GregTech 5/Mining and Processing/zh-cn

矿石
屏蔽了除绿宝石矿以外全部的原版矿石（绿宝石没有屏蔽的原因是Mojang采用了不正常的方法生成绿宝石），并将矿物生成替换为格雷科技自己的矿物生成系统. 这个系统可以通过默认设置或进一步修改配置文件来兼容绝大多数mo的矿石，所以，除非有特别说明，其它mod的矿物生成可以（或应当）被禁用，因为格雷科技可以生成它们.

格雷科技的矿石和一般模组的矿石不同：大多数模组的矿石都是单个，正常的方块，除了部分矿石需要精准采集获得原矿外并无特别之处；然而，所有格雷的矿石都是不会加载的MetaTileEntities，具体类型靠TileEntity的数据定义，而非正常的方块编号（ID）或是元数据（metadata）. 每一个格雷科技的矿石都仅含有两个特殊变量：内部ID和用于判定是否为自然生成的一个布尔值（是/否，true/false）. 这些数据多数时候用于判定小型矿能否被时运附魔影响. 既为TileEntity，这些矿石也有着不幸的命运：并非所有模组的自动采掘设备都可以处理这些TileEntity. （例如，有那么几个月，的无法挖掘格雷科技矿石. ）这些被称为MetaTileEntitiy(-ies，下或缩写MTE)的矿石最不寻常之处在于，它们的材质是通过覆盖层覆盖在基础材质上渲染得到的. 若从一角看过去，这些矿石就会出现一些异常渲染，或为黑线，或带白线，甚至是透明材质. 它们的外观很难用文字描述，但如果它们被发现，它们不寻常的渲染很容易就会被辨认出来，暗示着它们作为格雷矿石的存在.

格雷科技有两种矿物生成：小型矿，以及矿脉. 小型矿生成的是不太常见的单个矿石. 它们的定位是初期的起步和工具，而非第一台机器. 打碎这些矿石它们要么掉落一份粉碎矿石（Crushed Ore），要么掉落一份污秽矿石粉末（Impure Pile of Ore Dust），抑或是一个宝石（如果可能的话）. 另外，小型矿也可能掉落石粉或污秽石粉（这里的“石粉”可能是普通的石粉，也可能是地狱岩、红、黑两种花岗岩或是末地石粉）. 小型矿石无法通过精准采集附魔获得，但是它会略微受时运附魔的影响而正常. 最重要的是，小型矿石允许被采掘等级低一级的镐子开采，这就意味着可以用采掘等级为石头的镐来获得制造铁镐所需要的铁. （格雷科技的铁矿不能用石镐采集，至少需要铁或青铜制成的镐方可. ）

矿脉在每3x3区块（48x48方块）区域内只会生成一个，但一个矿脉通常都会有数百个甚至上千个矿石. 矿脉可包含至多4种不同矿石. 高度和维度会矿脉的组成，但和生物群系无关. 矿脉尺寸从16x16x5到80x80x8不等，矿石之间的空隙很小. 然而，矿石只会生成在石头、红/黑花岗岩、地狱岩和末地石等可以被替换为对应材质的矿石的地方.

矿脉由四部分组成：主要矿石、次要矿石、夹杂矿石和零星出现的矿石. 每个部分都可以代表一种矿石. 主要、次要和夹杂矿石有明显的分布范围：矿脉上方2-4层几乎全是"主要矿石"；下方2-4层几乎全是"次要矿石"，而中间的2-4层将会是"夹杂矿石". 零星出现的矿石则为随机分布在整个矿脉当中. 总的来说，一个矿脉中主要矿石和次要矿石数量会大抵一致，夹杂矿石会略少，而零星出现的矿石则自然比较稀有. 若是使用X-Ray模组，或是清理掉所有的石头等杂物，整个矿脉的形状将会是巨大的，有点类似煎鸡蛋一样的云团状分布.

