GTNewHorizons / GT-New-Horizons-Modpack

A big progressive questing modpack for Minecraft 1.7.10 balanced around the mod GregTech.
https://www.gtnewhorizons.com/
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[Suggestion]Chlorine for late/end game #2878

Closed 0lafe closed 5 years ago

0lafe commented 6 years ago

Which modpack version are you using?

2.0.3 #

What do you suggest instead/what changes do you propose?

With no more pams salt, and chlorine coming from ghast tiers, end game is going to have some issues. I personally use close to 16B of chlorine per second, but getting 16 ghast tiers a second has its problems. Large scale mobfarms kind of mess up with the teleporting and web placing mobs.

My idea is a fusion recipe for chlorine would be Oxygen with Hydrogen. It sorta works out chemically. Both are pretty easy to get, but it would still make chlorine harder to get than it is right now. Maybe have it take some mk1 eu/t value, and maybe at 16000L hydrogen and Oxygen to make 32000L Chlorine and take 8 seconds. It would be pretty close to the cost of electrolyzing salt right now, but would need a fusion reactor, and a decent amount of power. Not to mention the cost of 16B of oxygen and hydrogen. It's still more work that what we have now, but it's better suited for LuV+ than ghast tears are.

Maybe something like 8192eu/t for the recipe, and some starting EU that will put it in the MK1 category

PS

pretty sure @Cinobi has an issue with it too, and Pie might, couldnt really tell his opinion from earlier.

I use chlorine for silicone rubber, which I use for wetware circuits, and sometimes cables. I also use it for epoxy which I use for circuits as well as carbon mesh. I use it for titaniumtetrachloride, which I use for PTFE, polyethylene and glue, which I use for circuits, machines, and duct tape. I use it for HCl which I use for iron3chloride which I use for circuits. I use it for HCl which I use for one of the oil things, I think epoxy but it could be silicone. I don't craft chlorine as I need it, I have it constantly running to fill buffers that then get used in AE crafting, such as epoxy boards, carbon mesh, iron3chloride, and such. That way, I don't need to wait for thousands of epoxy to be crafted so I can make one of the 32 stacks of EV machines I need to fill a PA with.

I used to use an EV PA of LV machines to make chlorine, but it was always holding everything else up, so I tried an IV one, then had to change to an LuV one. It still struggles to make chlorine, but it can sometimes almost keep up, and more often than not, makes the slowest aspect, my oil production/refining into propene.

codewarrior0 commented 6 years ago

Chlorine's atomic mass is 36, which determines the UUM amount and duration of the replicator recipe. When supplied with UUA, a mass fabricator of any tier takes 25,720 EU to produce one UUM. An IV-tier fabricator consumes exactly 8192 EU/t; each tier below consumes half the EU as the one above (all tiers can input up to ten amps), and each tier above consumes only twice the EU as the one below.

The replicator takes 1024 ticks per atomic mass, consumes a full amp of its voltage tier, and uses standard overclocking, dividing the recipe time by two for each tier above LV.

The amplifabricator takes 5,760 EU over 180 ticks to produce one UUA. It also consumes a full amp and uses standard overclocking.

For each cell of chlorine, you need:

Total EU per cell is 2,312,928. Since the topic mentions 32 processing arrays each loaded with a stack of EV machines, it's relevant that one such processing array may consume 131,072 EU/t and would produce ~1.13 cells of chlorine per second if it could efficiently dedicate all of that EU to fabrication and replication.

The barrier to replication as a solution is that Replicator and Amplifabricator machines do not have free overclocking (which Mass Fabricators do have). To replicate at the above rate with maximum power efficiency, you would need around two thousand LV replicators and about six stacks of LV amplifabricators.

If the Replicator did have free overclocking, that throughput could be managed with a stack of EV replicators in an array, or a single ZPM replicator.

0lafe commented 6 years ago

So I would need more than 1A UHV to make chlorine at the rate I'm making it with LuV. Not to mention, this way doesn't make sodium too, just chlorine.

codewarrior0 commented 6 years ago

Yeah, but since you're starting from salt and then using iron chloride instead of sodium persulfate for board etching, and then using silicone instead of vinyl chloride to make cables, I get the idea that your process lines aren't at all designed with chlorine efficiency in mind. I personally don't consider your base to be an example of what the end-game chlorine needs actually are.

bartimaeusnek commented 6 years ago

@codewarrior0 Semi-Offtopic: can we patch the processing array to take in Replicators, mass fabricators and amplifabricator?

0lafe commented 6 years ago

You need either silicone or styrene for cables, and styrene can't be made in an LCR right now, so I don't have much choice. Iron chloride is mostly covered by the excess of HCl that I get from making silicone, and rarely uses my chlorine supply

codewarrior0 commented 6 years ago

@bartimaeusnek The PA already supports amplifabs. While it is possible to support the others, you'd have to add in a lot of special case code because the PA works using standard recipe maps, which the Replicator and Fabricator do not use. @draknyte1 has already done this for his Industrial Mass Fabricator and the Replicator mode of his Multi-Machine.

draknyte1 commented 6 years ago

I agree with @codewarrior0, that these choices shouldn't be based on 0lafes poor design choices.

What's funny is, I've got semi completed solutions for all these things. Maybe Someone can ask Code nicely to do some touch up work while I'm in Japan, otherwise I'll focus on them prior to bedrock drilling when I return.

noobyaran9 commented 6 years ago

Yeah, but since you're starting from salt and then using iron chloride instead of sodium persulfate for board etching, and then using silicone instead of vinyl chloride to make cables, I get the idea that your process lines aren't at all designed with chlorine efficiency in mind. I personally don't consider your base to be an example of what the end-game chlorine needs actually are.

No matter what u use for board etching, u still need salt. Both sodium and chlorine are used quite alot in any plastic recipes.

chlorine efficiency

i dont think this matter, if its chlorine efficient then, it must be sodium inefficient.

The point right now is how to generate salt, not chlorine nor sodium.

richardhendricks commented 6 years ago

Reading about the lava in Hawaii, they mentioned that lava flowing into the ocean makes a highly acidic steam full of HCl. So, yet another proposal!

LCR only reaction 64 B H2O + 32 B Lava => 32 B HCl + 32 NaOH + 32 Obsidian Dust, 128s 1920 EU/t (editted, see below) So at EV it is not super high speed (.125 B of Cl/s), but players could use other alternates (ores, fluids, ghast tears) at lower tiers or just wait/build a couple.

But it would allow scaling to very good speeds at high tiers (32B of Cl/s at UV).

0lafe commented 6 years ago

it's quite a lot more than 32B/s at UV, but I guess I'm on board. I still think thaum lava generation should be buffed to accommodate for this, so you're not forced to pump the nether or something dumb like that

richardhendricks commented 6 years ago

Ah dammit, did the math wrong on that. I was trying to back down from 32B of Cl/s at UV. So that's 256x faster than EV, so EV needs to be .125 Cl/s, or .25 HCl/s. So I think that's 128s at 1920 EU/t for the recipe:

richardhendricks commented 6 years ago

It would require 3,200 L/t of lava and 6,400 L/t of water at UV. I think the Everful Urn can handle 9,999 L/t right? How fast is the Everburn urn?

0lafe commented 6 years ago

i remember it doing something really weird, like capping at 5B/s or something like that

Anarack commented 6 years ago

Blood magic can also generate lava, but idk what rate it can do per ritual.

draknyte1 commented 6 years ago

Just enable underground lava pumping from the nether. (Since that lava already is full as hell with Lava, ba-dum tss)

Provides less lag and high flow of Lava, which can be run through a LHE to produce Pahoehoe (Hawaiian Lava), which can then be turned into the Steam @richardhendricks mentioned. The LHE steam could be used in the Nether to run the drilling rig setup, for a convenient closed loop power system.

Thoughts?

0lafe commented 6 years ago

Really depends on rates, and how it scales. The problem I'm seeing is to make it doable for late tiers, it'll end up being buffed so hard, it will be the new meta for power. I like it again as a EVish tier solution, but I still think UV needs something that's actually aimed at that tier. LCR works great because it doesn't gate to UV, but it's just as useful in every tier you can use it. Drills don't overclock so well. If in UV I'm supposed to spend an amp of UV drilling lava to make chlorine, I could just spend that power to drill chlorine on any planet. It's not really a different solution for high tiers.

richardhendricks commented 6 years ago

Looks like the limitation is in the amount of ignis vis it can drain from around it.

https://github.com/GTNewHorizons/Thaumic_Exploration/blob/master/src/main/java/flaxbeard/thaumicexploration/tile/TileEntityEverburnUrn.java#L148

Every .5s it refills 1 vis if less than 16 vis. Based on the conversion factor, it looks like the 2 vis per second is converted x250, so 500mB/s. Not very much lava at all!

To make it work in this case would require significantly increasing the output, and testing to determine how big a node would be needed to meet the vis requirements and setting an appropriate conversion factor.

32-64 B of lava per second would be quite a lot of lava. They are magical, so maybe that works. With the current configuration that would require 128 ignis vis, which is probably reasonable with 4 nodes and empowering bees, ~1000 ignis vis required.

Looks like there was a lot of activity back and forth on the settings. @Dream-Master do you know why you settled on what you did?

richardhendricks commented 6 years ago

Nothing prevents tweaking the lava input + obsidian output from being tweaked as well, after all the NaCl is mostly supposed to be from the water anyways.

Dream-Master commented 6 years ago

this issue is a wall of text. in the end we have to vote which recipes we add and which not.

richardhendricks commented 6 years ago

I captured all the options on this wiki page. https://gtnh.miraheze.org/wiki/Salt_Nerf_Options

Please comment in this thread on Github if you think I am misrepresenting something, I want to keep the wiki page clean.

I don't have a problem with choosing more than one option. That allows players to innovate IMO.

richardhendricks commented 6 years ago

Added GT++ dehydrator recipe and salt bee option. Need pros/cons for those.

bartimaeusnek commented 6 years ago

added a pro/con for GT++ dehydrator

0lafe commented 6 years ago

Added some more info on tiers and such. So, is the idea to have a lot, or choose one or one per tier? Like one for early game (salt ore buff), mid game (ghast tears/drilling) and late game (lava/fusion)

richardhendricks commented 6 years ago

I'm ok with that. I think certain ones are easy to do, some will take some effort. so I am thinking holding off on the lava & liquids options is probably best for now, and implement the fusion and ore multiplier increase.

Dream-Master commented 6 years ago

We have Salty Bees now for Salt Thanks to @Zoko061602

richardhendricks commented 6 years ago

Fluids have been added to planets.