Maybe the main GT thread would have been a better place to post this.

[GregTech-5][1.7.10-FORGE-1355+][Unofficial but approved Port][Stable] Even GT5 Experimental is slowly getting stable.
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Yes, might be better, but i can say as simple answer: Normal blocks can only be 16 different ores in one block id, tileentities can take up to 32768 different ores in one block id. The main issue is, that Minecraft has a relatively low limit for block IDs. So if not using TEs, Gt would instead use all blockids that minecraft can handle alone. Actually some huge modpacks have the problem that they can't add new blocks since they reached the limit.
The TEs might need some more memory and traffic as normal blocks, but greg did so much optimizion here, that it does allmost not matter.
Well, i have tried placing ores manually after changing harvest level in config (first i thought that this depends whether they are generated or placed manually, but some work correctly, and some still have default harvest level, i'll test more for what ores do that).EDIT: Ok, i have tested every ore, there are quite a few bugged ones:
1. Ore is in config but not present ingame (Lemurite, Kalendrite, Ignatius)
2. Ore ignores any harvest level set in config, even defaults=> any version is harvest level 0, even granite versions (Cobalt, Shadowiron, Vyroxeres, Alduorite, Ceruclase, Midasium, Vulcanite, Sanguinite, Eximite, Meutoit)
3. Small ores work okay (config - 1), main ores are always level 0, even granite versions (Prometheum, Atlarus)
Using latest 5.09.11 if that matters. Strange thing is that some of GT versions of Metallurgy ores work okay, some not. Added this issue to your githubAnd another Q: i see that GT 1.7.10 ores use textures by type rather than one by one basis (as in 1.6.4), and only color changes. Is there still any way to specify texture and/or color for each ore? For example i want a few ores (coal copper tin bauxite iron redstone lapis and diamond) to have completely different clear textures, i can change vanilla versions in texture pack, but GT's still have it's own, which adds inconsistency if i want to mix normal generation via cofh and gt gen.
No idea why the config does not work, i will take a look at it.
Different textures are not possible. They are all generated from a few samples and special cases are not possible in that system.If the oil is pumped from under the bedrock, do I need to restart a world/reset chunks to get oil or will it retrogen and add oil in the already existing chunks when I update from 5.08 to 5.09 ?
(I'm not sure what retrogen means : it means that even if the chunk is already created, it will still spawn oil, right ? )
And about the pyrolyse oven (I haven't upgraded to 5.09 yet and there is no wiki page about it), which technology does it need ? I saw it needs ULV casings, but apart from that, which voltage and maybe something undoable without a certain tier of machines ?The oil is not actually generated but calculated. So no retrogen needed, it just works.
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Try to redownload the GT5 jar. Likely incomplete download.
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Our GT5U server is now open again. Turns out that the problem was Forestry 4. Again. That's five strikes now.
Hopefully things will get stabler in time... But I reccomend minimal use of Forestry content in the event we finally have to bite the bullet and remove it for the server's safety.
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I tried to craft basic circuit by importing basic circuit board and NAND chip into assembling machine using gregtech item pipe. However, either basic circuit board or NAND chip got stuck inside the item pipe, just like the assembling machine have only one available slot. For example, if basic circuit board occupied the 1st slot, NAND chip cannot be imported into 2nd slot. I also tried with robot arm, still not able to insert into 2nd slot. But when I tried crafting NAND chip with the same setup, it works perfectly fine, both red alloy wire and iron item casing can insert into the machine. So I am not sure what cause the problem. Do someone know how to fix it?
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Hello, why no GregTech combs?
UPD: I loaded new ver. and it's works fine.
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I tried to craft basic circuit by importing basic circuit board and NAND chip into assembling machine using gregtech item pipe. However, either basic circuit board or NAND chip got stuck inside the item pipe, just like the assembling machine have only one available slot. For example, if basic circuit board occupied the 1st slot, NAND chip cannot be imported into 2nd slot. I also tried with robot arm, still not able to insert into 2nd slot. But when I tried crafting NAND chip with the same setup, it works perfectly fine, both red alloy wire and iron item casing can insert into the machine. So I am not sure what cause the problem. Do someone know how to fix it?
You need to use a distinct side of the assembler for the second input slot.
Add a robot arm as cover to the side accepting items for the second input slot.
Use a screwdriver to configure the robot arm cover to second slot. -
Well, actually the issue is likely that the soldering fluid is missing. Add it and both crafting components should go in just fine without any robot arms or so.
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my guess is he forgot a step and didnt add the circuitry to the board first, but without seeing the setup all I can do is guess.
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I modified my setup to pump in molten tin first, assembler accept both ingredients and works now. This confused me a lot. Thanks guys
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Edit: Ok nvm, found my problem
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I added Railcraft to my collection of mods using Gregtech 5 Unofficial, can I turn off tin and copper spawning in the Railcraft config and still be able to craft everything using Gregtech tin and copper? I already turned off tin and copper in IC2.
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I added Railcraft to my collection of mods using Gregtech 5 Unofficial, can I turn off tin and copper spawning in the Railcraft config and still be able to craft everything using Gregtech tin and copper? I already turned off tin and copper in IC2.
Yes you can. You can turn off almost all ore gen of other mods. You can also generate veins with ores that aren´t generated by GT by default.
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Yes you can. You can turn off almost all ore gen of other mods. You can also generate veins with ores that aren´t generated by GT by default.
Oh, nice.
Could you tell us how to do it? -
Oh, nice.
Could you tell us how to do it?Just add the ore ids to one of the custom veins and enable the vein.
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it is necessary to add a vacuum freezer to use oxygen)
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Just updated to Forestry 4.1 and GT 5.09.11. The world doesn't load half of the time and just takes me back to the menu saying "violent error", no crash report.
And I got this crash, when looking for the charcoal pit recipe in NEI :
http://pastebin.com/XseApXFeNot sure if it's GT side or Forestry's so I haven't put it on GitHub yet
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Funny idea: over current on superconductors causes explosion rather than fire.
http://www.zdnet.com/article/lhc-wh…gnets-go-wrong/
Slightly better explanation (yet still brief and layman) of quench:
https://physics.stackexchange.com/questions/1060…limited-current -
I came across a bug Processing Array:
Processing Array structure: input output hatch/bus (32000/4 slot)
maintenance hatch energy hatch (32k eu/t)
16 basic Electrolyzer 32eu/t
Structure 64 Electrolyzer
1 overall input hatch 72000 (input water)
2 common out hatch 32000 (out hydrogen)
2 common input bus (empty cells) output (oxygen cells).during operation of the machine. oxygen cells -> out hatch (not in out bus) and disappear
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