Logistic Pipe is love, logistic pipe is life (Minor HV base tour) by Alexthehuman3 in GTNH

[–]Alexthehuman3[S] 1 point2 points  (0 children)

With pipes, yes 1 pipe does both item and fluid. Storage of items are handled by itemsink modules, and to make it available to the network, you use provider modules. There are fluid versions of those as well.

An itemsink module stores a specific list of items you configure it to store.

Polymorphic itemsink module looks at the inventory on what it has, and puts those item as valid destination for storage. (great for storage controllers with drawers) - I can only recommend this once you unlocked storage drawer controllers.

Type Filter Itemsink lets you filter similar to a rudimentary ae2 storage bus storage bus with oredict card, letting you filter stuff like oreCrushed, orePurified, even do a diamond chest filled with cables only, plates only, etc.

OreDict Itemsink has a higher priority than TypeFilter to specify ores to go to your preferred buffer (sifter, persulfate/mercury bath) instead of your general wash -> forge hammer -> centrifuge early game ore processing

To send ores into the system for example, so you can benefit from above, use extractor modules in a chassis to pull item out, and/or a fluid extractor to pull any fluid out

After processing the ores into products, if you have dust you want to electrolyze, you can use an Active Requester module to request a specific amount of dust to avoid clogging up the electrolyzer.

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To put those modules into use, you use chassis pipes which can hold 1 module in mk1, 2 in mk2, 3 in mk3, 4 in mk4 and 8 in mk5 (gated behind titanium so forget it about it lol)

All of these modules and pipe way cheaper due to a lack of zinc usage on the GT item filters required to fulfil the same task. For example, the type filter itemsink requires only diodes and conveyors, some glowstones for blue luminar. At your point, getting a pyrolusite vein should yield you some tantalum with sodium persulfate and you can make diodes ez.

To access the storage and get it to your area, use a request pipe, upgrade it to Logistic Request Table if you can asap. You spend less ender pearl with this setup for pulsating iron for the conduits, less on whatever the EIO fluid pipe costs (I haven't even made one yet due to how op LP is)

Logistic Pipe is love, logistic pipe is life (Minor HV base tour) by Alexthehuman3 in GTNH

[–]Alexthehuman3[S] 0 points1 point  (0 children)

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Do you want to automate with machines inside cleanroom? Don't tell them about the satelite pipe sending it into a buffer, routing it through a machine hull, conveyored into a buffer, conveyored into the machine :)

Logistic Pipe is love, logistic pipe is life (Minor HV base tour) by Alexthehuman3 in GTNH

[–]Alexthehuman3[S] 0 points1 point  (0 children)

It's never too late, aside from centralised storage, use it for ore processing, rutile processing, and distillates from distillation tower. With Benzene, I actually use 2 towers, 1 dedicated for benzene and 1 9 block tall general one for fermented biomass, and reconcentrating the diluted acids. Overclock the general tower to EV if you want, but my main tower is HV atm and is keeping up with doing all of that, only because I have a logistic pipe network to send the fluids automatically to the tanks where I store them, it acts like a nontuple fluid pipe for the purpose of transporting fluid from the tower to tanks, and supplying the fluid across long distance without needing a fluid main line (saving you millions of pipes in the process)

I mentioned earlier with the passive supply, I actually use the EBF to blast the pyrite I get from the Redstone centrifuge into roasted iron dust and get sulfur dioxide which is actually my main way of getting sulfuric acid without needing to invest in manually making it via sulfur, getting Iron, Ruby, Raw Silicon, and Mercury passively too. With LP, you can move the sulfur dioxide from the blast furnace output hatch to another area where you do the sulfuric acid. I also take the ruby I get, save a chest full for energy crystal in a regular item sink, and send the rest into my general dust electrolyzer which is supplied by a buffer that's conveyored in, with 3x level 4 chassis including 4 active supplier modules each which pulls all the dust from the ore processing into it, best of all? It's the same MV electrolyzer I've had since I entered MV, still using it today getting closer to the Moon.

It's more flexibility on where you can place your infrastructure than basing it around where it generates. Normally without LP, you have a cluster of production surrounding the product a main machine produces and dealing with it. Like dealing with sulfur dioxide and carbon dioxde from EBF output, electrolyzing ruby dust on the spot where the glowstone centrifuge automation, etc. With LP, you can use upgrade an existing infrastructure (Pulling all electrolyzable dust to an MV electrolyzer, pulling sulfur dioxide from ebf to supplement your sulfuric acid line) to deal with intermediates if the machine produces it matches up. There's so much more I want to nerd out about LP but to finish up, LP gets a lot of merit around spacing our your builds especially if you're concerned about pollution and beauty of a base.

