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

  • Which is why my suggestions is to have it use vanilla magic items like enderpearls, blaze rods and nether stars when TC is not installed and TC magic infusion when it is (requires secret research, knowledge fragment obtainable only, like aluminium transmutation).

    It would also be gated to mid-late GT tech, with extensive usage of Titanium, which our "scientists" have found to have an incredible affinity with thaumium.
    Similar thing would happen with tungstensteel and voidmetal.

  • I have enjoyed playing around with Gregtech 5.0.7 for awhile now. I since moved on to your unnofficial build so I can start playing around with fusion reactors again. I've been watching JerrythePenguin on Youtube and learned quite a bit. I have never done this forum stuff before so I hope I'm not in the wrong place to ask this. When I play your newest build buildcraft and railcraft is a must for me. Can you suggest what versions of Ic2, buildcraft, and railcraft I should use to play without any problems?
    I guess I should let you know I'm using forge 1490.

  • I like your pic bloodasp, but I must be honest....
    I don't get it.

    Okay so I'm back home and I'm going to start this fusion reactor. If I do it right it should work, right? I dont want to build this thing if everything has'nt been implemented in the mod yet.

  • Should GT Crops need stuff like blocks below them? Like Diareed needs a Diamond Block below the farmland? Only the ones that have some block that fits and also only the crops producing expensive stuff...

    I'm not sure I like that idea, but I think I could endure it, at least when the material to make the blocks can also be obtained from ore veins. I play in peaceful mode, so it's important to be able to get items from crops that would otherwise only drop from hostile mobs (e.g. blaze rods, ghast tears).

  • I'm for blocks (or ores if possible) below them, but I might recommend you making the crops have a decent root length, so the block can be detected either below the usual 3 blocks of dirt we put for nutrient or on the last one.

  • Jep, you will have a lot of fun with that one. :D And with quite a few other new crops.

    And a question @all:

    Should GT Crops need stuff like blocks below them? Like Diareed needs a Diamond Block below the farmland? Only the ones that have some block that fits and also only the crops producing expensive stuff...


    That would be more fitting into the tiered technology system than simple dirt for all. I like it.

  • Maybe that could be fun, having crop plants draining ores and outputing pure elements powders/nuggets.
    Could make for a bio/agriculture powered non-destructive mining, with the bonus that plants does the separation work of more complex industrial processing (electrolysing, centrifugation, blasting).
    Ores behind would be consumed in the process. Output quantities would be with same bonuses as advanced refining (washing, thermal centrifuge, centrifuge, electrolysis) though much slower.
    Ore blocks would be replaced by their stone/container material in the process.

  • If it's slower and still consumes the ores, why would players want to use that instead of the machines? Also, for many ores, the amounts of different elements obtained depends heavily on which mutually-exclusive path of machine processing it takes (e.g. a crushed ore put in an ore washing plant can't then be put through a chemical bath or vice-versa), so how would you determine the outputs for the crop?

  • If it's slower and still consumes the ores, why would players want to use that instead of the machines?

    Because it require low tech, work on solar nergy, needs no or low infrastructure. May help access advanced materials early. Does the job of mining and processing. In a clean non landscape destructive, while it would not expose to abuse (slow process and player investing in proper crop breeding).

    Also, for many ores, the amounts of different elements obtained depends heavily on which mutually-exclusive path of machine processing it takes (e.g. a crushed ore put in an ore washing plant can't then be put through a chemical bath or vice-versa), so how would you determine the outputs for the crop?

    Let it pick ore by-products from NEI and balance on an average from the different processing recipes. Or have tiered miner blooms with specialized processing ike:
    Tier 0 miner bloom: smelt ores
    Tier 1 minecerator bloom: macerate ores.
    Tier 2 crushiner bloom: crush + crush ores.
    Tier 3 therminer bloom: crush + thermal centrifuge
    Tier 4 washiner bloom: crush + ore wash + thermal centrifuge
    ....

  • Interesting idea, but I'm not so sure it would end up being as "non-destructive" as you think - players would still have to find the ores, and mining an ore with a pickaxe of the correct level is a guaranteed drop, whereas crops, even when fully grown, sometimes don't drop seeds. And even if you want to set up the crop directly above the ore (which could easily be sub-optimal if you found the ore below a desert area), it still requires space for the cropsticks, tilling dirt to farmland, and placing water nearby (so the farmland won't revert to plain dirt).

  • Me again....
    Sorry to go off topic but this fusion reactor just doesnt work. I just made one in Gregtech 4.08 and it works fine. I made it the same way in your unofficial version and no go. Materials are not the same, for example injectors and extractors. Can anyone just tell me if its possible to even get it to work? I don't need to know how just if anyone has done it on this version.