GregTech 5/Mining and Processing/de

deaktiviert alle Vanilla Erze (außer Smaragd-Erz, Mojang hat da irgendwas komisches getrieben) und ersetzt sie mit eigenen Erzeugungsmustern. Diese Muster sind entweder standardmäßig oder durch Konfiguration kompatibel zu fast allen Erzen von fast allen anderen Mods. Daher sollten, solang nicht explizit anders beschrieben, deren Erz-Erzeugungen abgeschaltet werden. Gregtech kompensiert das.

GregTech Erz-Blöcke arbeiten etwas anders als andere Erz-Blöcke. Die meisten Mods behandeln ihre Erze als einzelne Blöcke mit keinen Besonderheiten außer, dass sie eventuell Behutsamkeit benötigen oder mit Glück abgebaut werden können. Alle GregTech Erze sind nicht animierte MetaTileEntities, die nicht per BlockID oder Metadaten, sondern per TileEntity-Daten(TE) definiert sind. Jede der TE's enthält nur 2 Daten: die interne Erz-ID und ein true/false boolean, welcher angibt, ob der Block durch die Weltererzeugung generiert wurde. Das wird in erster Line verwendet, um zu bestimmen, ob ein kleines Erz durch Glück verbessert werden kann. Dies hat jedoch den Nachteil, dass nicht alle Mods mit den GregTech Erz-Blöcken umgehen können. Daher werden GregTech-Erze nicht immer von den automatisierten Abbausystemen anderer Mods erfasst. (Zum Beispiel konnte der   einige Monate keine GregTech-Erze abbauen.) Die ungewöhnlichste Folge der Erze als MetaTileEntities, ist das Rendering mit einer Basistextur und einem Overlay. In spitzen Winkeln betrachet führt das zu seltsamen Effekten, teils erscheinen sie als schwarze oder weiße Linien, teils auch seltsam transparent. Der Effekt ist schwer zu beschreiben, aber wer ihn einmal gesehen hat, erkennt ihn sicher wieder. Er ist ein sicheres Indiz für Erz.

Es existieren zwei Arten der Erz-Erzeugung: kleine Erze und gemischte Erz-Adern. "Kleine Erze" generieren als recht häufige einzelne Blöcke. Sie sind als ein möglicher Start gedacht, aber nicht als primäre Quelle für Maschinen aus Metall. Wenn abgebaut, droppen sie entweder ein gebrochenes Erz, eine unreines Häufchen Staub oder gegebenenfalls einen Kristall. Zusätzlich können sie einen Staub, oder verunreinigten Staub des Steins in dem sie gefunden wurden droppen. (Das kann Stein, Netherstein, Roter/Schwarzer Granit oder Endstein). Kleine Erze können nicht mit einer Behutsamkeits-Axt abgebaut werden, trotzdem erhöht eine Glücks-Axt leicht die Ausbeute. Wichtig ist, dass kleine Erze auf 1 Level niedriger wie die in ihnen enthaltenen Erze abgebaut werden können. Das erlaubt dem Spieler mit einer Stein-Axt genug Erz zu sammeln, um eine Eisen-Axt herzustellen. (GregTech's Eisenerz lässt sich nicht mit einer Stein-Axt abbauen. Es wird mindestens Eisen oder Bronze benötigt.)

"gemischte Adern" erzeugen maximal eine Ader alle 3x3 Blöcke, trotzdem können sie hunderte oder tausende Blöcke enthalten. Gemischte Adern könne bis zu vier verschiedene Erze enthalten. Der Inhalt ist abhängig von der Höhe und der Dimension, nicht aber vom Biom. Die Größe kann von 16x16x5 bis zu 80x80x8 mit kaum Abständen zwischen den Erz-Blöcken reichen. Trotz allem könne Erz-Adern nur in Stein, rotem/schwarzem Granit, Netherstein oder Endstein erzeugt werden.

gemischte Adern bestehen aus 4 Teilen: primär, sekundär, dazwischen und ringsherum. Jeder Teil kann dabei ein anderes Erz sein. Die oberen 2-4 Ebenen bestehen meist aus primärem Erz, die unteren 2-4 Level aus Sekundärem, und die mittleren 2-4 Level aus dem dazwischen Erz. Das ringsherum-Erz taucht zufällig überall in der Ader auf. Alles in allem enthält eine Ader ungefähr gleich viel primär- und sekundär-Erz, etwas weniger dazwischen-Erz und deutlich weniger ringsherum-Erz. Aus einiger Entfernung betrachtet (z.B. durch einen X-Ray-Mod, oder durch entfernen aller Steine) haben die gemischten Adern die Form einer großen ovalen Wolke.