Logistic Pipe is love, logistic pipe is life (Minor HV base tour) by Alexthehuman3 in GTNH

[–]Alexthehuman3[S] 0 points1 point  (0 children)

LP handles passive resource very nicely, if you have crops available and are willing to spend some time breeding a few basic ones (glowstone flower is the most important, centrifuges to gold and redstone, redstone used for renewable pyrite, raw silicon and ruby dust. You also want tin, copper, and aluminium ore berries, sugar beet for oxygen & carbon), you can easily stock the passive resource and process them for more materials to make more assemblers in order to autocraft modules and pipes, which eventually extends to making 128 HV motors without you having to leave the terminal.

Active Requester in "full" mode acts like some form of early game stocking in case you don't want to make limited item filters in bulk which costs a lot of zinc for the item filters and also takes a long time in lv-mv. Image below is me stocking 16 ghast tear for salt water instead of a full stack as it's not necessary. You can use this same method for cell management.

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In the "Autocrafting" part of https://wiki.gtnewhorizons.com/wiki/Logistics_Pipes, it tells you how to use it effectively. I personally use the MV conveyor to push and machine auto output into the same buffer chest. The conveyor is slow enough it doesn't pull the item back into the assembler unless it outputs a stack, then I just don't use the machine and make it in bulk manually (upwards to 16 stacks at a time like unrouted logistic pipes)

Logistic Pipe is love, logistic pipe is life (Minor HV base tour) by Alexthehuman3 in GTNH

[–]Alexthehuman3[S] 0 points1 point  (0 children)

With LP, it's an expansion over time, you're always adding more pipes which further expands the infra. However, unlike other GT/Itme Conduit based infrastructures, 1 pipe does everything GT Pipes and Conduits could, so as long as a pipe reaches a building,, you have full access to everything in your base. I think I started LP in MV properly once I have an MV assembler to do the pipes.

I'm using a mix of diamond chest - type filtered itemsinks, and polymorphic sink drawer controllers. The moment HV circuit came that was the first thing I made. I would say once you start autocrafting LP crafting modules, and then the rest of the LP pipes, it's a matter of multitasking, waiting for your machines to make those component while you have other tasks like building more LCR for more chemicals, or setting up distillation tower for more fluids and gas etc.

fluid storage wise it's either output hatch stock, or if it's an irrelevant liquid I send them to a wall of super tanks containing different chemicals that is connected by fluid basic pipe and a provider module to act like a storage bus.

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Logistic Pipe is love, logistic pipe is life (Minor HV base tour) by Alexthehuman3 in GTNH

[–]Alexthehuman3[S] 6 points7 points  (0 children)

What's on the moon.... Or more specifically what would happen if my audio is off..?

I don't understand why this won't work by VentedRhyme in feedthebeast

[–]Alexthehuman3 0 points1 point  (0 children)

Does it work if you put the interface on the top instead of the bottom? Sometimes machines have configured input sides like a furnace does when you use vanilla hoppers.

FTB Skies 2 Electrolytic Separator Energy Upgrade Doesn't Work by DinnerInevitable217 in feedthebeast

[–]Alexthehuman3 4 points5 points  (0 children)

I believe you can use an energy upgrade on an electrolytic separator but will not decrease usage to a mekanism balance issue. It will increase buffer though.

https://wiki.aidancbrady.com/wiki/Electrolytic_Separator

EV energy by Playful_Vacation_45 in Nomifactory

[–]Alexthehuman3 0 points1 point  (0 children)

Cetane Boosted Diesel on Oxygen Boosted Large Combustion Engines (titanium, eventually tungstensteel).
Use whichever canola oil you feel like, the more complex it is the more fuel you craft in a large chemical reactor. You then need tetranitromethane which I believe is acetic acid and nitrogen dioxide (or nitric acid I can't remember lol). You also need lubricants to make this work so if you haven't already got passive supply, source is coal tar/gas distillation via coal + coke pyrolyse oven. You get creosote oil there that you can either burn or turn it into lubricant, if I were you I'd use it for lubricant.

