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

  • I should also mention that the platinum ore texture is either missing or the name is not aligned to what the code references.
    This isn't a huge game-breaking problem, but it sure does make platinum ore look "interesting"


    I don't think that's GregTech platinum ore, because it has a metadata value of 9, while platinum ore from the latest GT5 would have a metadata value of 85 (or 2085 for the endstone version).

  • I should also mention that the platinum ore texture is either missing or the name is not aligned to what the code references.
    This isn't a huge game-breaking problem, but it sure does make platinum ore look "interesting"


    Go install Waila so you can see which mod that ore is actually from so you can make sure your complaint is directed at the correct mod.

  • Hello Blood,
    Great work on GT5U, I absolutely love the things you have added and how you actually made GT5 properly playable.

    For a long time, there has been a strange rendering bug. Every gem ore, with the exception of opal, seems to render as plain stone (or whatever base stone is used to render on top of). I believe at some point, someone pointed this bug out on the original Gregtech thread by GregoriusT, but since GT5 is in your hands now and GT6 doesn't seem to have this problem I thought it might be a good idea to tell you about it.
    The bug may be mac/osx related (since that is what I use at the moment), and it seems to have little to do with the version of the OS (it's been there for at least 4 iterations of OSX now). Is there anything that Gem ores do different in their rendering than metal ores? If so, it might be a bug somewhere in there.

    Edit: Opal has the metal ore mask, not the gem one, so that is probably why it renders properly. Ores with other masks, like lignite and bastnasite render just fine.

  • Hello Blood,
    Great work on GT5U, I absolutely love the things you have added and how you actually made GT5 properly playable.

    For a long time, there has been a strange rendering bug. Every gem ore, with the exception of opal, seems to render as plain stone (or whatever base stone is used to render on top of). I believe at some point, someone pointed this bug out on the original Gregtech thread by GregoriusT, but since GT5 is in your hands now and GT6 doesn't seem to have this problem I thought it might be a good idea to tell you about it.
    The bug may be mac/osx related (since that is what I use at the moment), and it seems to have little to do with the version of the OS (it's been there for at least 4 iterations of OSX now). Is there anything that Gem ores do different in their rendering than metal ores? If so, it might be a bug somewhere in there.

    Edit: Opal has the metal ore mask, not the gem one, so that is probably why it renders properly. Ores with other masks, like lignite and bastnasite render just fine.

    Im on Linux, and many my frends too. Please, attach screenshoots of bug. I want to see.

  • You are not using a resoure pack, right? Are there other Mac users that have the same problem? Any bug i can not replicate in my dev setup is extremely difficult to fix. Like trying to defuse a bomb 20 m away by throwing stones at it...

    Yeah, as I said, it was posted on the original gt thread. I believe it was another mac user but greg said he didn't know because "he didn't apple and he never will", or something along those lines. x)
    Funnily enough (And at the same time annoyingly), it doesn't matter at all if I use a texture pack or not. With or without it, the gem textures are never shown.

  • Update GT 5.09.16
    *Fixed cables acting strange when missing RF api.
    *Fixed platinum group processing eating cells.
    *Cleanup crop class.
    *Crop stats change.
    *Graphene recipe more efficient.
    *Screwdriver + shiftclick going over 0 fix.
    *Screwdriver shiftcklick for covers.
    *Fixed Single use batterys stacking.
    *Fix ore achievements not respecting changed worldgen config.
    *Iridium reinforced recycles incomplete.
    *Solar/coal boiler nerv.
    *Added Underground biomes stone processing.
    *Biomass now needs water, biogas a bit less efficient in destillation tower.
    *Pump/conveyors only use energy when transfering.
    *Fix bee recipe nerv/change crop processing.
    *Fixed end asteroids spawning red granite ores.
    *Nuclear control sensor stack should not stack.
    *Nuclear control teleporter support.
    *Nuclear control display overflow with ultimate batterys fixed.
    *Fix dimensional teleporter work only with egg and plasma.
    *Seismic prospector now ignores small ores.

  • What were the coal/solar boiler nerfs?

    Good work on all the bugfixes, finally starting to get that list down! Did you fix the ender asteroids not spawning also?

    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.

  • What were the coal/solar boiler nerfs?

    Good work on all the bugfixes, finally starting to get that list down! Did you fix the ender asteroids not spawning also?

    Coal Steam boilers now do not work anymore with automation, so refueling and removal of ash must be done by hand. One stack coalcoke last about 12 hours, so should be fine. The solar boiler is slowly calcinating. Starts after 12h, after 24h it is down to 50% efficiency, 48h down to 25% efficiency. To clean/reset the calcination, the solar boiler must be picked up and placed down again. So some work by hand every 24h so they stay efficient. Setup and forget setups tend to be spammed, so it is against that.

    As i wrote in the github issue: The asteroids in the end did allways spawn. Just the spawnrate is really low, so it needs a lot of searching.

  • Blood Asp
    I feel torn on nerf, but I understand it is as necessity to encourage better power generation, now what should I upgrade my power station too.


    I improved allmost every other way of powergen before. Oil became about 2x as powerfull 3 updates ago. The 5.09 switch made large boilers quite efficient. There is biofuel from IC2. Single use batterys are now usable for powergen. Either as byproduct from other processing chains or directly fueled by sulfur.

    I will also improve nuclear so that it really fills the step before fusion. Did some prepareations so far, the real power boost will come soon.

    The last thing i want, is that people stay all the time at the first tier of boilers and only build more of them. I prepared enough alternatives before this nerv so no one can complain.