[GregTech-5][1.7.10-FORGE-1355+][Unofficial but approved Port][Stable] Even GT5 Experimental is slowly getting stable.

  • Hello, ive got two short things this time for GT5U:

    1. There is small glitch in multiblock structures which uses additional things (eg. pyrolyse oven with circuit) - there is no visible slot for that item, however shift-clicking puts that inside controller, but hides a part of proper machine layout. Its only a .png / .jpg file to modify or its need coding?

    2. Is there a way to make gold plasma from gold dust? Ive seen gold plasma in fuel configs, but cannot find out how to make it.

    Thanks a lot for sharing time.

  • 1. There is small glitch in multiblock structures which uses additional things (eg. pyrolyse oven with circuit) - there is no visible slot for that item, however shift-clicking puts that inside controller, but hides a part of proper machine layout. Its only a .png / .jpg file to modify or its need coding?


    Those are .png files, the defaults are here: https://github.com/Blood-Asp/GT5-…i/multimachines

    The slot can be hovered over as well to see where it goes and place a circuit (or other item to configure the multiblock, if appropriate) manually. I added some gui textures to the bdcraft patch for GT5u at http://bdcraft.net/community/pbdc…gtech-t170.html that make the slot separately visible for most of the multiblock machines (there might be a few I missed), but for some it might be difficult to fit both a visible slot and a machine layout at the default 256x256 size for those gui images.

  • I think you could return a tiny pile of the cut material per output items either:

    • Directly into the player inventory
    • Items, split out on the ground (I like this option)

    If I am not wrong, there is a recipe handler to return items into the player inventory. At least, it can be done with MineTweaker.


    This has been used for example in Better Than Wolves when cutting wood logs with axe into planks. You recieve the planks, bark and also the saw dust. Everything is usable as a fuel to begin with.

  • This has been used for example in Better Than Wolves when cutting wood logs with axe into planks. You recieve the planks, bark and also the saw dust. Everything is usable as a fuel to begin with.


    Choping tree with an axe could indeed return wood chips. That item do already exist but has no localized display-name.
    Could be used to craft chipboard planks (gregtech plank or dedicated blockWood crafted in 9x9 grid of wood chips)
    Macerated into tiny piles of sawdust.
    Have a fuel-value of 50 (wood chips benefit from more oxygen while burning)

    Any 9 × plankWood should have a compressor recipe into a logWood usable into charcoal pit or as any other log, and increased fuel-value

    What I mean is: processing woods for better fuel than raw wood, should be a an intermediate automatizable option half-way from the low tech manual charcoal pit to the high-tech pyrolyse oven.

  • Hello there. I'm playing GregTech 5.09.22 with a bunch of other mods (Thaumcraft, Forestry, ProjectRed, Buildcraft and so on). Also I have the latest versions of such mods for perfomance like OptiFine and FastCraft. All of these run with the latest version of Forge.

    Here's the problem. After creating or using several GT tools (I found out problems with Bronze Mortar and Bronze Wrench) OpenGL StackOverflow error pops up, flooding into logs and causing problems with rendering. I can append some logs, but not sure exactly what you may need.

    Thanks for attention.


    UPD. I've figured out what causes that bug. It was BackTools mod. The stated mode fails to render several GregTech tools on players back. When you remove a tool from player's back bug disappears.
    I couldn't reproduce the bug without that mode, so I believe it was the problem.

    Edited once, last by Deevan (July 13, 2016 at 1:51 PM).

  • Is red/black granite pickaxe removed? It is shown in the listbut cannot find a way to craft it.


    iirc, red/black granite tool heads have been uncraftable since the beginning of GT5, and the same applies to wood and stone, unless added via Minetweaker script (vanilla-style wooden and stone tools are still craftable, though).

    I'm not sure if GT4 allowed crafting red/black granite tools, but the changelog made no mention of that, so probably not; it did mention adding the red/black granite, so presumably it didn't exist to make tools from in GT1-3.


  • iirc, red/black granite tool heads have been uncraftable since the beginning of GT5, and the same applies to wood and stone, unless added via Minetweaker script (vanilla-style wooden and stone tools are still craftable, though).

    I'm not sure if GT4 allowed crafting red/black granite tools, but the changelog made no mention of that, so probably not; it did mention adding the red/black granite, so presumably it didn't exist to make tools from in GT1-3.


    While their usages are unmentionable.
    Rubber tools can be crafted.
    Shall I mention a rubber drill tip is of a particular interest?