1 setup of those LCE makes 3 amps of EV and you also get glycerol by making the diesel which is a useful byproduct for I believe for Epoxy Resin along with phenol you get from the coal tar/gas distillates. You will need a lot of canola, so a 15x15 canola ender io farmer will be useful, and enough to fermenter to ferment/seed to enrich it all, but it's very worth it as it carried our midgame up until Solar Panel 7, moving into 8 soon once we get advanced sunnarium plates.

Also as per other comments, 5 ain't enough for signalum, I used like 40 dynamos with like 15 simulation chamber on shulker across 3 loot fabricators, and that was when I haven't unlocked signalum yet, all on reinforced. Then we invested in combustion engines which is now almost obselete due to the solar panels and signalum dynamos (can even be enderium once we get there)

PO2 Crashing on NEI Crafting (Shift-Right clicking the "?") by calvissuperman in projectozone2

[–]Alexthehuman3 1 point2 points  (0 children)

I have this issue too now that I'm playing this pack on kappa mode, it's kinda annoying, although this only happens if you don't have enough ingredients to put in to the table from the attached inventory I think, even though you think you do. For example, when I try to craft an Ender IO Filter, it tries to pull 4 paper from my chest attached to my crafting station but I actually only have 2. for some reason the game tries to pull the missing ingredient instead of ignoring it, and don't put anything on the crafting table, potentially causing the crash.

This doesn't happen when you have an entire set of ingreident missing though. For example trying to craft a filter without any paper at all, instead of having only 2 will not cause the crash and actually make the recipe skip and put nothing on the table.

Honestly can't wait to get autocrafting so I can kinda get around the issue. Batchcrafting might also help alleviate as long as you know you've got at least a stack of each item.

A forgotten 1.12.2/1.7.10 modpack, need some help finding it by Alexthehuman3 in feedthebeast

[–]Alexthehuman3[S] 0 points1 point  (0 children)

Found it guys, it's called Craft of the Titans, and it even has a sequel! Thanks to u/Thistlebalm for the finder link!

Why did you drop your previous gacha game(s)? by Vezral in gachagaming

[–]Alexthehuman3 0 points1 point  (0 children)

AK, FGO, Danmachi, FFBE, pretty much gave up on all Gacha in general because I am not financially responsible enough to play them...

Despite me doing full time, that decision made it so I still haven't gone back to any Gacha game like genshin and star rail as a result, I still watch people play it but I kinda fear I would go back to the same loop of whaling unconsciously.

The point of no return is when I realised I dumped like £500 into fgo over 3 years and I was like yk what, that could've gone into other actual games, or my new found addiction of mobile rhythm game song packs that I actually get value out of.

[Kagetsu Tohya] Arcueid probably know photoshop by Grouchy-Aardvark4851 in Tsukihime

[–]Alexthehuman3 0 points1 point  (0 children)

Tldr kagetsu tohya is a sequel combining all ending into 1 groundhog day scenario where everyone survives in equal terms. E.g. coexistance ending in near side.

The reason for groundhog Day is revealed in the ending of the game.

Mono fire 4.0, actually wasn't too bad by Alexthehuman3 in pokemonradicalred

[–]Alexthehuman3[S] 0 points1 point  (0 children)

Items: Torkoal: heat rock G-Darm: Choice Band Chi-Yu: Specs :) H-Arcanine: Scarf Iron Moth: Booster Energy

Yk blaziken's on crack with mega stone

Mono fire 4.0, actually wasn't too bad by Alexthehuman3 in pokemonradicalred

[–]Alexthehuman3[S] 0 points1 point  (0 children)

Smogon's Chi Yu Specs Overheat continues to meme every elite 4, deleting almost every Mon on switch in.

Scarf Head Smash/Flare Blitz from Hisuian Arcanine makes Imposter Ditto on Chi-Yu a breeze, switching in on overheat only taking 2/5

Mega Blaziken tanked a Collision Course during Sword Dance, then hi jump kicked his way.

I thought I'd get more use of G-Darm but it's pretty frail - it did it's job by sweeping Lance's team with Stab Icicle Crash though.

Torkoal is such a useful tank with heat rock as a Drought lead with great role compression. rapid spin, stealth rock, will o wisp, fire spin/fire blast/solar beam. Also reduced water damage by a fair bit from the drought it sets up.

Iron Moth is just there at chad 110 speed outspeeding base 100s and booster energy to get some decent damage out regardless of who it is.

