#GT Fisher & Oil Recipe Ideas
83 messages · Page 1 of 1 (latest)
the yield is so little, it's really not worth the time even if you had a massive sheep farm to sustain it
since sheep regrow wool so much slower than vanilla
well, right now the only way to get it is to either make a Mob farm for Spider Silk, or get into HV and get the plastic string recipe.
And besides being used in Bio Diesel, the fish themselves can also be used in foods when they're automated.
If Pineapple Yarn would also be allowed, you could just set up a farm for Pineapples (or a greenhouse later)
pineapples are also horribly slow to grow
like, look at how much fish oil each fish gives
Just because it is not feasable to do it, it shouldn't be allowed to be done?
I'm just saying it's not really practical without either
- overscaling just to use biodiesel when something like benzene is just a basic tree farm
- breaking the tfc economy of how fast you're able to get resources
at the moment the fishing machines are still useful late game when you need tons of mince meat for wetware circuits
Then wouldn't it be better if the recipes are adjusted?
Biodiesel and Benzene are both fully passive fuel generation.
But because Biodiesel is such a pain to get even slightly working people won't use that method of making fuel over using Benzene which is "just" a tree farm, pyrolyze oven, extractors and some other machines.
I would personally find it a fun exercise to make a full Biodiesel setup just for some power.
I get its way easier to make Benzene, but it's nice to have options in how you could power your base.
this is true, and I'm open to suggestions on more options, but I don't think just allowing wool string is going to actually make it feasible
True, but it would be at least a step in integrating the Fisher more into TFC.
I would think at least the Yarns (wool and pineapple) would be nice to be allowed into it.
And maybe Jute ropes (but that could be a stretch)
alright, make a github feature request for it then
Sure, will do tomorrow
just gathering some ideas in here in the meanwhile
it'll be low prio tho
ofc, no need to prioritize it.
It's just something nice to have.
Some suggestions I'm thinking of in the mean-while
what if some forms of Grain could be turned into Seed Oil instead of just the seeds themselves, like Soybean.
-# you still have the problem of stockpiling rotten grains and allowing them to be turned into Seed Oils then :(
see that could be a good idea, since tfc has all these extra grain items
there's already olive oil and soybean oil too
another one someone had was turning alcohols into ethanol
Yeah, those could be turned into seed oil, or have the same uses as seed oil
Maybe some form of Jute Processing could have you turn the Jute Plants into Fibers/Seeds, of which it could then be pressed into Seed Oil.
I would rather use the jute fiber for fishing
since it keeps to the theme of "this plant is used for rope and cloth related stuff"
If it could even be possible, there could be a % chance the String/Yarn could not be used up when fishing. Maybe that slightly increases with machine tier.
-# but then you won't have a resource sink in the late game. So probably not a good idea.
I haven't done any calculations to see how feasable a Biodiesel setup would be Power wise. As in how much excess power you could get from a closed loop system.
Using just Fishers for Fish Oil
Recipe chain for Soybean Oil:
Soybeans in a Vacuum Chamber = Dehydrated Soybeans
-# maybe heated recipe so you boil off the water in a vacuum?
Dehydrated Soybeans in a Forge Hammer/Millstone = 1x Soybean Paste.
Dehydrated Soybeans in a Crushing Wheel/Macerator = 2x+ Soybean Paste.
-# (extra chance at HV?)
1x Soybean Paste in a Mixer or Chemical Reactor + 100mb Water = 250mb Soybean Oil
250mb Soybean Oil > 50mb Seed Oil
-# just a random number for conversion, so a small farm doesn't instantly get you billions of seed oil
-# also would be nice to have a GT/Greate setup for making Tofu/Soybean Mixture
Similar recipe chain for Olive Oil:
But maybe instead of distilling the Olive Oil Water directly into Olive Oil, a loop could be made to use Jute Net filtering in a Chemical Reactor. (like the Barrel Recipe)
-# maybe with a % chance for the Jute Net to break during washing so you'd need to keep inputting Jute into the system as a resource sink
GT Fisher & Oil Recipe Ideas
The Soybean could then also have a similar step to filter out the Soybean Paste.
Currently it is purely putting the soybean paste in a barrel of water and you get full Soybean Oil out of it.
Maybe instead of using String in a Fisher, you could use Fishing Hooks.
Or full Fishing Rods and have their durability be taken down.
-# would seem like a big hassle to implement though.
On the talk of overhauling the Fisher: why not add Baiting as a way to reduce the amount of string/rod used. Like a secondary recipe it could use.
Could put any Alcohol type in a Distiller for a ~15% yield GT Ethanol (could scale it so different alcohol types have different alcohol percentages)
500mb Alcohol > 75mb Ethanol
Then a Brewery recipe for every Alcohol type could be added to allow a GT recipe instead of purely TFC Barrel recipes.
The normal way of getting Ethanol is turning 32 compostable items into 5.000mb Biomass, and turning that into 3.000 mb Ethanol
converting those 32 compostable items to an Alcohol (ie wheat flour into whiskey) and getting a 15% yield from that would result in 2.400mb GT Ethanol
So it would be close, but people would still choose to go for the vanilla GT way of getting Ethanol instead of distilling alcohols. (unless yields get changed per alcohol)
If it could even be possible, there could be a % chance the String/Yarn could not be used up when fishing. Maybe that slightly increases with machine tier.