  • While their usages are unmentionable.
    Rubber tools can be crafted.
    Shall I mention a rubber drill tip is of a particular interest?


    I was aware rubber hammers/mallets could be crafted, though I'm not sure they offer any advantages over wooden ones.

    Wait, which build of GT5 allows crafting a rubber drill tip? With 5.09.22, I've got the "show all meta-items" option turned on, and I don't find a rubber drill tip shown in NEI. Epoxid, Polycaprolactam, and PTFE, yes, but not rubber.

  • Cobalt is also an easy tier3 Material. With Thaumcraft installed also tools made from shards.


    The choice is indeed limited and Thaumcraft may not always be available.
    Maybe you could move Steel to tier3 and steel alloys to tier4 and above.

    Rational is: When Gregtech has no other mods available for materials or tools, GT Tools are very painful to get with decent tier or durability.
    Early game means lots of building, exploring, prospecting.
    Doing this on bronze or iron tools, is not a good enough option,
    even if you travel with a stack of tool-heads and sticks.

    Early game Gregtech Tools's life is so short and weak tiered, that players end-up using your few ores in tools,
    rather than machines or infrastructure.

    When other mods are added: Thaumcraft, Botania or other mods with materials and tools,
    players tends to avoid Gregtech tools entirely.

  • I agree - personally im using tools from Tinker Construct, but Greg did not tolerate that mod. Ofc, GT is mentioned as quite hard mod, however its sometimes a bit too hard; it seems that is very hard to make a perfect balance between other mods. Hope it wont end like Beter Than Wolves.

    And one small thing, which could be missed from few pages earlier - is possible to create gold plasma from gold dust? As i know, plasma is fouth state of matter, smiliar to gases therefore to fluids, which are simulating both fluids and gases in GT, moreover has very high temperature. GT5U has such machines to make that?

    PS. And one more thing - i sometimes think why some items are disappearing if energy is disrupted during processing. Imho something shoud remain if processing fails.

  • So there is not much way to get Lv3 pickaxe on early game? Only diamond ones?


    Even if you add Minetweaker recipes to allow crafting red/black granite tool heads, there's two problems with that: 1. you need a level 3 pickaxe, such as cobalt or diamond, to harvest red/black granite in the first place, and 2. red/black granite tools have such low durability that you'd only be able to harvest about 10 or so red/black granite blocks with a red/black granite pickaxe before it breaks. (just guesstimating here, though)

  • [gregtech-5.09.21.jar] question - how exactly do I enable naquadah? I've gone into several test worlds with what I thought would be an enabled config, and not found a single block of it yet.


    Open the file at config/GregTech/WorldGeneration.cfg and change the line "B:ore.mix.naquadah_false=false" to "B:ore.mix.naquadah_false=true".

  • I'm not sure why but that didn't get me naquadah veins, just palladium/platinum added to the regular beryllium, nickel, bentonite, etc

    EDIT: I did a /cofh clearblocks and this is what happens

    now, unless some of these unnamed, untextured, weird grey blocks are naquadah, it's just not generating for me.

  • I'm having a problem with knife crafting, in that weaker knives are breaking way too easily. For example, if I craft bread and a neutronium knife, it takes 100 durability as normal, but if I use a flint or bronze knife (with full durability) the knife is consumed instantly snd has no breaking sound.

    Now you see me, now you don't...

  • I'm having a problem with knife crafting, in that weaker knives are breaking way too easily. For example, if I craft bread and a neutronium knife, it takes 100 durability as normal, but if I use a flint or bronze knife (with full durability) the knife is consumed instantly snd has no breaking sound.

    Early game Gregtech Tools's life is so short and weak tiered, that players end-up using your few ores in tools,
    rather than machines or infrastructure.

    When other mods are added: Thaumcraft, Botania or other mods with materials and tools,
    players tends to avoid Gregtech tools entirely.


    This just adds arguments for way increased durability amount and less durability hit per use on Gregtech Tools.

    Examples:
    - Slicing bread/cheese shall cost at max 1 durability point.
    - Slicing vegetables/plants... shall cost at max 2 durability points.

    We also need better durability on material with enchants. This game has magic built-in by the mean of enchant and potions.

    Allow applying enchants to non magical material tools by the mean of chemical bath with potions/molten magic material.
    By printing enchanted books on tools.
    Print enchanted books with molten materials (as ink) containing said intrinsic magical property. (print a book with molten silver: circuit 1 = Smite I + 288 molten silver, circuit 2 → Smite II + more molten silver...