Galacticraft Desh & GregTecH Desh issue
GT Desh is overwriting GC Desh, so I cannot compress the ingots in the GC compressor. GT plates do not work in the recipe for the rocket components. Is there a fix/workaround for this? Thanks
Galacticraft Desh & GregTecH Desh issue
GT Desh is overwriting GC Desh, so I cannot compress the ingots in the GC compressor. GT plates do not work in the recipe for the rocket components. Is there a fix/workaround for this? Thanks
Also, the large Turbines require you to still use soft hammer to restart them after they have been turned on. This is a problem for automation because if you want to stop the flow of steam or plasma, or whatever, to turn them off, you have to hit them again with a hammer once you start the flow of fuel again. This should not be, IMO.Once they are built, it should be the flow of fuel to them that determines if they are on or off. You should never have to hit them with a hammer to start after the first initial startup. This is something Greg put in as a way to make the player maintenance and NOT be able to automate the machine. I get it - this can be fun for single player hard core players - but I would like to see more options given to server owners and creative builders too, so that they can be automated...
I'll be submitting a pull request for this in a couple days.
I've been testing with the turbines non-stop for days, and I found that, since the turbines depend on a specific flow rate, having to activate them manually after you provide them flow is annoyingly wasteful: You're going to lose a lot of "fuel" in the time it takes you to run from your supplier (say, an LHE or a fusion plant) to your turbine. Even with a fluid regulator, if its spending in 600 mb/t to the turbine, you're going to experience a lot of waste just in the time it takes you to run around to the front of the machine and whack it.
I've tweaked it so that the turbines merely "slow down" when they stop receiving steam etc. and it works a lot more sensibly. Its actually kinda neat watching them try to start up: they don't just start spinning solidly, they kinda stop/start for a bit until they get enough steam to run smoothly
Galacticraft Desh & GregTecH Desh issue
GT Desh is overwriting GC Desh, so I cannot compress the ingots in the GC compressor. GT plates do not work in the recipe for the rocket components. Is there a fix/workaround for this? Thanks
Check your unification config and look on GC section, set true to GC desh plates.
Galacticraft Desh & GregTecH Desh issue
GT Desh is overwriting GC Desh, so I cannot compress the ingots in the GC compressor. GT plates do not work in the recipe for the rocket components. Is there a fix/workaround for this? Thanks
Fixed by changing the GalacticraftMars unification entries from False to True. Quite counterintuitive, since False tells me it is NOT unified. Oh well, perhaps one day there will be some documentation in the config files to help understand how to use them.
Fixed by changing the GalacticraftMars unification entries from False to True. Quite counterintuitive, since False tells me it is NOT unified. Oh well, perhaps one day there will be some documentation in the config files to help understand how to use them.
False tells you it it is not unificated ( <- Greg's word, we know that's not how grammar works but he insists) to that mod's version. However, if no entry is set to True, it assumes GregTech True.
So I'm unable to recreate the "EBF doesn't accept oxygen" issue when only GT and ic2 is installed. Somewhere along the way another mod is interfering with it. This only started happening after I updated a few mods and the forge version. Strangely though if I revert mods one at a time I can't get the problem to go away. Same with going back to forge 1448 from 1492. Anyone else running into this? This is the mod list:
My first guess..and its a crappy one...is you've got some other kind of oxygen in your game.
I've seen GT do weird things where it hijacks liquids, such as from Minechem. It *looks* like a legitimate GT fluid (sorta) in NEI, but its just dynamic shenanigans going on and its not compatible with "real" oxygen.
Does GT use oredict references for oxygen?
There is nothing like oredict for fluids. If 2 mods use the same internal name for a fluid, the first one to register will get it's own, the other will instead get the fluid of the first mod. But internal name and localized name are different, so it is possible that both are shown with the same name. For example Oxygen with GT and Galacticraft.
GT registers the fluid "oxygen" and shows it as "Oxygen".
GC registers the fluid "gc.oxygen" and shows it also as "Oxygen".
So if you spawn in fluid containers filled with oxygen with NEI, you do not know if you get "oxygen" or "gc.oxygen".
There is nothing like oredict for fluids. If 2 mods use the same internal name for a fluid, the first one to register will get it's own, the other will instead get the fluid of the first mod. But internal name and localized name are different, so it is possible that both are shown with the same name. For example Oxygen with GT and Galacticraft.
GT registers the fluid "oxygen" and shows it as "Oxygen".
GC registers the fluid "gc.oxygen" and shows it also as "Oxygen".So if you spawn in fluid containers filled with oxygen with NEI, you do not know if you get "oxygen" or "gc.oxygen".
This is exactly the issue! Thanks a bunch. It's happening on GC versions 350, 351 (latest) and 333 (reccomended).
It looks like there are oxygen related branches in their git. I'll try a few builds and let you know.
That is happening since forever. And there is nothing i can change about that. Just use the right Oxygen.
Well... i charged my Soldering iron, and now tooltip displays "Needs soldering materials in inventory". I googled it and tryied some things but yet i can't figure out wich soldering materials i need...
Tin or Soldering Alloy in form of rods or fine wires.
Also so you're aware I've tried every single "oxygen" in nei and none of them are accepted by the ebf when GC is installed. Unless there's a config setting I'm unaware of or something I'm missing this is a compatibility issue (I guess on GC's side?). How does oil get handled so gracefully between all of the mods?
The issue seems to be from adding GC to an already generated world... I'll have to do some surgery.
GC was added to use galactigreg in the end.
Hmm... Later on addition of GC might be the reason. No idea how forge handles it when the fluid suddenly comes from another mods on a allready existing map... Might be difficult to fix.
Btw, while you're altering worldgen with 5.09, what about spawning asteroids by default with GT, not requiring galacticgreg? Or rather, even go as far as import all of it to GT5, should it not be that much of work.
The end asteroids should be an easy copy&paste. Worldgen on galacticraft planets still needs the whitelist GC has. There GC can't distinguish GT5E, GT5 or GT6 so it would screw up all other GT versions.
Hmm... Later on addition of GC might be the reason. No idea how forge handles it when the fluid suddenly comes from another mods on a allready existing map... Might be difficult to fix.
Yeah after looking at NBTEdit it doesn't seem like there's an intuitive way to just sub in the fluid. I'll probably just ditch GC + galactigreg.
The forge files (level.dat and session.lock) would have to be deleted/regenerated (manually from an identical set of configs) but in SP testing this appears to ruin the world.
Aha in the level.dat file I can see a fluid list in NBTExplorer. Maybe I can see some differences between a new and old world in there.
FIXED IT
steps:
generate world in the desired environment
find level.dat > forge > defaultfluidlist in NBTExplorer
copy from newly generated world and paste into old world's level.dat
There doesn't appear to be any adverse effects.
Ohh, that should be remembered. That problem appeared allready before and now there is a fix.
GT 5.08.27
*Large Turbine and Large Heat Exchanger overhaul by pyure.
*Fix Magic gen recipes missing without Thaumcraft.
*Bronze Dust and Advanced Circuit Achievements now use OreDict.
*Added 8 missing Metallurgy materials.
*Fixed VibrantAlloy into molten PhasedGold recipes.
*Fixed Batbuffer name in Nuclear Control.
*Added Tooltips for auto output gui buttons.
*Split used textures for items/blocks (Turbines/QChest/QTank/FusionComp).
*Fixed QChest visuals in NEI.
*Added NEI support for UUMatter recipes.