I remember playing with PFAA on Kirara. There we hat massive lapis problems. Lapis did spawn, but far too little.

[GregTech-5][1.7.10-FORGE-1355+][Unofficial but approved Port][Stable] Even GT5 Experimental is slowly getting stable.
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Just some food for thought:
as long as processing arrays have a maintenance hatch I can't see why anyone would ever use them. The intent of them is to decrease server load on bases that want to do lots of processing (like not having 260 machines for one fusion reactor and 64 for ore processing) but if there is an actual chance for something like a fusion fuel production to not be rock solid I simply won't use it. With that in mind they don't seem to accomplish what they were designed to do. -
I'm having a strange issue in my world. I started the world with GT 5.09 ans Immersive Engineering without Railcraft installed. I decided to add RC to the world and now I can't get buckets of creosote oil from coke ovens or BC tanks. I have tested this in a new world without GT5 and once RC is installed it automatically takes over the handling of creosote oil, but with GT5 it seems it stays IE, but blocks the getting of buckets. I submitted it to IE and there answer was the default "Blame Greg". So here I am, not blaming anyone but looking for someone who will actually help.
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You must reset the fluids in your world. Open your worlds data file with nbt edit and delete the entry for creosote. After a server restart it will be replaced with the working version.
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thanks Blood, Ill give it a try
Update:
that did the trick, thanks again Blood -
decided to give the latest version a try (05.09.05) very early in i noticed that i coulnd smelt charcoal in a furnace with wood, so i did some digging.
firstly, its noteworthy that i have B:wood2charcoalsmelting_true=true in recipes.cfg
NEI recipe wise, natura redwood (bark and root only), BOP flesh (at least i think thats the one, from the nether biome) and like 2 others were registered in the NEI recipe guide as capable of smelting charcoal, so i tested and sure enough it worked with those materials, but not wood of any other kind.
so, what am i doing wrong? things worked alright in 05.09.02, at least the early game bits.
from: https://github.com/Blood-Asp/GT5-…cessingLog.java
ive determined that B:wood2charcoalsmelting_true=false should disable the recipes, is that right?
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ive determined that B:wood2charcoalsmelting_true=false should disable the recipes, is that right?
Ahhh Greg configs...Well, I assume that by default, charcoal smelting is disabled;
As the config before the "=" always shows the default, "B:wood2charcoalsmelting_true=true" should disable the smelting, while "B:wood2charcoalsmelting_true=false" should enable it.Maybe worked before, because Bloody didn't had finished the Charcoal pit, and left the smelting enabled until now.
And as always, I may be wrong, I'm just assuming =) -
Yes, i changed the default after adding the charcoal pit.
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How did you configure your Custom Ore Generation for the world? I had mine set to use all PFAA forms and absolutely nothing else; the more sets of ores you allow COG/PFAA to generate the greater the odds of getting lag on chunk generation (and you'll get redundant ores; standard PFAA patterns cover everything).
Ahhh thanks! I had only turned off railcraft poor ores because i disabled all generation of ores in the different mod configs+ i thought GT disables Vanilla ores+ PFAA disables GT oregen. I made some "testholes" in a testworld and oregen was very very rare, I think i will give it a try and tinker around with it a bit....
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Speaking of tinkering arround...I have a huge problem with Multiblocks in this Mod. Maybe i missed something (ingame instruction?)But i think, a layer by layer instruction would be very nice. It doesn t have to be IE fancy like, but a simple handbook ingame would be very good....
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Speaking of tinkering arround...I have a huge problem with Multiblocks in this Mod. Maybe i missed something (ingame instruction?)But i think, a layer by layer instruction would be very nice. It doesn t have to be IE fancy like, but a simple handbook ingame would be very good....
All multiblock have a small handbook in the description, the fusion reactor has one in the GUI. Or you could take a look at the wiki.
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Sadly even these small discriptions sometimes took more time than coding the actual multiblock...
Writing wikipages was how i started out helping GT.
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ahhhhhh....
what! what what what?!
a new game mechanic? whats this charcoal pit business ive never heard of before...?color me intrigued.
oh, and i lol'd at you comment about configs.
GRAAAAAAG!!! why you do dis?
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Sadly even these small discriptions sometimes took more time than coding the actual multiblock...
Writing wikipages was how i started out helping GT.
I can imagine that. Its hard to explain something that complex in just some words! Maybe the Wiki needs some update
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ahhhhhh....what! what what what?!
a new game mechanic? whats this charcoal pit business ive never heard of before...?color me intrigued.
oh, and i lol'd at you comment about configs.
GRAAAAAAG!!! why you do dis?
Greg is working on GT6.Bloody is who is developing GT5U now.
So, default now is to blame "BLUUUUUUUD!"; -
k, BLUUUUUUDD!
but seriously, whats with the double negative config naming convention...?
not to mention, im going to have to do some wiki write ups for new/undocumented stuff if i want to release my pack lol
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I think the "teach a man to fish" adage applies to GT multiblocks. The rules of a specific multiblock are in the tooltip (mouse over the machine in your inventory). Except for large turbines and fusion reactors the builder has a lot of freedom to place buses and hatches. Just following a set of instructions is very limiting. One good walkthrough or tutorial should be enough. In terms of construction at least. Actually using them is a bit more complicated...
Also the fusion reactor is pretty free too in that people think the two input hatches need to have a specific relative orientation and they don't.
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I think the "teach a man to fish" applies to GT multiblocks. The rules of a specific multiblock are in the tooltip (mouse over the machine in your inventory). Except for large turbines and fusion reactors the builder has a lot of freedom to place buses and hatches. Just following a set of instructions is very limiting. One good walkthrough or tutorial should be enough. In terms of construction at least. Actually using them is a bit more complicated...
The Vacuum Freezer deceive me, though.
The controller is on the middle-middle, instead the bottom-middle. -
I think the Fusionreactor is the best documented Multiblock in GT, and it has a Blueprint in his GUI.
Yesterday i tried to build the Oildrill and i can t get it to form the multiblock. I followed the instruction in the tooltips...does not function. Has someone build it yet? Also using the tooltip i don t come to 7 Block high structure....
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Speaking about documentation, Bloody, are you planning to return those nifty guide books for multiblocks? (and for some other things, like microwave oven)
I think, it's way better to have multi-blocks guides in book form, not as tooltips. They also have to be craftable.
Without mentioning mod-created books, (like TiCo, Thaumcraft, Botania etc) even vanilla books provides you more space to place all the information about mod. (and maybe also add some jokes) Further, books with pictures and animations would be fantastic. Don't get me wrong, but I think it can be an interesting experience in coding for you.
Overall, such thing would be a valuable addition to GregTech. -