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

  • Its not clarified in the wiki, but intuitively it seems to me that it should have generated 512 eu/t in this case and discarded the rest.

    Alternately it would be very nice (and, again, intuitive) if the turbine could generate 1-32 amps depending on the dynamo hatch you use. In Muramasa's case, it would generate up to 2 amps.

    That said, given it probably emits a single amp, EV is definitely the best choice as you suggest. And good observation on the larger turbine item/rotor.


    Also tried it with an EV dynamo hatch and it still didn't consume any steam. For good measure I tried swapping out the steam turbine block and replacing it with a gas turbine. I put methane in one of the input hatches and it consumed the methane and made power. Didn't work when I switched it back to steam.

    Thanks for the recommendations, though. I'll try to mess around with it some more with an EV hatch on it (I already tried this to some extent).

  • Hello Great Blood Asp,

    I am in the (Very Slow) process of making a 1.7.10 remake of one of the earlier FTB pack, FTB Ultimate. With the understanding that Greg (the Great AND Glorious Greg) has open permissions for including his mod into packs (as long as they are also allowed to in include IC2 I would assume, AND I deal with the bugs), I am hereby asking for your permission to include your wonderful fork of that amazing mod in my pack. You would be credited (Along with Greg as the original author this fork is branched from), a Link to this thread on the FTB forums page for the pack, and your name as the creator of this fork.

    That is of course unless you would have any other requirements?

    P.S. The only reason for posting this to be sure I am covering my bases, and the fact that after reading the entire thread I found nothing concerning modpacks. Sorry if I stupidly missed something. Cheers.

  • I am in the (Very Slow) process of making a 1.7.10 remake of one of the earlier FTB pack, FTB Ultimate.


    I hope your efforts will be more successful than the last time someone tried to rebuild Ultimate.
    That attempt was called FTB Resurrection, and creator abandonment turned it into a train wreck that four months later I'm still pissed off about.

  • I hope also that it is not a train wreck. :)

    Other then gregtech, all I'm still waiting on for the mod list I'd factoization permission, as I lack the imagination for his requirements for mod packs.

    If your interested, the pack code is "askjeeves". Again my unimaginative shows. Currently am just working on fixing biome/enchant/potion conflicts and bugs. Will be much more... interesting once I add (hopefully) gregtech-unofficial. There will be a test server up starting next week for a couple months to help work out bugs.

    I would love to be able to rely on the experience of this wonderfull community here on issues if you would be willing to help? I'll set up a github for configs and scripts tonight so it will be easier to track changes and sugjestions.

    And as for abandonment, not going to happen. I'm here for the duration. As long as one mod in my pack is supported for 1.7.10, I'll continue to work on making it better.

    FTB forum will be up as soon tonight (PST).

  • Added processing array support for recipes not using up items (like shapes).

    I had a question about this that I don't find an answer for in this thread or the wiki page. If I use a recipe in the processing array that requires a mold, extruder shape, or configured circuit, do I need 1 such item total, or 1 per machine placed in the processing array? (I'm guessing that even in the latter case, using multiple different molds/shapes/circuit configurations wouldn't work)

  • Oh, right permissions... :D

    Same as in stated in main GT thread: Open for all to use.

    Also, Image of the day:

    Fantastic.

    Addition: I think, you have a mistake in word "factorys". Correct would be "factories". (correct me if I'm wrong)
    ^Oops, I'm late. Didn't read Pyure's message before writing my post.
    Otherwise, our commentaries are almost the same.

  • So it seems a few people are having issues with the Large Steam Turbine where the spinning animation plays but no steam is consumed and no power is generated.

    Does anybody know the last version they had it working?

  • So it seems a few people are having issues with the Large Steam Turbine where the spinning animation plays but no steam is consumed and no power is generated.

    Does anybody know the last version they had it working?


    Doesn't really address your question, but just as a knowledge-base item, I can sorta get it to work if I give it a bit more steam than I calculate is necessary.

  • Found that as an Integer/Float converaion bug yesterday. But there is still another bug, so it might take until tomorrow until i finish the next update.


    Long weekend in Canada and my wife's outta town. Best time for testing ever, I'll be at your disposal. That includes any pre-release builds if you have some stress-testing that needs doing.

  • Found that as an Integer/Float converaion bug yesterday. But there is still another bug, so it might take until tomorrow until i finish the next update.

    I don't want to revive some troll but java floats are 32bit IEEE 754 numbers

    It is not recommended to make calculations in Java floats.
    Use integer even with multiplying them for greater detail then divide them into a result float for display format purpose.
    If you absolutely need to deal with floating point, either use something with more precision like BigDecimal from java.math.BigDecimal or double wich are 64bit IEEE754, not as precise but still better than float.
    If you need exact values, don't use float or double at all.