I'm not sure if that's possible to implement with the fisher, I think it does its own logic? I'll have to see how it's implemented
Soybeans in a Vacuum Chamber = Dehydrated Soybeans
what other greg machine? vacuum chamber is supposed to be replaced by other things later
Dehydrated Soybeans in a Forge Hammer/Millstone = 1x Soybean Paste.
Dehydrated Soybeans in a Crushing Wheel/Macerator = 2x+ Soybean Paste.
millstones, crushing wheels, and macerators all share exactly the same macerator recipes due to how greate works, but otherwise sure
1x Soybean Paste in a Mixer or Chemical Reactor + 100mb Water = 250mb Soybean Oil
as long as these are consistent numbers with the tfc recipes, sure, chem bath might also work
also would be nice to have a GT/Greate setup for making Tofu/Soybean Mixture
it's simple enough to add, sure, though at the moment we're reluctant to add more food related recipes to GT because of the bug with GT not understanding how food expiration works
But maybe instead of distilling the Olive Oil Water directly into Olive Oil, a loop could be made to use Jute Net filtering in a Chemical Reactor. (like the Barrel Recipe)
imo it's ok for the gregtech recipes to skip a step since it's supposed to be more "advanced" than doing stuff by hand
Maybe instead of using String in a Fisher, you could use Fishing Hooks.
Or full Fishing Rods and have their durability be taken down.
if it's possible, I like that idea
sounds reasonable enough, matching the biomass recipe for balance sounds good
Also for the git suggestion, should I group things together? Or divide them up so it's one idea per suggestion.
probably two issues, one for the fisher stuff and one for the fuel stuff
otherwise if you're interested in learning how to do these changes yourself to help contribute, I can help show you how to do that
Also sounds fun.
I have a bit of history with CraftTweaker/KubeJS in 1.12 TFC. Made my own modpack integrating immersive engineering and other mods into TFC
ah perfect
GT not understanding how food expiration works
I wish TFC overhauled that mechanic so the foods turn into a different item called Rot Pile (like how Vintage Story did it).
But that would probably cause issues for mods like drawers or gt big chests.
I'm not quite sure how balancing should work for things like Olive trees making Olive Oil.
Since you'd have to account for singleplayer vs multiplayer. Missing out on harvests because you're away and your orchard is unloaded during harvest season, or when harvest season passes while you are offline in a multiplayer world.
I'm now testing how many olives you could get from 4 fully grafted trees in a single season, and if getting olive oil from that would be enough to last for the next harvesting season.
it is possible to automate it with create deployers, but that also involves chunkloading
the firmalife greenhouse will allow growth year round but can't be automated, while the gt electric greenhouse has issues with outputting rotten food sometimes (it's complicated)
with a single Electric Greenhouse running, one craft of 32 olives makes 2560 mB of Olive Oil.
which can be turned 1:1 into Bio Diesel.
Looking purely at the energy requirement of a MV Electric Greenhouse, a single craft requires 2.592.000 EU.
2560mB of Bio Diesel at 256eu/mb makes 640.000 eu
which is ~25% of what the Electric Greenhouse needs in energy.
So currently it would not be sustainable to get olives from an Electric Greenhouse.
Even if you magically upgrade it to Cetane Boosted Diesel it would only be ~71% of a single EGH (electric green house) craft
not taking into account the other processes also requiring power 
not including crafting fertiser 
well most fertilisers are only like, 3k per craft? barely an issue
I guess that can be made for free
with dirt wood pulp and sand
In my testing, I could get around ~750 Olives from 4 fully grafted Olive trees (with 271 fruit bearing leaves) in one month of it's harvesting season.
Which results in about 23 olives per hour taken over an entire year.
Compared to a MV EGH running without fertiliser which resulted in 64 olives per hour. One running with fertiliser would be around 192 olives per hour.
So it would take a substantially large orchard to come even close to a single EGH.
honestly I wouldn't be opposed to just changing the EGH recipes to use less electricity
like make both the with and without electricity LV or something
That'd be interesting, a really slow recipe that takes no power, forcing you to scale up the amount of EGH needed.
but if you want to make it faster, you can use energy to speed it up, and further with fertiliser.
I should check the multiblock and see if it lets you build anything else inside it so it's visually more interesting lol
imagine if it could fill the interior of the multiblock based on the recipe you're running 
like a mini olive tree if the recipe is olives, or wheat farmland if its wheat seeds.
that'd be a headache to get working
yeah totally lol, would need some java code to render something... sounds not worth it
What would be the main use of an EGH currently? just making farms that run 24/7 for food?
logs mostly, or growing decorative plants
food isn't good because of the aforementioned gt bug where it outputs rotten food sometimes (it's complicated)
lol yeah, but if that were to ever get fixed, then food would also be a good option to have running in there
Are logs that much better in an EGH than a Create farm?
then again, Create is free.
EGH requires energy
and just waiting the 1 month or so time for a tree to grow wouldn't be all that bad

So it's either getting a power-free recipe for the EGH, getting more Olives per EGH recipe, or adjusting the recipe chain of Olives to Olive Oil to be more favourable.
not power-free, just lower power
like make both the with and without electricity LV or something
oh I thought you meant have a recipe without electricity that ran extremely slowly (as in simulate a normal greenhouse)
oh, nah