矿脉生成会经过下面几个步骤：第一，每一个3x3区块范围的正中间区块会随机到一个确定的矿脉. 如果这个矿脉不能在这个维度生成，则会重新选中. 然后，若可以生成，将会从高度范围内随机决定生成高度，并以正中间区块的对应高度为基点开始生成矿脉. 然而，由于矿石只会取代石头、红/黑花岗岩、地狱岩和末地石，如果在目标地点并无这些方块，则矿脉将不会生成. 有鉴于此，在一个区块内没有生成矿脉这种事情也是有可能发生的. 对于森林、平原以及类似的生物群系，这种情况发生的概率是四分之一；在山地或高山生物群系，这种情况很少见；而在深海生物群系，则几乎找不到矿脉生成.

注：如果安装有或，格雷科技会自动禁用自身的世界生成，转而使用COG或PFAA的世界生成. COG本身自带格雷科技矿石的生成配置，而PFAA自身则包含了比格雷科技还要多的矿石生成. 这也就意味着，对于那些使用了自定义矿石生成模组的整合，例如即将到来的 [sic]FTB Resurrection，其矿物生成并不符合以上模式.

默认矿脉
下表列出了格雷科技默认生成的矿脉. （备注：虽然列出了纳夸达（硅岩金属）矿脉，但实际上它的生成默认是关闭的. ） Name：配置文件中每一个矿脉的名字，对实际游戏并无影响.

Density：矿脉中矿石之间的紧密程度. 数值越小，矿石之间间隙越大.

Max Height：矿脉生成的最高高度.

Min Height：矿脉生成的最低高度.

OrePrimaryLayer：主要矿石的元数据.

OreSecondaryLayer：次要矿石的元数据.

OreSporadiclyInbeween：夹杂矿石的元数据.

OreSporadiclyAround：零星出现的矿石的元数据.

RandomWeight：生成该矿脉的可能性. 数值越高，越有可能生成. 该数据和所有RandomWeight的综合有关：默认设置下的总和为1850，所以，如果一个矿脉的RandomWeight是160，那么最终它的生成概率是160/1850（8.6%）.

Size：矿脉的最大可能尺寸. 该数值为0意味着矿脉将始终占用16x16 方块的空间，而设定为32则意味着80x80个方块.

Overworld：能否于主世界生成？（True/False）

Nether：能否于下界生成？（True/False）

End：能否于末地生成？（True/False）

注：格雷科技会在所有维度里尝试生成矿石. 像是或者这样添加有新维度的模组，格雷科技默认会使用主世界的配置，因此，只要这个维度里有石头、地狱岩、或者末地石，就可以生成对应的格雷科技矿石. 然而，像是的月球和火星两个维度就没有上述三种方块，有鉴于此，有人制作了来使得月球和火星也可以生成格雷矿物.

All of these values are present in and were extracted from config/GregTech/WorldGeneration.cfg. WorldGeneration.cfg also includes empty slots for user-defined ore mixes. The ores listed here appear in the configuration file as their metadata values, which range from 1 to 1000, and can be found in two ways: If you do look, you will notice that GregTech contains many, many more ores than it generates by default. If you want the ores, you need only add custom Mixes for them. Ores can be told whether or not to generate on a dimension-by-dimension basis. By default, this only includes the Overworld, Nether, and End, but when other mods add dimensions, once those dimensions' ore generation has been triggered at least once, configuration lines for them will be created. For example, in a mod pack containing and, you may see this set of lines in an ore generation configuration entry:
 * Load into a world, then leave it, then go to [game directory]/logs/GregTech.log. That file will contain a list of every single material registered in GregTech. Any occupied number between 1 and 1000 can be an Ore.
 * Load into a world and look up 'Ore' in NEI, with Block IDs and Damage Values/Metadata displayed. The Stone variant of every GregTech ore will bear that ore's metadata value. (The other variants will bear that value, offset by several thousand.)

gold {

B:Nether_false=false

B:Overworld_true=true

B:"The End_true"=true

B:"Twilight Forest_true"=true

B:Underdark_true=true

}

Probably the most important line in this chart initially is the Cassiterite Mix Vein. Cassiterite is a form of Tin Ore, and Tin is necessary to make Bronze for Steam machines. However, Cassiterite's generation range is between Y=40 and Y=120, slightly below the surface to above the tops of some Extreme Hills. This, combined with the fact that Tin assumes a color almost identical to that of regular Stone, means that a good Tin vein may be rather difficult to find in the early game. Don't give up though, just remember to look high.

