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

  • Setting aside whether they include PFAA, I'm fairly sure both Beyond Reality and InfiTech 2 include Thaumcraft, which I'm leery of since one of my earliest experiences with it involved encountering a hungry node.

    I was just thinking that next time I'm ready to start a new world (which will be after I've weaned myself off of high-res texture packs (if I can), and possibly after GT 5.09 is released), I'd try using PFAA oregen instead of GT's oregen, and I figured if there was an existing modpack that had the features I wanted, it would be easier than configuring things myself.

  • I have nothing to argue about the hungry nodes, they can be annoying, but can be escaped or be dealt with (extra care to not fall into one, like noticing the particles it produces).
    Also GT5U has TC compat stuff that i like, so i'm fine with it :3

  • I noticed that in the config world generation there are options for marble and basalt but there is no gregtech marble and basalt when I search it up in NEI.
    I have chisel and project red, does that relate to these mods ?
    Also I hope I'm posting this in the right thread.

  • Is there a config option to turn off that gregtech deletes all recipies for storage blocks form other mods? (Draconium) Or can you fix it that there is no recipie for draconium blocks and when you open the draconium ingot tab in the draconic evolution book minecraft craches?
    It works fine in the compressor but it shows no recipe. Could this be a bug with NEI Addons or NEI Integration?
    I found the problem it compressed Draconium blocks from another one bitest the dust mod. Could you add something to prevent that the compressor trys to compress into blocks from the same mod.

  • The terraformer is fine, I don't get what you guys have against it so much. The main issues are that the range is far too big to be practical under normal use and it takes a lot of power to get anything done.

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.

    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(

    I see this too much.

  • The terraformer is fine, I don't get what you guys have against it so much. The main issues are that the range is far too big to be practical under normal use and it takes a lot of power to get anything done.

    The problem is not the range, but the way it terraforms. It goes too randomly, being wasteful on the way it converts (you see it reduces the speed of terraform as it gets closer to "finish" the job).
    It should convert blocks one by one, in a similar fashion the miner scans and digs for blocks.
    It also has the inability to change biomes, which would be a great purpose for a REAL terraforming machine.

  • The problem is not the range, but the way it terraforms. It goes too randomly, being wasteful on the way it converts (you see it reduces the speed of terraform as it gets closer to "finish" the job).
    It should convert blocks one by one, in a similar fashion the miner scans and digs for blocks.
    It also has the inability to change biomes, which would be a great purpose for a REAL terraforming machine.


    The randomness makes pretty patterns, but it does slow it down when it scans which is a shame. If it was to change to one by one, it'd end up spiralling around the terraformer, which I guess could look cool too, but completely prevent you from using multiple to speed the process up.
    It does have the ability to change biomes, but only the mushroom TFBP does it.

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.

    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(

    I see this too much.

  • Which is why there is something called range limit, that should be a square, for that purpose.
    All other blueprints should change the biome, also add some others.

    Although I vote for biome changing be an UU dependant feature.

  • that should be a square

    Why limit it to a square? Rectangular terraforming could allow you to run them at the same time easier than each one having it's own square. And circle mode to bring back the current mechanic.

    All other blueprints should change the biome

    Which blueprint would change to which biome? There are some that would fit to change it into quite a few biomes

    add some others.

    Such as? There's already a pretty wide range for what you might want

    Although I vote for biome changing be an UU dependant feature.

    Passively or per block changed?

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.

    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(

    I see this too much.


  • Why limit it to a square? Rectangular terraforming could allow you to run them at the same time easier than each one having it's own square. And circle mode to bring back the current mechanic.

    The default would be a cube. Other shapes are optional. Those include, but not restrict to: spherical, X cylindrical, Y cylindrical, Z cylindrical, pyramid and whatever more 3D shape.
    Shape could maybe be configured via number input, with a maximum range in one direction depending on how upgraded the terraformer is (overclockers).

    Which blueprint would change to which biome? There are some that would fit to change it into quite a few biomes
    Such as? There's already a pretty wide range for what you might want

    Well... those blueprints would have to be renamed likely.

    TFBP - Forest (causes trees to grow faster - Forest biome)
    TFBP - Swamp (causes crops to grow faster - Swamp biome)
    TFBP - Snow (snow everywhere, including some spike formation - Snow biome)
    TFBP - Desert (sand, crops and trees planted will die, with the only exception of cacti, which will actually grow faster - Desert biome)
    TFBP - Ocean (turn a very deep range of dirt and stone into water blocks and formation of some gravel in the bottom - Ocean biome)
    TFBP - River (turn a shallow range of dirt and stone into water blocks - River biome) - best used with cylindrical shape.
    TFBP - Mushroom (makes mushroom just like it does now - Mushroom biome)
    TFBP - Hills (increases height of the area around the terraformer by ~60Y - Hills biome)
    TFBP - Plains (does what the flatification one currently does - Plains biome)
    TFBP - End (turns everything into end stone - Sky biome) - Special TFBP that passively requires UUM to work.
    TFBP - Hell (turns everything into netherrack - Hell biome) - Special TFBP that passively requires UUM to work.

    May allow the combination of two or more base TFBPs to achieve some biomes (taiga would combine ice and forest, taiga hills would combine ice, forest and hills)

    Passively or per block changed?

    Per block changed. Overclocking would also affect this.

  • Where does that leave the flatification and irrigation ones? They don't directly modify the biome but change the landscape.

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.

    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(

    I see this too much.