crafting circuits - or two, one of which is a lower tier - is not going to cut it for very long. Circuits take a very long time to craft even from their components, about five minutes per mainframe with regular SMDs and only a single at tier machine to work through everything. And you're going to need a lot of circuits to set up the infrastructure to get to Assembly Line, even if you're not planning on crafting one within the next ten minutes. Or hundred hours, for that matter. Once you've got the means to throw silly amounts of power at a PA, through multi-amp hatches and most likely an LSC, upgrade your circuit production accordingly.
Important note: When a GT++ multi says that it's "500% faster than using a single block machine of the same voltage" it means exactly that - 500% faster, meaning 600% processing speed. Also, yes, that's 600% processing speed at the same EU/t, meaning it'll cost ~0.167 times the normal EU cost per recipe. "That sounds unbelievably overpowered", you say? On the surface it might seem that way, but remember that this is rapidly approaching the end of the early game. Once the midgame difficulty spike kicks in it turns into a sheer cliff face, and without these GT++ multis setting up a proper factory would be worse than pure suffering. It'd be pure boredom, setting up PA after PA after PA because nothing else would come close to the processing capacity you need, in addition to setting up fields of LCRs (and a few assorted multis) for the chemical lines. As-is GT++ multis have a competitive edge over PAs with their per-recipe speed boost and EU efficiency, which certainly beats out the PA's higher parallel maximum and theoretical adaptability, but IMO specialized machines are fine being a better option overall than a machine that's designed to run almost everything possible. PAs will get the last laugh in the lategame anyway, once their downtiering option comes into play and they turn into parallelizing monsters.
Generally you always want to use only the minimum number of casings that a GT++ multi needs, and fill in any empty spaces with extra input buses. Some of these multis are going to end up with a ton of different interfaces either due to integrated circuit numbers or just sheer quantity of recipes, and so the more space you have for input buses, the better. Also no, input buses in GTNH can only input through their actual input face. You could use transvector interfaces to circumvent that, but at that point you might want to consider another multi instead.
I'm tempted to start a drinking game with how often you end up setting something up to be replaced later due to a lack of platinum, but I would prefer not to lack a functional liver by the end of the video, so...nah 🙃.
For the record: 1x copper cable takes 5 second to process one ingot of copper, 16x wire takes 2.1875 seconds to process one ingot of copper. That's a significant speed difference, but remember that uncrafting 16x wire into 1x wire is a crafting table recipe. And in GTNH each Molecular Assembler takes an EV Assembling Machine to craft. It's also an additional crafting step that AE2 will have to deal with, which makes autocrafted recipes more complex (not that that's worth too much, at least at this stage). Probably worth it if you can afford it, but take care not to end up negating your speed bonus by just creating a different bottleneck down the line.
When a GT++ multi says it gets "x parallels per tier" it considers LV to be tier 1, by the way. So at EV it gets four times the listed amount of parallels, assuming there is enough power to support that many. So, yes, 16 times the number of recipes at once at 300% processing speed for 75% the EU/t cost compared to a single block machine. This is not the start of the GTNH equivalent of the industrial revolution, this is the first look at what midgame is going to require *just to enter* without completely losing your mind.
You can, by the way, wallshare GT++ multies as well as you can wallshare other multis, which allows you to get a lot more mileage out of the same amount of casings if you design your wallshared multis correctly. Just be careful with wallsharing input buses and the like, since even the same multi might end up configured to act as a completely different machine.
You can also toggle input from output side allowed by right-clicking the front face of a machine with a screwdriver, and the front face side you can, in turn, change by shift-right clicking the new front face side with a wrench.
For the record, the GT++ Assembling Machine multi is a ZPM tier multi, as the liquid metal required to craft the controller requires a ZPM tier ABS. And IIRC the ABS cannot be overclocked like an EBF can with 2x energy hatches. In any case it's outside of Three's wheelhouse, since he couldn't make LuV energy hatches either anyway without an Assembly Line. The Precise Auto-Assembler multi from Good Generator, which also functions as a multiblock Assembling Machine, is available earlier in terms of tech progression, but it's still LuV, so well outside Three's wheelhouse. And price range at this point, if not that.
