[IDEA]
BloodAsp, is it possible to add Ties 2 ProcArray, made from for example Europium and with ability to contain up to 32 (or 64) machines?
[IDEA]
BloodAsp, is it possible to add Ties 2 ProcArray, made from for example Europium and with ability to contain up to 32 (or 64) machines?
I like the idea of a better processing array, but it should use the Europium in addition to the tungstensteel (similar to the fusion reactor upgrades), because otherwise it gets to easy, europium is quite cheap once you got a fusion reactor...
Europium in addition to the tungstensteel
Agree
Honestly the fusion casings that already exist seem like a good candidate without having to add more blocks though adding more blocks may be a good idea (more expensive PA machine makes sense too).
the fusion casings that already exist seem like a good candidate
agreed too
Hi. I played factorio and I found a concept that I think will fit in GT just nice.
The idea is to use liquids to craft. This can be thought as an extension to fluid solidifier. You take some liquid molten iron, some molten copper, some liquid alloy, some liquid tin (throw there something else probably, like wiring) and get circuits. (for example).
You uhhm mean like the Assembler, that uses Molten Soldering Stuff to make Circuits?
You uhhm mean like the Assembler, that uses Molten Soldering Stuff to make Circuits?
Yeah, but its more like adding a final element for making a circuit.
I mean to craft the whole thing with molten metal. A more advanced machine to mass-produce circuits by pumping molten metals in the machine. Maybe not only circuits. Some more advanced parts, like robot arms and stuff with better effectivness. And finally a good reason to store metals in liquid form.
With the aid of an awesome tick rate mod I can confirm that running a turbine blade to the end of its life just deletes the blade and doesn't blow anything up. Since blade maintenance was added this is still very undesirable since a lot of material goes into blades but if you log out for a month on a loaded server your base might still be usable, especially if you cache a a few blades in chests.
Anyone here know how to update lwjgl in Forge? I want to do such to try and fix a clientside input bug, but all the tutorials are for default location in .minecraft\bin\
Speaking of lwjgl does anyone know if it's possible to do occlusion culling of render calls? It's probably an "impossible" to fix vanilla issue but I don't think my frame rate should drop to 2 fps because I look at a stone wall with 500 ae2 blocks behind it.
It is something that 1.8 has fixed.
Unfortunately however, neither GT6 nor GT5U supports 1.8
How difficult would it be to do simultaneous MC version releases in GT?
I just let you know, if you want to experiment/play with Gregtech 5.09 Experimental, there is now a published cutting edge mod-pack with it in ATLauncher.
PM Me if you can't find it by yourself. I won't name it here unless Blood allow it.
You can join my server, too. We <3 technology.
Bloody, something related to the armor.
Since you didn't transfer GTExtras, this idea might be a bit more valuable than if you did it already. Warning that some idea you already had might be in this.
So, how about armor classes or rather upgrade branches?
* Combat branch
Generally needed for protection- Enchances protection on each installed upgrade by 2% (might be too much, numbers are abstract)
- Enchances melee damage on each installed upgrade by 3%
Helmet:
Visor enchancer - (toggleable nightvision; can show mob health, armor status and something else - simmilar to nanovisor in IC2)
Antidote - (significantly lowers duration of negative buffs)
Chestplate:
Biceps/Triceps enchancer (higher melee damage)
In-suit medical assistance (injects "healthy" morphine when your HP is low - boosting regeneration and speed)
In-suit combat enchancer (injects painkillers/combat serum after player's request - boosting protection and possible strenght)
In-suit reflex booster (injects Mountain Dew some neurons signal transmission booster - your melee attacks becomes AOE; toggleable)
Health increaser (permanently increasing maximum health capacity)
Fire extinguisher (obvious)
===
(not sure about these, since plates are already allows you to choose between those types of protection; Maybe dedicate few special metalls/alloys and tier them for those buffs?)
- Protection up
- Fire protection
- Blast protection
=
- Poison protection
- Magic protection (protects from TC, Botania and other mods magic)
Legs:
- High weight plating (lesser knockback)
* Adventurer branch
Generally needed for movement enchancements- Each upgrade increases ranged damage by 5%
- Each upgrade increases movement speed and jump height by 1,5%
Chestplate:
- Cloak module (allows to become invisible using energy)
- Speed up module (toggleable quantum leggins-like sprint)
- Jetpack
*Heavy jetpack - knockback reduction, slower than normal Jetpack (by default requires more fuel depending on the overall weight)
*Builder's jetpack - Balancing jetpack (Creative-like flying ability thanks to advanced jetpack)
*Adventurer's jetpack - faster flight, higher energy consumption
*Engineer's jetpack - original version; everything is balanced.
- Glider (obvious)
Legs:
- Feather Falling
- Speed enchancement (permanently increases overall movement speed)
- Jump enchancement (permanently increases jump height)
- Block step assist (obvious)
- Swim enchancer (speeds up speed and also mining speed underwater)
* Engineer branch
Generally needed for batteries
- (for every armor piece) Battery enlargement upgrades (more energy capacity)
Helmet:
-Allows you to see pipes and cables through walls (hard to implement)
Chestplate:
- Saves your inventory upon death and removing this module (3 tiers: 1 tiers - only armor; 2 tier - armor + hot invenotry; 3 tier - whole inventory; simmilar to TF charms of keeping)
- Integrated omni-tool/tools from other mods (something hard to implement with finite durability)
- Extra bag (more inventory slots)
- Integrated crafting table (obvious)
- Allows you to charge wirelessly (from IC2 chargepads)
- Battery enlargement upgrades (more energy capacity)
Legs:
- Engineer's bag (Additional 9 slots for ENGINEER related stuff)
- Builder/Miner branch
Generally needed for Miner/Builder enchancements
Helmet:
- couldn't come up with some name; irrelevant (can visually change the look of the blocks only for yourself)
- in-built scanner (?)
Chestplate:
- In-built chisel (allows you to chisel multiple stacks of blocks at once)
- Mining enchancer (can temporary increase mining speed)
- Drill enchancer (can temporary silktouch/luck the drill)
- Build enchaner (something like TC wand of exchange?)
- Air block placer (allows to place blocks in the open air, toggleable)
Legs:
- Pockets for builder related stuff (9 slots)
- ? (Allows you to reach higher distance to place blocks)
You shouldn't look at this like on the each individual class. Try to think like those upgrades are available for everyone and you can combine them anyhow.
Also weaponary module is needed. And look customization would be fantastic.
Iron nugget in a vanilla furnace does not work at all
Iron ingot in vanilla furnace give iron nuggets.
Then how do you make the igniter early game?
Iron nugget in a vanilla furnace does not work at all
Iron ingot in vanilla furnace give iron nuggets.Then how do you make the igniter early game?
I have .11 version of GT5 Experimental and iron nuggets smelting does work for me.
I have .11 version of GT5 Experimental and iron nuggets smelting does work for me.
Thank-you.
It turns out our iron nugget to steel nugget furnace recipe removal tweak was too broad and killed the wrought iron nugget recipe.
Replaced:
by: