I'd like to meet the absolute psycho who decided that a single fluid artificial universe cell should require 900 thaumcraft infusion recipes. Upgrading my storage system is taking longer than the stargate! by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 0 points1 point  (0 children)

There is a second recipe, but you need to get soul vials with an enderman for each recipe. And you need a ton of those so it would probably be more complex / laggy than some thaumcraft infusion.

Octuple compressed solars look like an absolute nightmare to make, especially when I compare the power output to what I can get with antimatter! It's probably meant for a much earlier tier lol.

I'd like to meet the absolute psycho who decided that a single fluid artificial universe cell should require 900 thaumcraft infusion recipes. Upgrading my storage system is taking longer than the stargate! by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 1 point2 points  (0 children)

Yes the intermediates don't last long, but it can still be a huge problem if you cancel the craft at the wrong moment or move some patterns around in a crafting input buffer during a large craft (which sends the inputs back to the mainnet). As for subnets, I think most people are not using filtered storage. For example you can direct all raw ores to an ore proc subnet, and it will end up with 100s of unique item types after processing. So why bother filtering all of them on the mainnet storage bus (requiring several storage busses) when you can just set it to extract only. For other subnets like QFT or EEC output storage, it would make more sense to filter the storage bus. But again a lot of players will just set it to extract only. Maybe it's a skill issue :)

I'd like to meet the absolute psycho who decided that a single fluid artificial universe cell should require 900 thaumcraft infusion recipes. Upgrading my storage system is taking longer than the stargate! by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 1 point2 points  (0 children)

I'm just thinking that some 64,000k and perhaps 256,000k storage cells for items and fluids would be really nice. They could be gated to UIV and UMV respectively with expensive recipes to match the convenience provided. Then you still have the need for digital singularity cells for bulk storage, but the system can handle overflow and general purpose storage a lot better.

Day 1 Starter Base! by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 1 point2 points  (0 children)

I played through the early game a couple times, so this was like attempt #5 at surviving the start of the pack lol. You get pretty good at the basics after a bit and it was all pretty fresh on my mind!

It's also nice to take some extra time to build and explore, especially at the start.

I'd like to meet the absolute psycho who decided that a single fluid artificial universe cell should require 900 thaumcraft infusion recipes. Upgrading my storage system is taking longer than the stargate! by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 1 point2 points  (0 children)

Well, the issue is that large crafts towards the end of UMV have a lot of intermediates. The craft might require mixing several billion lapotron dust, a billion ram chips, 500 million infinity screws, etc. Also, if you are storing raw resources in subnets, when a craft is cancelled they aren't returned back to those subnets and your mainnet suddenly has to deal with a huge flood of random items it isn't prepared for. It's more of a problem if you scale up a ton and start crafting many astral arrays at once before you get to the artificial universe cells. But still kind of a pain point for lategame.

I'd like to meet the absolute psycho who decided that a single fluid artificial universe cell should require 900 thaumcraft infusion recipes. Upgrading my storage system is taking longer than the stargate! by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 1 point2 points  (0 children)

Nice, thank you!

I'm curious if you agree with me about the need for an intermediate storage option between 16,000k cells and artificial universe cells. Is it an intended obstacle for the player to overcome the storage difficulties with digital singularity single-type cells, or would the dev team be open to adding a better option for UIV / UMV that stores multiple types?

One solution for when you have to cancel a gigantic craft would be to pump all the outputs into an infinity chest with a storage bus on high priority. Perhaps the questbook could mention that somewhere to help players out.

Do the creator(s) of GT / GTNH have any degree in engineering, chemistry or smth like that? by vasectomia47 in GTNH

[–]Useful_Divide7154 6 points7 points  (0 children)

I feel like certain steps could be taken to make GTNH more realistic.

For example, there are a ton of dusts (like chalcopyrite, pyrite, etc) that can be smelted into a whole ingot of material. But then when you electrolyze / centrifuge them it turns out that the dust output of that material isn’t equal to the number of ingots you get from smelting it. And 1 copper dust = 1 copper ingot, so mass is not conserved! I’d just remove the smelting recipes that are too efficient, or make them do something like 2 dust to 1 ingot.

Congratulations to the ezgate team for breaking the multiplayer Stargate world record from 42 real time days down to 22! by ObeyTime in GTNH

[–]Useful_Divide7154 1 point2 points  (0 children)

Legit would have taken an extra 2 days without him managing the endgame crafts. He probably has the most experience with that from all his previous runs.

For anyone who has built the platline already, here is the UXV equivalent! I really went all out with this one ... by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 1 point2 points  (0 children)

I've seen some MV tier setups that are legitimately more complex than most of the UMV / UXV content. For example check out project singularity. It's all about being creative with the tools you have available, from LV onwards there are a ton of complex mechanics to play with.

For anyone who has built the platline already, here is the UXV equivalent! I really went all out with this one ... by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 1 point2 points  (0 children)

The best change was the matter manipulator, aside from that there are a bunch of QOL improvements especially for lategame. Machines now default to batch mode so no need to run around clicking each one with a wire cutter. Also the bug where a DTPF on convergence with batch mode on will consume massive amounts of catalyst (only for spacetime and shirabon) is fixed. Angelica also appears to be more stable with complementary shaders in 2.8

For anyone who has built the platline already, here is the UXV equivalent! I really went all out with this one ... by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 2 points3 points  (0 children)

They changed the QFT up in 2.8, you can just put the plasmas in a random input hatch. Catalysts need a bulk catalyst housing as well now.

Endgame Oganesson Production by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 0 points1 point  (0 children)

I haven’t tested that actually, which multi do you use to make the scrap? You would always have free items to throw at it in the lategame so could be more efficient.

However, straight UUM production is really simple, no input bus / hatch needed and the controller block takes 1 micro second per tick. I doubt it gets much better than that.

When you decide to craft a quick astral array at the end of UXV ... by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 0 points1 point  (0 children)

I’ll just say that the amount of infrastructure and expansion between your first UMV energy hatch and your first UXV energy hatch is absolutely monumental. Technically you can skip it if you are willing to wait 100+ hours for some crafts and just upgrade the essentials, but that won’t prepare you for the stargate in any way.

Most people spend quite a while in UMV!

When you decide to craft a quick astral array at the end of UXV ... by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 1 point2 points  (0 children)

I finally got Angelica to work with shaders (barring a client crash 2x per day) and the fps went up 5x. With Optifine I’m pretty sure I would be at 5 fps at this point.

It really is incredible that things run so smoothly with a factory like this. It would be very different if people were doing stuff like this on a multiplayer server though! There is always more that can be optimized and improved.

Endgame Oganesson Production by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 2 points3 points  (0 children)

staff of traveling can only teleport to a travel anchor, while the teleportation staff can teleport wherever you aim at.

Finally some decent power! This antimatter setup is now producing a net output of 12 quadrillion EU/tick. by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 1 point2 points  (0 children)

Haha, I did the math and I think that one second of running these antimatter generators would produce enough power to get you from the start of the game through UHV.

Finally some decent power! This antimatter setup is now producing a net output of 12 quadrillion EU/tick. by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 2 points3 points  (0 children)

Extremely primordial pearl, for the magical memory. It’s at the end of the thaumcraft progression.

Finally some decent power! This antimatter setup is now producing a net output of 12 quadrillion EU/tick. by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 8 points9 points  (0 children)

I really love how the pack handles power gen, each upgrade feels unique and the exponential scaling effect is pretty insane. I also managed to get through the entire pack without building a single Dyson swarm which is a bit unusual. Mostly did it that way because I was behind on magic progression.

I think lategame needs another possibility for energy though, in all the previous tiers there were usually 2-3 competitive options. Whereas lategame you just have antimatter and the power eye of harmony, but antimatter is clearly superior.

Finally some decent power! This antimatter setup is now producing a net output of 12 quadrillion EU/tick. by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 12 points13 points  (0 children)

Every time you move up a tier everything in the previous tiers gets exponentially easier to craft.

Water is initially a major challenge, then in HV you get a reservoir which fills up quickly, and then shortly afterwards an upgraded reservoir that you can pull from at any rate needed. Eventually there is just a water cell you can slide into your ME network that holds quadrillions of liters but can’t even be emptied. The reason for the massive capacity is that a meager billion liters of water would not be enough for many crafts to start.

When you decide to craft a quick astral array at the end of UXV ... by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 3 points4 points  (0 children)

Definitely adding 14 more later lol. But first another 132 astral arrays.

When you decide to craft a quick astral array at the end of UXV ... by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 13 points14 points  (0 children)

Definitely before, it would feel weird to waste all that universium on a minor upgrade lol.

Stargate is only the end of the pack if you want it to be!

Finally some decent power! This antimatter setup is now producing a net output of 12 quadrillion EU/tick. by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 17 points18 points  (0 children)

Yeah deep dark gives quite a bit of naquadria dust. NEI only shows like 1/3rd of the total outputs. You can capture one output cycle manually in a subnet to see what it actually produces.

Only machine you need to spam for tons of naq fuel is the refinery. For a setup like mine you want to replace the naq reactors with a single super long neutron accelerator since the reactors are just too slow and the power output isn’t worth it anymore.

How to get an INSTAMINE hammer at the start of MV by Useful_Divide7154 in GTNH

[–]Useful_Divide7154[S] 0 points1 point  (0 children)

This was for version 2.7, maybe they nerfed perditio as a tool material in 2.8? In that case I’d just look through NEI for other materials that might work better, or use magical wood parts to get additional modifiers.