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

  • I didn't get the thing about bees recipes. Some of the latest changelogs says recipes are fixed.
    What does it mean? Is it possible to breed a naquadah bee just having Forestry and GT? If bee-breeding recipes are off by default, is it possible to enable them?
    I only found GTBees_true in config.


  • I don't know if someone is still looking for this, but I patched com\rwtema\extrautils\item\filters\AdvancedNodeUpgrades.class from latest ExtraUtilities-1.2.11 to fix the annying sound Issue.
    I've done this by simply removing: (Thanks to KageDragon https://github.com/rwtema/extraut…mment-149439317)

    Code
    addEntry(new Matcher("HasContainerItem")
    {
      public boolean matchItem(ItemStack item)
      {
        return item.getItem().hasContainerItem(item);
      }
    });

    I DO NOT GUARANTEE FOR CORRECT FUNCTIONALITY OF THIS EXTRAUTLITIES VERSION AND DO NOT REPORT BUGS TO rwtema WHEN USING THIS!!

    Note: also interesting for GT6 Users (like me), it fixes the same thing there (which is the main reason why I made this).

    you are my freaking hero.... <3

    i thought about just removing that offending block of code, but was looking into actually properly implementing things. unfortunately, im too fresh in the java waters for that atm, so it mostly involved me reading about what does what and why.

  • So I finally did a deliberate experiment on how fast you can walk down an IceCrete roadway (Concrete with Ice below it).

    Starting from a stop, I walked over 800 blocks in 10 seconds. (I say 'over' because that was the point at which I fell off the roadway and kept flying forward for another 30 blocks.)

    If we factor in acceleration, that comes up to a top speed of roughly 90 blocks per second.

    Thaaaaaaaaaaaaaaaaaaaaaaaat's kinda ridiculous.

  • I think I was having issues with newer releases of extra utils with other mods (or this mod or forge 1492 I can't remember) and am currently using 1.2.6.

    unfortunately for me, new enderIO complains most violently about old RF api in older versions of ExU, so this was a big pain in the butt...

  • So I finally did a deliberate experiment on how fast you can walk down an IceCrete roadway (Concrete with Ice below it).

    Starting from a stop, I walked over 800 blocks in 10 seconds. (I say 'over' because that was the point at which I fell off the roadway and kept flying forward for another 30 blocks.)

    If we factor in acceleration, that comes up to a top speed of roughly 90 blocks per second.

    Thaaaaaaaaaaaaaaaaaaaaaaaat's kinda ridiculous.

    the potential for traps/trolls is strong with this one...

  • I wish I could give likes here.

    BTW ice blocks give boost for every block above them?


    And I have a GT suggestion.
    We already have a coolant for reactors. GT can add another coolant types for reactors. I am pretty sure, that there are several types, which are based on metals. Na-something. + Some metals in their molten state. mercury 100% had its uses in IRL nuclear reactors. Something like that.
    I believe, these coolants could have simply a diferent multiplier for heat X hot coolant. default is 1 HU= 1mB of hot coolant. (If I am correct). So, these types would be able to eat more\less heat for different setups. I d like some better reactor components though.. or maybe better reactos. Naq maybe :D

  • I wish I could give likes here.

    BTW ice blocks give boost for every block above them?


    And I have a GT suggestion.
    We already have a coolant for reactors. GT can add another coolant types for reactors. I am pretty sure, that there are several types, which are based on metals. Na-something. + Some metals in their molten state. mercury 100% had its uses in IRL nuclear reactors. Something like that.
    I believe, these coolants could have simply a diferent multiplier for heat X hot coolant. default is 1 HU= 1mB of hot coolant. (If I am correct). So, these types would be able to eat more\less heat for different setups. I d like some better reactor components though.. or maybe better reactos. Naq maybe :D

    Well, IRL it's really impossible to combine Na with another metal, as Na already is a metal. ;) Well, if we're talking about ions. You could make an alloy, of course.

  • BTW ice blocks give boost for every block above them?

    This is a rather special interaction between Ice and Concrete. Walking on Concrete makes you walk faster (and slide, like Ice). Walking on Concrete with Ice, Packed Ice, or more Concrete below it causes you to accelerate to ludicrous speed.

  • And I have a GT suggestion.
    We already have a coolant for reactors. GT can add another coolant types for reactors. I am pretty sure, that there are several types, which are based on metals. Na-something. + Some metals in their molten state. mercury 100% had its uses in IRL nuclear reactors. Something like that.
    I believe, these coolants could have simply a diferent multiplier for heat X hot coolant. default is 1 HU= 1mB of hot coolant. (If I am correct). So, these types would be able to eat more\less heat for different setups. I d like some better reactor components though.. or maybe better reactos. Naq maybe :D

    In case you hadn't noticed, GT5u already has NaK and Helium coolant cells for nuclear reactors, and separate Naquadah reactors.

  • Gt Suggestion:

    Does anyone think it would be a cool idea if GT5U had a new Forestry Alveary block to add into the Alveary multi-block to allow us to breed these high level GT bees? or even a independent GT Alveary?

    It would be a cool way to make it a little harder to work with these high end material bees.

  • Is it normal to make a flint sword with Fire Damage on it? It seems really overpowered for the start. I think the flint tools are fine but not the sword. Can I disable just the sword or disable getting an effect on it when u make one? I was thinking in the recipe.cgf file B:toolHeadSwordFlint_true=false

    Edit ... that didn't work, please assist.

  • Is it normal to make a flint sword with Fire Damage on it? It seems really overpowered for the start. I think the flint tools are fine but not the sword. Can I disable just the sword or disable getting an effect on it when u make one? I was thinking in the recipe.cgf file B:toolHeadSwordFlint_true=false

    Edit ... that didn't work, please assist.

    recipes.cfg is mainly for machine-processing recipes. The lines about toolHeadSwordFlint are for the tool head separately, not the whole tool, and for being able to macerate/pulverize/rockcrusher said tool head. Flint tools are a special case where they are normally crafted directly without making tool heads first (in fact, by default, most flint tool heads are uncraftable; the exception being the arrow head). I think it might be possible to get either change using Minetweaker, but not easily, because GT swords of different materials are distinguish by NBT data rather than by metadata.

  • yes it is normal for swords and axes to have fire aspect I, they do low damage and the fire doesn't help unless you let them burn between hits. also there is the zombie hitting you while on fire then burning you. soooo..... long story short, I don't see it as OP.

  • OK well, I just disabled flint tools in the config. Stick with wood and stone like normal I guess. Thanks for replies guys.

    recipes.cfg is mainly for machine-processing recipes. The lines about toolHeadSwordFlint are for the tool head separately, not the whole tool, and for being able to macerate/pulverize/rockcrusher said tool head. Flint tools are a special case where they are normally crafted directly without making tool heads first (in fact, by default, most flint tool heads are uncraftable; the exception being the arrow head). I think it might be possible to get either change using Minetweaker, but not easily, because GT swords of different materials are distinguish by NBT data rather than by metadata.