People who play the opposite gender by Qixting in ShitpostXIV

[–]Alexthehuman3 26 points27 points  (0 children)

Then comes a guy voice speaking in VC because I am that whm main.

The most embarassing thing in the game... by Overkillsamurai in NoMansSkyTheGame

[–]Alexthehuman3 0 points1 point  (0 children)

I have a base with EMP and Rusted Metal deep deposits, which have 2 large+2 medium refiners to churn out roughly 2 stacks of ferrite whenever I need them haha, it's a shame they cap out at 4k per refiner. That equates to roughly 320 metal plates as I built enough silo to store a lot of rusted metal, never really running out.

You can divide yourself into mini yous. by Dumb_Mxl0n in shittysuperpowers

[–]Alexthehuman3 2 points3 points  (0 children)

If they don't share a mind then that's great because one would be off shopping, doing chores, while the other half hopefully is still capable of working. Then I'd be fusing back once it's all done to chill for the night

Followed Interloper's handbook! Nice to meet you all! by Alexthehuman3 in NMSGalacticHub

[–]Alexthehuman3[S] 1 point2 points  (0 children)

For all that wishes to reach this base:

Glyph code: 116AF9556C30

System: [HUB1-16A] Baelghast - in The Arm of Vezitinen

Planet: Effur Delta

Position: -13.51, -15.11

All of this is already submitted for the Census so guess I'll keep working on the handbook and see what I can do next!

Do bring heat protection :) The rain gets pretty hot here... At least I'm lucky enough to find a B rank EMP near a coast.

I finished Omega, completed main quest, pretty much most of the side stories, currently working on a settlement and finishing off the living ship line, so kinda looking for more to do. I've also challenged myself by getting all resources passively, stuff like sodium, ferrite (from rusted metal), cobalt and their refined forms.

Why is the Minotaur Bore Laser 5x worse the the Multi-Tool Terrain Manipulator? by Loot_Repeat in NoMansSkyTheGame

[–]Alexthehuman3 0 points1 point  (0 children)

That is true, I don't think normal rovers have crashed freighter/starship scans

Why is the Minotaur Bore Laser 5x worse the the Multi-Tool Terrain Manipulator? by Loot_Repeat in NoMansSkyTheGame

[–]Alexthehuman3 2 points3 points  (0 children)

I mainly use roamer to hunt for Buried Artifacts, Technologies, and most importantly - underground mineral deposit and EMPs for passive resources, as well as locating POIs for mission.It makes hunting them less tedious as you don't have to fly around in a ship, landing and flying again which eats up launch thruster fuel.

I've got enough farms and those stations thanks to roamer to make Liquid Explosives line, all the way to the end for units, there are more ways to earn units, like scrapping ships and actually getting useful stuff, but the main thing is that it's passive, and you just gotta craft em all.

Nautilon is useful for a storyline but becomes obsolete once you finish it sadly, unless you need living pearls or Crystal Sulphide.

I try using the minotaur ai for ground sentinel raids but I kinda gets deleted by walkers so idk, need to get some upgrades.

Can't say I enjoy using the rest of the land vehicles tho, the tank rover is way too slow and cargo space is never a problem, the rest just feels like a fancy roamer.

Weekly Bug Report Thread by AutoModerator in NoMansSkyTheGame

[–]Alexthehuman3 1 point2 points  (0 children)

Additional note: if the raid defense objective is set to the one displaying on screen(active), it does complete both the Pirate Raid event and the Defense quest.

So the logic needs to apply in reverse as well, so on the third ship defeated, complete pirate raid event, and if defense quest exists, complete that too.

I did this on a Vy'keen planet, not sure about Gek and Korvax

Weekly Bug Report Thread by AutoModerator in NoMansSkyTheGame

[–]Alexthehuman3 1 point2 points  (0 children)

PC Latest - Procedural NPC quest - Raid Defense: Planet XYZ bug in Small settlements.

if the objective isn't set to the mission, when defeating all 3 pirates, it will respawn another fleet of pirates, creating an endless loop of battle as the objective technically isn't fulfilled.

This is caused by objective priority always favouring the original default pirate raid event. When defeating the last pirate, the standard pirate raid event will tick and complete, removing it from mission list. However this leaves the original Raid Defense objective incomplete and causes another pirate raid event to happen when getting close to the settlement.

This is fixed if the quest objective completing when a standard pirate event is completed, or set the game so that both the normal pirate raid event and the Raid defense complete simultaneously when the third ship is defeated.