Die Erzeugung von Erzadern findet als ein Abfolge von Schritten statt. Zuerst wir in der Mitte jedes 3x3-Chunck-Bereiches ein zufälliger Erz-Mix gewählt. Wenn dieser Mix in der aktuellen Dimension nicht erzeugt werden darf, versucht es der Generator noch einmal. Wenn die Erzader erzeugt werden kann, wird eine zufällige Höhe zwischen minimaler und maximaler erlaubter Höhe gewählt und die Erz-Erzeugung breitet sich von diesem Punkt her aus. Zur Erzeugung muss Stein, roter/schwarzer Granit, Netherstein oder Endstein vorhanden sein, der ersetzt werden kann. Fehlt dieser, wird kein Erz erzeugt. Somit ist es möglich, Bereiche zu finden, die keine Erze enthalten. In Wäldern, Ebenen und ähnlichen Biomen passiert das bei jedem vierten Versuch. In Bergen oder extremen Bergen passiert das deutlich seltener, während unter tiefen Ozeanen selten gemischte Adern zu finden sind.

Note: If or  are installed, GregTech will disable its own ore generation and use COG or PFAA generation. COG contains default configurations for GregTech ores, and PFAA contains its own forms and generation patterns for even more ores than GregTech generates by default. This also means that any mod pack containing Custom Ore Generation, such as the upcoming FTB Resurrection, will not entirely follow these patterns.

Default Ore Mixes
The following is a list of all Ore Mix Veins that GregTech can generate by default. (Note: The Naquadah Ore Mix configuration is present, but its generation is disabled by default.) Name: The name given to the mix in configuration. This does not have an effect in-game.

Density: How tightly packed the ores are in a vein. Lower values can cause small gaps between ore blocks.

Max Height: The maximum height at which the vein can generate.

Min Height: The minimum height at which the vein can generate.

OrePrimaryLayer: Metadata value of the Primary ore in the vein

OreSecondaryLayer: Metadata value of the Secondray ore in the vein

OreSporadiclyInbeween: Metadata value of the Inbeween ore in the vein

OreSporadiclyAround: Metadata value of the Around ore in the vein

RandomWeight: How likely it is for this vein to spawn. The higher this value is, the better the chance. This value is relative to the total of the RandomWeight values of all the ore veins. The default configuration has a total weight of 1850, so for example,a vein with a RandomWeight of 160 has a 160/1850 (8,6%) chance to spawn per generation attempt.

Size: The maximum area an ore vein can occupy. A vein with a Size of 0 will always occupy a 16x16 block area, while a vein with a Size of 32 can occupy an area up to 80x80 blocks.

Overworld: Can this vein generate in the Overworld? (True/False)

Nether: Can this vein spawn in the Nether? (True/False)

End: Can this vein spawn in the End? (True/False)

Note: GregTech tries to generate its ores in all available dimensions. In dimensions added by other mods, like or, GregTech will by default use the Overworld's configurations, and so long as the dimension contains Stone, Netherrack, or End Stone, it will usually succeed. However, as 's Moon and Mars dimensions do not contain conventional stone, the mod was created to allow GregTech ore generation to function on Mars and the Moon.

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.

Elements Contained in Ores
''Many, many ores contain traces of Oxygen and Hydrogen. For simplicity, they have not been included in this list.''

If an Ore contains more than one element or material as a primary output, that ore represents a compound which must separated at some point in its processing, usually with an.

Second Level Processing
These are compounds that need further processing.

Other Materials
Certain other materials can be Centrifuged or Electrolyzed to produce other materials.

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.


 * Der Elektrolyseur ist das höchste Level für die meisten Legierungen, wird aber auch zum spalten dieser in Basisbestandteile verwendet. Die meisten Rezepte benötigen trotz allem den erweiterten Elektrolyseur (Mittelspannung), da der für Niederspannung nicht ausreicht.


 * Eine kleine Anzahl Verbindungen kann direkt im elektrischen Hochofen legiert werden. Dies ist der energieintensivste Prozess von allen, da er Hochspannung am Hochofen erfordert. Dafür liefert er aber mehr primären Ertrag als der Elektrolyseur. Dies wird am häufigsten für Bleiglanz- (Silber + Blei) und Titaneisen- (Titan + Eisen) -Stäube verwendet.