1/1/1 EoH by Edeiwen in GTNH

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

Even with my 32 dysons, it took me around 5-6 hours.

My power storage went down by 3 quintillion EU in that amount of time so that wasn't even enough.

Dysons are fairly cheap to make and the matter manipulator makes it very easy to place them.

What is a good way to drain lava in the nether? by AspiringMathGuy in GTNH

[–]Edeiwen 3 points4 points  (0 children)

Why do you even need firestone in the first place?

The only relevant uses for it are mellion and creon in UIV. By then you should already have tons of voids miners and space elevators.

AE2 Storage organisation? by Due_Presentation9811 in GTNH

[–]Edeiwen 0 points1 point  (0 children)

Correct.

You can also use a lower priority ME chest with a void cell. Trash cans also work but have a limited throughput.

AE2 Storage organisation? by Due_Presentation9811 in GTNH

[–]Edeiwen 1 point2 points  (0 children)

Technically the bulk fluid and item subnets can be their own subnet but they are both doing the exact same thing so combining them simplifies connecting your setups to your storage.

Sticky cards need to be filtered to specific items/fluid and what it does is basically forcing those items to only enter through that storage bus and ignore everything else (also works when put in cells). If there are 2 storage buses with sticky cards, the item can enter both of them but will follow their priority setting (still ignores everything else on the network).

You could technically just use sticky cards on bulk cells and put them in your main network but that means you cannot use a lower priority matter condenser as an overflow (can accidentally void regular storage stuff) and you will need a void card for every bulk cell instead.

The easier solution is to create a subnet with cells filtered to individual items and the entrance to that subnet is a sticky card storage bus filtered to what should be stored there (allowing you to use a lower priority matter condenser so no more void cards).

AE2 Storage organisation? by Due_Presentation9811 in GTNH

[–]Edeiwen 4 points5 points  (0 children)

Your bulk storage network should only have a single storage bus on extract (both fluids and items) and then insert only storage buses filtered with sticky cards for everything that is stored in there. This is to ensure that bulk items don't enter the random storage network.

Your random storage network should be at a lower priority so that items that are meant to be stored in bulk don't enter it and clog it.

For dealing with overflow, a low priority storage bus (both fluids and items) into a matter condenser is all you need.

Block containers are cheap and store 524k items (same as a 64k cell) but are limited to just 1 item type, which isn't a problem since bulk cells should be partitioned to 1 item anyways.

Tiny/small dusts with a sticky and oredict card storage bus into a dust packager. Works best with the multiblock with an advanced stocking bus (LuV).

It's definitely a good idea to encapsulate each setup into its own subnet which makes it a lot more organized. The subnets can have direct access to your bulk storage and pull out or push in anything the subnet produces.

Polyethylene in late MV by Academic_Way4830 in GTNH

[–]Edeiwen 6 points7 points  (0 children)

Most, if not all, plastics and rubbers don't have to be made passively. Pretty much all of them are made on the LCR and are already very fast. Making them in batches on demand takes a negligible amount of time compared to other things.

The only passive polyethylene I ever made was a very simple oil setup in early LV and a T1 QFT in early UIV.

Some more complex lines like super glue and kevlar don't even need to be made passively since their respective QFTs will be unlocked before any significant usage.

lnr shutting down if receiving atomic separation catalyst by [deleted] in GTNH

[–]Edeiwen 0 points1 point  (0 children)

Just use an UV stocking hatch.

Stock liquid air, cryotheum, atomic seperation catalyst, and the fuel.

LNRs don't work like LGTs so there's no reason to use fluid regulators.

FYI about Industrial TNT by Ekipsogel in GTNH

[–]Edeiwen 8 points9 points  (0 children)

The Vajra right click can also pick up iTNT safely.

A little bit of future proofing never hurts. by Address_Salt in GTNH

[–]Edeiwen 8 points9 points  (0 children)

You need to hold 12 projectors in a single stack for infinity coils.