I don't know if it has or will be fixed, but last I heard you can use AE2FC water drops for things like IC2 scrap or AE2 Singularities. I don't really think it's a big deal either way, just a neat bit of mod interaction, since you're definitely not hurting for *stuff* to throw away in large quantities in this pack.
greg 👍
THIS IS STILL EARLY GAME!?!?!?!?!?!?!?!
@@WolfrostWasTaken Late early game preparing for the midgame, but I do consider stone age to IV to be GTNH's early game, yes. The Assembly Line that opens up LuV is the first real test of your infrastructure, requiring orders of magnitude more resources - which have to be processed using production chains with (thus far) unparalleled complexity - compared to prior tech gates. And this trend will continue going forward, as well. Rockets won't be the final tech gates anymore, instead they'll be stepping stones to (at least make it easier to) reach it.
woah ty for all the info!
Petition to call them 'thinterfaces' instead of thin interfaces
My first thought as well
We need to -bully- help Three into saying this !
Petition sighned!
The council approves
Threenterfoldces
Regarding the naming scheme, i highly recommend additionally putting the word "dual" at the end of interfaces to for example an assembler. This is so that when u get into fluid autocrafting and have dual interfaces on some of your machines, you can easily identify (from your interface terminal) if you can drop your fluid recipe into a machine or not. Trust me, it'll make putting in recipes on the fly a lot easier, when u dont have to go back and forth to check if ur machine has a dual interface
Amazing suggestion, I'll definitely make that change :D
24:24 Thanks for the shoutout, it really means a lot coming from you :D
Ah, nothing beats the moment when you return back to home from work, and you see a fresh and crunchy upload from Three.
Im glad your channel is the only channel that actually consistently notifies me when new videos are uploaded
Первый сезон был более сумбурный, и более «технический», смотреть этот сезон намного приятнее! Спасибо тебе большое за то, что тратишь так много времени на производство роликов. Приходя домой с работы, смотреть твои ролики - одно удовольствие🙂
Absolutely LOVE that you’re not rushing this pack (idk how that would even be possible tbh!) definitely my favourite series so far!
Feels like I've been waiting for this day forever now!
I just can't get enough of GTNH with Three
Thanks for watching :D
I’m so happy another for episode. Thanks Three for giving me something to look forward too while battling through my GCSE’s love ya :)
good luck!
@@bnlbnlbnl thanks :)
Good luck! I hope things go well for ya :D
It is good day.
I feel like noting your GTNH series on an application letter would greatly increase your chances of getting a job, especially if the job in question is a project lead. Your planning and organizing skills are incredible, Three.
In between these episodes, I have started watching the onmifactory play through, and it's amazing to see the night and day difference between the then and now makes me want to start making videos again!
Go for it! You can absolutely do it, if you have the desire :)
Man been waiting for this. So excited. I’ve progressed to Mid Steam because you’re videos are just so invigorating.
Good luck in the Steam Age! It's actually a really fun part of the game, just take things at your own pace :)
I absolutely love the "chunky" look of the machines encased in gray and orange blocks. It make them match the rest of the base perfectly. I hope you continue that as sometimes random different colored 3x3x3 machines start to look odd.
I love how three has a catwalks and stairs everywhere but he just flies around anyways 🤣🤣
Something I've learned is to ALWAYS have infrastructure in place to make your base as accessible as humanly possible, on the offchance that something catastrophic happens and you lose your flight.
He even has teleporters
I am always glad to see your videos brighten my otherwise very dim days. I hope you keep this going
finally caught up.. one day i thought 30 episodes is a lot..well it is, a very much enjoyable lot.
good thing you can handle more Gregtech then me
i would say dont be scared to show more of the grind
so an episode is not only explanation :D
so on average its takes you almost whole day worth of play time for one episode. That's impressive. Keep it up
I'm in love with season 2, thank you three!
I've seen the video in my sub box, but waited for a good moment with a drink and a snack so I can fully enjoy my most anticipated episode of this series so far; AE auto crafting. Now the real fun begins!
Threefold reminds me of the little dog in Puss in Boots, he takes so much relentless, ruthless punishment, but still he's always so cheery
He also got left behind in a sock where the only thing he can play is Gregtech.
Wow, Three, with this episode you are approaching really fast to the point were i no longer can understand the AE network anymore hahaha.
REALLY IMPRESSIVE WORK.
I love your videos, pls keep the pace you feel you can continue to have fun!!!! The quality of the series is simply insane!!!