矿物所含元素
''大多数矿石中都有氢和氧的成分. 为简单起见，此两种元素未于下表中列出. ''

若一种矿石包含的主要产物不止一种，它的处理过程中就一定会包含分离这个步骤，通常是使用来处理.

二级加工
''下表列出了需要进一步加工的混合物. ''

其它矿物质
某些矿物也可以通过离心或电解来获得各种物质.

Tools
In addition to inventing a new ore generation system, creates its own tool system, commonly called the Meta-Tool system. While other mods add individual tools for each of their materials, each tool an individual item, GregTech creates a set of tool templates, and fills in their material, properties, and durability as NBT data. The result is that if you look up a GregTech tool in NEI, you will find a tool that has 0/0 durability, no coloration, and extremely low mining speed and attack damage statistics. However, if you look up recipes for them, you will find pages upon pages of recipes, all resulting in tools with differently colored heads, made of different materials. Most Meta-Tools can be crafted out of almost any metal and many crystals, and will have mining speed, attack damage, mining level, and durability values corresponding to that metal. The most basic Meta-Tools are made of Flint, and are usually the main tools in the early game, as GregTech significantly reduces the durability of Vanilla tools.

The most noticeable aspect of the Meta-Tools is that they all appear to have absurdly high durability. The weakest tools have 3,200 durability, most of the good ones have durabilities in the hundreds of thousands. However, this absurdly high durability is somewhat misleading, as GregTech Meta-Tools take damage significantly more quickly than conventional tools. More importantly though, when Meta-Tools are used to break blocks, they take durability damage proportional to the hardness of the broken block. Using a Shovel on a block of Sand causes it to take 25 damage; on a block of Gravel, 30 damage. Breaking a block of Stone deals 75 damage to a Pickaxe. Most Ores deal either 100 or 150 damage.

Meta-Tools cannot be enchanted in an Enchanting Table, but most materials give certain enchantment effects to tools they are made of. For example, Bronze, Iron, and Steel Swords gain levels of Sharpness.

Common tools are crafted out of a Tool Head and a Stick. This gives the convenience that, when leaving for a mining run, a miner can take a stack of Sticks and several Tool Heads, allowing them to carry extra tools without having to give each extra tool its own inventory slot.

The page contains a list of all usable materials for most tools, including their Durability, Mining Speed, and innate Enchantment properties.

Meta-Tools also come in electric versions. Electric Meta-Tools are more durable than conventional meta-tools, but must be charged and consume EU while in use. Electric Meta-Tools are not unbreakable the way other mods' powered tools are; every time they are used they have a 4% chance to take durability damage. Electric tools are multiplicatively faster than basic tools, and the can break blocks at one level above its head's material's normal mining level. The is the fastest tool in GregTech, operating at 8x the speed of a standard Pickaxe of a given material, but it can only be used to break Stone or Stone variants. While electric Meta-Tools can break, they can also be disassembled via the. This allows you to re-use the parts from damaged Drills and Chainsaws, which can significantly reduce your mining tool material expenses.

Manual Processing
The most basic form of ore processing is the old classic "just throw it into a Furnace" method we all learned back in Vanilla. However, even just at this level, more can be done. Ore blocks can be broken with a rather than a Pickaxe to drop Crushed Ore, and Crushed Ores of basic metals like Copper, Tin, and Iron can be smelted into 10 metal Nuggets, slightly more than one full Ingot. Should you need Dusts, such as Redstone Dust, Crushed Ore can be crafted with a Hammer to produce Dirty Dusts, and Dirty Dusts can be thrown into a Cauldron full of Water to produce Dusts. This is the basic source of Redstone Dust.