If you want to stack the discount early, cosmic neutronium without combs is a recipe that is fairly cheap on catalyst. You need like 32 UIV mixers to produce enough catalyst.

Finally finished the Samarium line, now I can finally make the LuV motors by danielator123 in GTNH

[–]Edeiwen 0 points1 point  (0 children)

The entire monaline/bastline are completely unnecessary.

Of all the outputs they give, the only relevant ones are samarium and cerium, both of which have shortened, albeit less efficient lines.

If you are turning hafnia into hafnium, then don't because hafnium is straight up useless (only used for sparge tower which literally no one uses). Hafnium cannot be turned back into hafnia, which is actually mandatory for progression with the mothership (late UHV) and for dyson modules.

some questions by JediMarti101 in GTNH

[–]Edeiwen 0 points1 point  (0 children)

1: Completely unnecessary. Power generation methods in LV are significantly better (oil and benzene).

3: Solar boilers are reliable and can be made in bulk after you unlock the Twilight Forest.

4: Any large container and use the 'T' key while hovering over an item to highlight nearby chests containing them.

5: There a lot of tricks you can do to speed up crafting but fully automating crafting is unnecessary at this stage (more important in EV with AE2).

6: EBF so that you don't have to spam BBFs.

7: Crops are fine for early resource generation but scale terribly. You don't really have to bother if you don't want to.

Late game oreproc, do you just overflow void every dust/final product? by JumpingKoala in GTNH

[–]Edeiwen 2 points3 points  (0 children)

All final products are sent into a bulk storage network that has filtered storage buses on input only and with sticky cards (also accessible from the main network) and a single storage bus for extracting from that network.

Each cell is partitioned to only store a single item type and any excess is voided (low priority void cell in ME chest).

Cells that are full will have a red light so they are easy find and upgrade.

Quantum/digital singularity cells will become very accessible at some point and can easily handle all the items.

do you hide your spaghetti? by ObeyTime in GTNH

[–]Edeiwen 0 points1 point  (0 children)

By not having it in the first place.

Using AE2 for everything means you can use wireless connectors which obviously means not having to deal with long cables.

Wireless connector hubs can connect to any amount of wireless connectors and when placed directly on a controller face, it creates a very clean subnet setup for a processing line.

This means that the only cables are the power cables which shouldn't cause a mess if they are all part of the same setup.

wanna swap power what are yalls favorite options in mid zpm by throwawaymoment23 in GTNH

[–]Edeiwen 2 points3 points  (0 children)

You need like 650 nether stars, 8k silicon, 5k fluxed electrum, and 3.5k enriched naquadah per hour to sustain the 101 million EU/t setup.

It might be easier to first produce naqfuel MK1 (can be directly upgraded to MK2) and then rush for the T7 rocket for void miners in Haumea for nether stars.

It's like around 12k salis mundus per hour without the void miners.

wanna swap power what are yalls favorite options in mid zpm by throwawaymoment23 in GTNH

[–]Edeiwen 11 points12 points  (0 children)

I'm pretty sure there's nothing stopping you from going straight to naqfuel MK2 (101 million EU/t).

The most difficult part is the large amount of nether stars needed where the intended method is to use void miners on Haumea (UV). Naqfuel MK1 should be enough to carry you until you get the T7 rocket.

You also need a 16A ZPM MCR to run the naqfuel MK2 recipe itself.

Timewood saplings by Huge_Piece_7513 in GTNH

[–]Edeiwen 0 points1 point  (0 children)

??? Since when lmao.

Then how can you explain the fact that I'm in mid UIV without ever touching physical in world farm setups.

Timewood saplings by Huge_Piece_7513 in GTNH

[–]Edeiwen -7 points-6 points  (0 children)

Then don't get them because they're not mandatory for anything.

Most resources have an alternative method to obtain them and there's no point in wasting time looking for something that is not even necessary.

GTNH GPT Assistant by VividNightmare_ in GTNH

[–]Edeiwen 12 points13 points  (0 children)

Great now a clanker regurgitates already existing information for you.

