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

  • stones over stones, next crash on my way to gregtech, again, not sure what all the console output is relevant, all I know, GT crashed during Transition from Postinitialisation to avail.

    once again I need the help of you, professionals, to figure out why thing are going on and how to fix it.

    For refference the logfile:

    crashlog


    Thanks for the futher help in advance.

  • stones over stones, next crash on my way to gregtech, again, not sure what all the console output is relevant, all I know, GT crashed during Transition from Postinitialisation to avail.

    once again I need the help of you, professionals, to figure out why thing are going on and how to fix it.

    For refference the logfile:

    crashlog


    Thanks for the futher help in advance.

    Update foresty to 4.1.x or disable the bees in the config.

  • I know that GT5u has added multiblock generators for steam, methane/biogas, and plasma, but unless I'm mistaken, there is no similar multiblock generator for liquid fuels, such as ethanol, diesel, and nitro-diesel. Was that deliberately skipped? If so, why?

    No large diesel generator, eventhough oil processing become really important in 5.09. We really need one.

  • Has anyone else noticed igneous extruder > matter condenser > recycler?

    I meatballed about 1000 igneous extruders for Be+D which is excessive but I want to see it built for science. Maybe a bunch of simple TE machines don't add much load if TE is properly optimized.

  • crash when GT bees are placed into beealyzer. Forestry 4.2.0.823/4.1.1.46 GT 5.09.11 Forge 10.13.4.1564/10.13.4.1492

    Display Spoiler


    Time: 14.11.15 15:55
    Description: Rendering screen

    java.lang.NullPointerException: Rendering screen
    at forestry.core.genetics.Genome.getActiveAllele(Genome.java:185)
    at forestry.core.gui.GuiAlyzer.drawChromosomeRow(GuiAlyzer.java:102)
    at forestry.apiculture.gui.GuiBeealyzer.drawAnalyticsPage1(GuiBeealyzer.java:136)
    at forestry.apiculture.gui.GuiBeealyzer.func_146976_a(GuiBeealyzer.java:79)
    at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:78)
    at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1357)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.launcher.components.Game$5.run(Game.java:262)
    at java.lang.Thread.run(Unknown Source)


  • It seems that Dark Oak (which is a vanilla wood type) will count as wood for starting the charcoal pit fire, but does not get turned into charcoal when the process is finished.

    Has anyone else noticed igneous extruder > matter condenser > recycler?

    I meatballed about 1000 igneous extruders for Be+D which is excessive but I want to see it built for science. Maybe a bunch of simple TE machines don't add much load if TE is properly optimized.


    The GT dev is not responsible for balancing around intermod exploits. Server admins and pack owners are the ones who need to blacklist items properly.

  • I

    It seems that Dark Oak (which is a vanilla wood type) will count as wood for starting the charcoal pit fire, but does not get turned into charcoal when the process is finished.


    The GT dev is not responsible for balancing around intermod exploits. Server admins and pack owners are the ones who need to blacklist items properly.

    've had this too! I made the biggest possible Pit filled it with dark oak-> The Igniter runs for ages, but nohing happens with the oak.If you use a scnner it gets no errors but the remaining cycle time stays at 620s. Funny thing to notice, if you replace the dark aok with other logs they instant onvert to charcoal :thumbup: Have done this serveral times!


  • The GT dev is not responsible for balancing around intermod exploits. Server admins and pack owners are the ones who need to blacklist items properly.

    Are you saying it's an exploit? I know I'm not. I made this pack from the ground up and I could easily blacklist whatever I want. I don't see it as an exploit though. It's expensive, it takes effort, and if it doesn't compromise the server then I'll do it. I was posting here explicitly asking if anyone else has done it because there aren't any other mods that I'm aware of that even have practical uses for a thousand tile entity projects.

  • Anyone know if you can grow steeleaf plants with anything other than a block of steeleaf under them? We don't have twilight forest but we do have steeleafs from crossbreeding.

    Quote

    Quoted from "zorn":
    People can't handle losing. Lots of new games are like this. My son's Lego games? You die and respawn on the spot, just lose a bit of money. It's made so that anyone can win, even the worst players. Like TE, or EU. They say that IC2 is 'keeping them from moving on' but can never say what that is. In reality they just failed, blew up a bunch of stuff, and their fragile egos couldn't take it so they gravitate towards mods designed to guarantee that you succeed.

  • There is only forestry in the stacktrace. So go to them first.

    James Mitchell<notifications@github.com>
    Mezz:

    Thanks for the report!
    I'm pretty sure this is a GT5 issue, please report here:
    https://github.com/Blood-Asp/GT5-Unofficial/issues

    Forestry bees and Magic Bees bees are working fine, but the GT bees are returning null there for some reason.
    I assume there is a mistake in the way they are created.
    Anyway, it has been reported to their Github so let's keep conversation there.

  • there's a crash with 'clay bees' too, according to several of my players, but apparently none of them will report it themselves and I haven't encountered it (I don't use bees) so... ask Bear or Xarses or Jerome, I think those are the three affected.

    Quote

    Quoted from "zorn":
    People can't handle losing. Lots of new games are like this. My son's Lego games? You die and respawn on the spot, just lose a bit of money. It's made so that anyone can win, even the worst players. Like TE, or EU. They say that IC2 is 'keeping them from moving on' but can never say what that is. In reality they just failed, blew up a bunch of stuff, and their fragile egos couldn't take it so they gravitate towards mods designed to guarantee that you succeed.

  • yes Clay bees. when a clay drone and princess are combined crashes the game every time. I have tin bees that have caused no issue. they where made with forestry 3 before the the last GT update, but with the newest GT and forestry 4.1 new creations crash. also the clay bees are way to easy to create.
    I never reported because of the crash log showing only forestry issues, but knowing it was a GT problem.

  • How do you simulate your nuclear reactors?
    There's the old reactor planner, but with the massive changes IC2E and GT5u I'm not sure how accurate it is anymore, and I'd hate to blow up my base because the planner was outdated.