For those fluid drops i’m pretty sure the way they work is that it is a reference item for the system so it’s a tangible item you can interact with it drop it, etc. however, when used in the system it will call upon the fluids within the system so if a recipe needs say water in an auto craft that drop will correspond to water by basically referencing it at least that’s how I’m interpreting it
Am stoked for the new episode and autocraftinh!
@threefold I remember seeing one of your videos showing a spreadsheet with all the products from distilling different levels of steam-cracked fuels. I was wondering if you could link which video it’s in or the spreadsheet itself. Thanks! Keep up the God tier videos! Im looking forward to seeing the rest of this play through.
At around 4:40 ish, that laser UI seems different. Did i miss it in the 2.3.0 overview or was it too 'insignificant' to mention?
ModularUI conversion
Laser engraver got a few extra slots for new recipes that were added
Incredible episode as always! Your amazing three!
34:40 "conveyor on the input bus here" while it's in fact a pump and the conveyor lies on the pipe
40:10, I think brown is a perfect fit for the room!
This was the episode ive been waiting for
I love AE2 autocrafting
I really love how Three flies through that little corridor every single time instead of using the travel anchors 😅 That small inefficiency gives me life.
Well as all good greg'ers know some times you have to be inefficient to be efficient 😂
oopsie
Thanks for the video Three, love this series
So happy I found your channel
Love the look of that room!
Good episode, music definitely had notably better volume/pacing!
The factory must grow!
*cough*
Sorry. Wrong game. Lets get Gregging!
THAT MAKES SO MUCH SENSE! I was wondering when the pollution would reach the nests
About the question of crafting all at once or as you go along, i usually try to craft in chunks, ill craft all i need for a specific process and then assemble it, if i realize i didnt have everything or i had too much ill adjust accordingly. When im done i'll craft the next process, if i crafted extras before now i dont need to craft so much and if i crafted too little i now know i probably need more
Finally
Automatic Crafting
Indeed! It's great to finall have things autocrafted :D
Automation is one of the greatest joys in life
Love to see the progress!!! Thank you for putting up with the boring crafting but your almost to the point where you won't have to do "as much" lol
Can't you rotate gt++ machines? So for the wire factory it could be 3x3x5 tall? I might be misremembering though.
Thank you for this episode
I usually craft as I go because the time you save by planning is eaten up by the planning itself and skipping the planning, but building all at once either ends up with crafting as you go in the case of too little or tons of resources locked up that shouldn't be if you do too much.
This is my main beef with applied energistics. Refined storage makes it easy to not run wires all over the place at just the cost of power. AE is just spaghetti to me. I like the channels system. I just wish I didn’t HAVE to build a giant ring to not have to run a mile of wires. Lol. Great video as usual Three!
Bro this is gtnh, all simplicity is banned GREGGREGGREG
3:11 There is a lot more key that you can use, you should look at them
so happy we are finally in the mid game of GTNH :3
brown in the wood tar room looks good!!!
todays episode of tetris with three was so fun to watch even though i dont play modded mc much
The issue i see coming pretty quick with your interface naming scheme is the fact you will be upgrading the power hatches on those multiblocks and then will need to rename every interface each time
Can you cover up the parts of the base that are under consctruction (for example the stone and dirt wall in the room you have been working on most of the time this episode) with something like just black/gray blocks these stone walls right next this beautiful base keep scratching my OCD :D
I have loved every modded MC series you have done so far they are all expert mode like packs and you progress a lot every episode which literally no other modded MC youtube does and i LOVE it keep going :)
Great video as always Three. I tend to craft as I go, it seems as though I usually need the machines to craft the next ones more efficiently (wiremill to craft the extruder etc). Also I would worry I missed something so had to go back anyway! Love the new AE2 autocrafting section, looks sharp! Three, how will it work when you need to upgrade the backbone of power, say from LuV to ZPM+? Will you just send more amps down or replace the backbone completely?
You possibly can put fluid cover directly on output hatch an remove tank
I try to craft/gather as much as possible getting ready for a project but you always miss 20% of what you need so I end up crafting as I need also
Three you almost have more hours in this series than I have hours in all of my steam games combined 😭
Auto crafting! It has begun!
hello, a quick question. What is that "potion" bottle that you are constantly charging?
I believe it's what gives him flight, he covered it I want to say around episode 20ish?
Highly suggest using the schematic to auto build the multis you are going to build
Crafting with the machines is faster than the crafting table now with the multis, and is a lot more convenient to do exactly the size wire that is needed
You can screwdriver the face of the machine to set input from output
Highly suggest using dual hatches for your on demand fluid crafts
The machine casings uses plates, so you really don’t want to use circuit 8 on that bus
Ah good point about the Hull conflict if you request more than eight at once. Dual hatches? Do you mean the quadruple input hatches ?
perfect timing as fasting is over
Well brown IS dark orange (or with context), so it goes well with that room's floor.
Instead of a ingredient buffer you can use a fluid/item p2p for dual interfaces. Just use a quarts fiber to create a subnet to avoid channel usage.
thanks three
autocrafting is so fun! now it is like we enter a new chapter (I know he could autocraft circuits before, doesn't count)!
I've never clicked on a video so fast :D
I like to batch craft as I go, and leave extras behind.
Great video as always three. Glad u finally got autocrafting. Platline soon?
Yes Platline very soon!! :D
You should filter out the drops out of your main terminal so that it won't get in the way.
You can get chrome from ruby MUCH more efficiently by making "ruby juice" instead of electrolyzing it!
You can always rotate a multiblock to make it fit into a 3х3 grid.
Not all, but many you can rotate
New episode yay
Threefold video and i have to shit; I know where ill be for the next 40 minutes.
Those Industrial Material Presses are emitting mean girl vibes.
It's crazy it's been 4 months 😊
What was the song in the outro ?
Brown ceiling on benzene ?
i dont get the AE2 fluidcrafting mod, AE2 can fluid craft just fine normally, idk why you would ever need to convert to drops
AE2 doesn't handle fluid autocrafting by default... A separate mod is needed for handling fluids here in 1.7 :)
@@Threefold. is that an issue with the version being run on gregtech? cuz in the fabric version of AE2 i use it can handle fluids just fine
@@XiaoYueMao for 1.7?
YOOO first time i'm early to a Three video!
Three couldn't you have used a fluid interface to stock whatever fluid you need and then when encoding the recipe you just remove the fluid requirements?
When you’ve got many different fluids you’re working with, this can lead to recipe conflicts
Also, then you’d have to stock every fluid you need to work with, which often isn’t feasible
@@chandleready8988 fair, most of my fluid crafting experience was from DJ2 not GTNH
Three's icons in the top corner are staring at me like 👁👃👁
What minecraft font do you use?
Default in Gregtech New Horizons
I do sort of a mix unintentionally- I dont always maths how much ill need, so just kinda go "yeah thats about it" and have like 4 left over or smth
Yup if you don't miscount then you're doing it wrong haha :D
I still love how he flies around the tunnels instead of using those travel anchors. The best!
I'd like to see you build an endgame megastructure someday.
gregtech !!!!🎉🎉🎉🎉🎉
Damn im early today, thanks for giving me an excuse to avoid my grad school assignments :P
Woo another video.
So, about having the voltage tier on the interface name... when you want to overclock that machine to ZPM or UV down the line, are you really going to want to rename all the interfaces? Seems like a pain. Machine name and circuit number are critical, but voltage tier seems like more of a pain than being useful.
Yeah actually upon reflection, you are correct. It's best to leave out the voltage tier
@@Threefold.
how do i mark on map that the ore is depleted ?
Hover over the icon and hit the key that is listed as: Action Button in the control menu :)
@@Threefold. thank you, great videos love watching them
Orange is the best color
Greg time
first comment in a year more ppl need to watch this!
its greging time
Unlimited Power!!
Tbh, I also don't know how to pronounce the majority of the chemicals' names, but Discretizer got me surprised. Doesn't it sound like "Discrete" maths?
when next stream going to be?
WOOOOO!
perhaps cable should be colored by the material you use. LV is red, MV is orange, HV is dark blue, EV is light blue, IV is whatever cable you use because you never use IV cable and LuV works with how it is currently because hss steel appears to be green in this modpack.
Generally the colour is based on the super conductors colour since there are multiple cable options for each tier
One thing I can recommend, especially in expert packs, is using drawers to auto-supply materials. Export bus on the back and storage bus (Extract only) on the controller, and you can set up bulk supplies for a ton of items. It's a very big timesink initially because it'll be crafting so many things, but it'll mean in future you won't have to wait for *everything* in larger recipes
Never have I clicked on a video so fast