Steam Processing
Once you have enough Bronze to start making steam machines, you can make a to produce 2 Crushed Ores per ore block. This is your basic source of ore doubling. The Steam Macerator does require 2 Diamonds to craft though, so you may want to bypass it at first and just make a to at least get your Bronze supply rolling. Additionally, the functions as a  for Ore and Crushed Ore smashing, and if used can reduce the number of Hammers you need to craft.

Late game processing
Once you have electric machines, and in particular once you have a Universal Macerator (HV-tier, maximum output ore processing becomes extremely complex. This flowchart shows all the possible routes. For byproducts, see the "Elements Contained in Ores" chart earlier in this page. Note: Maximum complexity ore processing chains may not always give you the most materials at the end of the day, but they will give you the widest range of different materials. It can often be useful to stop processing at a point and just smelt the resulting Crushed Ore or Dust, if you need that specific metal and not its by-products.




 * The basis of all ore processing; doubles hammering or smelting output from Ores. The HV, EV, and IV Versions, the three with 'Universal' in their names, also produce Stone Dust and have a 10% chance to produce dusts of the ores' 1st Byproduct. Additionally, Macerators can be used on Purified Crushed Ores to produce Purified Ore Dusts, and on Centrifuged Ores to produce Ore Dusts. If a Universal Macerator is used, both of these processes have a 10% chance to produce 2nd (Purified Crushed) or 3rd (Centrifuged) Byproduct dusts.

, : The simpler form of the Macerator, it smashes ores but does not double them. It's fast, but it's effectively useless after you have electric machines.


 * The second stage of processing for most ores, the Ore Washing Plant consumes Water and Crushed Ore to produce Purified Crushed Ores, Stone Dust, and tiny piles of 1st Byproducts.


 * A situational alternative to the Ore Washing Plant, the Chemical Bath uses Mercury or Sodium Persulfate in stead of water, and can produce certain specific metals from specific ores, in stead of the 1st Byproducts.


 * Used to further clean Purified Dusts into Dusts and Byproducts. Also used to separate certain compounds into either simpler compounds or their base elements. Note that depending on what metals you want most, centrifuging is not always the best option. Most Purified Dusts can be smelted into 1 Ingot, but some Dusts cannot be smelted, and must be Electrolyzed down to their component elements. For example: Purified Tetrahedrite Dust when smelted produces 1 Copper ingot, but when centrifuged produces 6/9 copper and 1/9 zinc, and when electrolyzed in stead produces 3/8 Copper, 1/8 antimony, 3/8 sulfur, 1/8 iron and 1/9 zinc. (End game separations get complicated.)


 * The Thermal Centrifuge is an extremely energy-intensive machine, and produces Centrifuged Ore from Purified Crushed Ore. However, Universal Maceration of Centrifuged Ore is the only way to obtain an ore's 3rd Byproduct. Additionally, certain basic Centrifuged Ores can be smelted into 10 metal Nuggets in stead of 1 metal Ingot.


 * The Sifting Machine is a special-purpose machine used to potentially obtain Gems in stead of gem dusts from crushed ores. Overall, the Sifting Machine produces about the same amount of gems+dusts as straight processing to dusts would, but if you need gems then this is the easy way to get some. Additionally, the Sifting Machine is GregTech's best way of obtaining Quartz, Lapis, and Coal.


 * Another alternative to the Thermal/Centrifuge/Sifter, the Electromagnetic Separator can only be used on Purified Crushed Ores that have Iron, Gold, or Neodymium as byproducts. It is energy intensive, but it is a good way of getting those specific metals.


 * The Electrolyzer is the end of the line for most compounds, as it is used to separate compounds into their component elements. However, most Electrolyzer recipes require an Advanced Electrolyzer (MV); an LV one isn't powerful enough.


 * A small set of compounds can be directly smelted in the Electric Blast Furnace in stead of being electrolyzed. This is the most energy-intensive process of all, requiring the EBF to be fed High Voltage, but yields more primary outputs than the Electrolyzer. This is most commonly used on Galena (Silver+Lead) and Ilmenite (Titanium+Iron) dusts.