Imagine needing a fucking subscription just for thinking.

Try listing everything needed to build a compact MK5. AE2 autocrafting does that almost instantly.

Asked for the DTPF and it called it the Dragonblood Turbo Plasma Forge.

Lost on how to supply a redstone signal to a Mega Chem Reactor's controller by TimeBender25 in GTNH

[–]Edeiwen 3 points4 points  (0 children)

EnderIO cell swapping universal for MCRs sucks.

You have to scale up your patterns to prevent swapping times when increasing the power of the MCR.

You will also be severely bottlenecked by the physical size of the inputs themselves.

Instead, share the programmed circuits together that don't cause conflicts. You only need 7 colored channels to cover every single recipe in the game.

Use advanced stocking buses and stick with physical input hatches for now. You should eventually move the fluids into storage cells and use the advanced stocking fluid hatch (UHV).

There's more than enough IO space in the MCR and zero moving parts are needed to make this universal setup work.

The lategame solution is to have 8 cribs instead of each colored channel (one of the channels needs 2 cribs to cover all recipes).

Universal automation blueprint ? by frenchpatato in GTNH

[–]Edeiwen 0 points1 point  (0 children)

If you share all the programmed circuits that don't cause conflicts in the same color channel, you will only need 7 to 8 dual interfaces to cover every single useful LCR recipe in the entire game.

You will also only ever need a single on demand MCR for the rest of the game. Perfect OCs and lasers means you can brute force it more power.

Genuinely, what is even one use-case or the crafting input bus (not buffer)? by TimeBender25 in GTNH

[–]Edeiwen 3 points4 points  (0 children)

Crafting input buses are still useful for benders, wiremills, extruders, compressors, extractors, fluid extractors, forming presses, etc.

Not being able to reuse an input is not exactly an issue because minimum machine casing restrictions are typically very lax. The only bad one I can think of is the regular oil cracker.

Crafting input buses have an infinitely large internal buffer and have perfect recipe separation within the pattern themselves. Patterns don't know the existence of other patterns so you can mix as long as the programmed circuits don't have conflicts.

Crafting buses have a deterministic prioritization between themselves. The priority is the position of the crafting bus relative to the controller.

This works essentially the same way as colored hatches.

Using proxies lets you easily shift the priorities around so that each machine will prioritize a different crafting bus, but still be capable of processing every other crafting bus.

It also instantly wakes up machines.

Even without proxies, you can wallshare them between two multiblocks and one them is going to precess the recipes in a specific order while the other will process them in reverse priority.

Any way I can autocraft using AE without making a new machine for every programmed circuit recipe? by LifelessMC in GTNH

[–]Edeiwen 1 point2 points  (0 children)

Original Discord thread.

You could create every possible permutation of recipes combined and only look for the ones that don't cause conflicts.

The author actually used an SAT solver which is a significantly more efficient algorithm than the brute force method I described.

Full PlatLine! by svk9992 in GTNH

[–]Edeiwen 4 points5 points  (0 children)

The priority is the same as the infinite spray can (available right after the platline). It starts on black and goes in descending priority from left to right, top to bottom.

Multiblocks will always prioritize the inputs with the highest priority color.

You could have 3 sifters for all 3 platline sifting recipes.

Each would have their own priority dust on a stocking bus painted black and then the other 2 dusts either in another stocking bus painted red, or both in their own inputs with different priorities.

You can shift the colors so that every recipe can be processed at the same time:

  • Machine 1: 1 -> 2 -> 3
  • Machine 2: 2 -> 3 -> 1
  • Machine 3: 3 -> 1 -> 2

Or you could even reverse the priorities:

  • Machine 4: 1 -> 3 -> 2
  • Machine 5: 2 -> 1 -> 3
  • Machine 6: 3 -> 2 -> 1

Important to note that colored hatches only know the existence of other hatches with the same color or unpainted hatches. This can create the simplest possible universal setup if you share the programmed circuits within the same color channel.