Ore Processing Concepts: Difference between revisions

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== How To Do "Good" Ore Processing? ==
== How To Do "Good" Ore Processing? ==
[[File:Bauxite Ore Processing.png|thumb|480x480px]]
[[File:Bauxite Ore Processing.png|thumb|480x480px]]
Although there are many implementations of doing ore processing, the desired features of a "good" solution remain the same. These desirable characteristics are:
There are multiple "branch


# Flexible
There is a lack of practical advice on how to implement an ore processing system.
# Expandable
# Unbreakable
# High Throughput
# Lag Friendly


'''[Flexible]'''
This article describes a general method of implementing ore processing that can last until IV or so when your throughput needs overwhelm this system.


Ores in GT: New Horizons have multiple "'''routes'''" you can take which give different outputs. (See the bauxite chart to the right.) For bauxite you can take three routes:
It is:


# Macerate -> Macerate -> Simple Wash/Centrifuge (Grossular byproduct)
* Easily expandable (any machine/line can be added at any time)
# Macerate -> Thermal Centrifuge -> Macerate (Rutile + Gallium byproduct)
* Easy to parallelize
# Macerate -> Simple/Normal Wash -> Macerate -> Simple Wash/Centrifuge (Rutile + Grossular (if normal wash) byproduct)
* Easy to power
* Easy to define non-default routes for special processing


While for most bases, Rutile + Gallium '''Route 2''' is superior, perhaps you already have automated gallium from essence berries. Then you might decide to do '''Route 3''' instead, as it gives 2x more Rutile and therefore 2x more Titanium.
This is achieved through heavy usage of item conduits.


Every ore in the game will have a different "optimal" route for your run and base needs. This may also change over time. As a result, you want ore processing systems to be '''flexible''' - allowing different ores to go on different routes.
== Mechanics ==
test


You also want to be able to automatically pull out things at any step of the process. For example, Rare Earths from GT++ require much higher power load, which would cause your existing macerator line to choke without modifications. You'll want to filter these out and process them in specially dedicated macerators.
== Example ==


'''[Expandable]'''
== Downsides ==
test


Depending on what batch you are processing, you may find a major bottleneck in your current system, or you simply want to replace machines with multis. This means your system must be able to '''expand''' without causing catastrophic infrastructure redesigns. Ideally you only want to change stuff in the current step you're dealing with (eg thermal centrifuging), not the whole line.
== What to Upgrade To? ==

test
'''[Unbreakable]'''

No matter what weird combination of ores or even non-ores you feed in, your system shouldn't break.

'''[High Throughput]'''

Your choice of logistics system should not be a bottleneck for speed. For example, PRT (described in [[Pre-AE2 Autocrafting]]) has very low pipe speed (beyond not being TPS friendly at scale), so it would not be appropriate for a late game ore processing system.

'''[Lag Friendly]'''

Your choice of logistics system should not bring the server to its knees. This matters especially for late game players.

== Overview of Options ==
placeholder

== [MV+] EnderIO Conduits - The "Central Line" ==
placeholder

== [EV+] Applied Energistics 2 ==
placeholder

== [LV+] Limited Flexibility GT Pipes ==
placeholder

Revision as of 00:26, 2 July 2022

How To Do "Good" Ore Processing?

Although there are many implementations of doing ore processing, the desired features of a "good" solution remain the same. These desirable characteristics are:

  1. Flexible
  2. Expandable
  3. Unbreakable
  4. High Throughput
  5. Lag Friendly

[Flexible]

Ores in GT: New Horizons have multiple "routes" you can take which give different outputs. (See the bauxite chart to the right.) For bauxite you can take three routes:

  1. Macerate -> Macerate -> Simple Wash/Centrifuge (Grossular byproduct)
  2. Macerate -> Thermal Centrifuge -> Macerate (Rutile + Gallium byproduct)
  3. Macerate -> Simple/Normal Wash -> Macerate -> Simple Wash/Centrifuge (Rutile + Grossular (if normal wash) byproduct)

While for most bases, Rutile + Gallium Route 2 is superior, perhaps you already have automated gallium from essence berries. Then you might decide to do Route 3 instead, as it gives 2x more Rutile and therefore 2x more Titanium.

Every ore in the game will have a different "optimal" route for your run and base needs. This may also change over time. As a result, you want ore processing systems to be flexible - allowing different ores to go on different routes.

You also want to be able to automatically pull out things at any step of the process. For example, Rare Earths from GT++ require much higher power load, which would cause your existing macerator line to choke without modifications. You'll want to filter these out and process them in specially dedicated macerators.

[Expandable]

Depending on what batch you are processing, you may find a major bottleneck in your current system, or you simply want to replace machines with multis. This means your system must be able to expand without causing catastrophic infrastructure redesigns. Ideally you only want to change stuff in the current step you're dealing with (eg thermal centrifuging), not the whole line.

[Unbreakable]

No matter what weird combination of ores or even non-ores you feed in, your system shouldn't break.

[High Throughput]

Your choice of logistics system should not be a bottleneck for speed. For example, PRT (described in Pre-AE2 Autocrafting) has very low pipe speed (beyond not being TPS friendly at scale), so it would not be appropriate for a late game ore processing system.

[Lag Friendly]

Your choice of logistics system should not bring the server to its knees. This matters especially for late game players.

Overview of Options

placeholder

[MV+] EnderIO Conduits - The "Central Line"

placeholder

[EV+] Applied Energistics 2

placeholder

[LV+] Limited Flexibility GT Pipes

placeholder