NEI also shows no Nuggets.
That happens with the GregTech.cfg default setting:
To show GT nuggets in NEI, change that to:
NEI also shows no Nuggets.
That happens with the GregTech.cfg default setting:
To show GT nuggets in NEI, change that to:
Не совсем гайд, но там довольно подробно про них рассказано
спасибо за видео. вчера начали его ролики смотреть, и уснул xD а гайд о Needs Maintainance Cover не видел?
все до самого дошло)) крепил к Maintainance hatch xD
Hey BloodAsp,
A quick question regarding your modding tutorial for GT5U.
I can't seem to figure where you get the API.jar from.
Thanks.
automatic feed Brainteh in Maintenance Hatch?
How exactly does the Microwave Transmitter work?
Like do I just place a 512v one in the middle of some 32v machines and it powers them from a distance? Or what?
Hey BloodAsp,
A quick question regarding your modding tutorial for GT5U.
I can't seem to figure where you get the API.jar from.
Thanks.
The tutorial is outdated. The updated buildscript loads most mods while setup. You only have to manually add the API for nuclear control.
automatic feed Brainteh in Maintenance Hatch?
There is no way to automate the maintainance. It has to be done by hand. If you absolutely do not like it, there is an config to disable maintainance completely.
How exactly does the Microwave Transmitter work?
Like do I just place a 512v one in the middle of some 32v machines and it powers them from a distance? Or what?
It can wireless transfer EU to any other GT machine. Place it down, connect to power, set coordinates of targed machine in gui and apply an redstone signal.
Update GT 5.09.17
Added the GTExtras Modular Armor (For now stright and untested port. There are many bugs currently so i left the recipes disabled, but you can test them in creative and tell me the bugs).
Rised IC2 Reactor outputs (2x for electric, 4x for fluid, nerfed mox bonus in electric reactor from 5x to 2.5x).
...
Will add the list of bugfixes later once i have the time.
Does nuclear the boost require the configs to be regenerated or altered? We just updated and my reactors (2x quad uranium with an iridium reflector between them) still puts out only 160 EU/t. (It's electric)
Also does the boost increase heat too, or just energy?
Edit: Thorium did get the 2x boost. MOX also got a 2x boost, but is no longer affected by the reactor temp (0% or 69% both put out 10 EU/t with a single cell)
I did little testing on this release. Mox heat boost was fully untested, the uranium boost did work while testing, but maybe i broke it with an later change.
Will take a look at it tomorrow.
Bugs i know of in the modular armor:
Tooltip localisation broken.
Fluid handling broken.
Some missing models.
Boost items (motors, pistons,...) still for GT6 so not working in GT5.
Also found a crippling crash when a MOX cell depletes.
Had to revert the server to pre-.17. Too many critical bugs. 7 crashes in 2 hours, then the MOX thing and it's irreperable.
Hello guys, i have this EBF setup.
6 steam turbines. Every 2 steam turbines are connected to pump.
Every 2 steam turbines are connected with 2x tin wire to hatch.
6 turbines x 24k steam each = 144k steam.
When i start 120k eu operation, the closest 2 steam turbine are outputting energy very slowly. As result in some seconds operation stops. When i take a look, the closest 2 steam turbines have 22k of 24k left. Other 4 steam turbines have 0k of 24k left. So ofc it is not enough for 120k operation.
Who can tell me the reason why 2 closest steam turbine are not outputting steam at the same speed? All 3 x2 steam turbines combination in my setup are 100% equal. So they should be outputting steam also 100% equal. Please, i'm not looking for another setup(with batteries etc), i just want to figure out why my setup is not working.
I had a similar experience using batteries in 2 batt buffs back in the beginning of my GT5 series. one hatch or two hatches pull the mass of the power rather than it being spread evenly across all 3. I end up just using one large batt buff the next time I set it up and just used 8x cables to connect them.
I did little testing on this release. Mox heat boost was fully untested, the uranium boost did work while testing, but maybe i broke it with an later change.
Will take a look at it tomorrow.
Bugs i know of in the modular armor:
Tooltip localisation broken.
Fluid handling broken.
Some missing models.
Boost items (motors, pistons,...) still for GT6 so not working in GT5.
when I looked at .17 there was no recipes for the armor then I got a similar crash to the one on the server and reverted immediately.
I have a vague memory that someone else asked about this before, but I can't find it now: why won't the IC2 electric kinetic generator (which does EU -> kU) connect to GregTech cables to draw power from them? I was originally planning to use a machine controller and a shutter module to make sure it couldn't draw power when I wasn't processing anything in the turning table, but even with no covers on the cable at all, the electric kinetic generator clearly isn't connected to the cable (4x annealed copper, in case it matters)
I had a similar experience using batteries in 2 batt buffs back in the beginning of my GT5 series. one hatch or two hatches pull the mass of the power rather than it being spread evenly across all 3. I end up just using one large batt buff the next time I set it up and just used 8x cables to connect them.
This is an awful bug. Such behaviour has no logic. How even gt was released with such flows? And who even made the code to make it work such way...? As a programmer i blame him.
This is an awful bug. Such behaviour has no logic. How even gt was released with such flows? And who even made the code to make it work such way...? As a programmer i blame him.
It's not a bug, it's just how the system was designed. The GT electric system works by pulling energy from the nearest energy source that hasn't reached its amperage limit for that tick in a deterministic manner. As such, if you have multiple battery buffers, it'll pull from the closest one first, only pulling from farther ones when more amperage is requested than the first buffer can provide, or if the first buffer runs out of energy.
But if you read my message, i have 3 standalone systems. 3 x (2 steam turbine + hatch). Each hatch has 2 Amperage. So all 3 systems should be working independently consuming steam Evenly. But it doesn't.
Update GT 5.09.18
Fixes many of the bugs in yesterdays update.
when I looked at .17 there was no recipes for the armor
No recipes for the armor is intentional for now until they seem stable enough to allow players to craft them on servers. Currently they would likely just annoy the server admins.
But if you read my message, i have 3 standalone systems. 3 x (2 steam turbine + hatch). Each hatch has 2 Amperage. So all 3 systems should be working independently consuming steam Evenly. But it doesn't.
Your discription os not really easy to read. "steam turbine are not outputting steam at the same speed?" What?
For me this looks like the turbines simply do not get enough steam... Also, do not blame a programmer before it is not sure what exactly is broken. Maybe it is just your setup not trought trough.
I have a vague memory that someone else asked about this before, but I can't find it now: why won't the IC2 electric kinetic generator (which does EU -> kU) connect to GregTech cables to draw power from them? I was originally planning to use a machine controller and a shutter module to make sure it couldn't draw power when I wasn't processing anything in the turning table, but even with no covers on the cable at all, the electric kinetic generator clearly isn't connected to the cable (4x annealed copper, in case it matters)
The Electric Kinetic Generator doesn't actually implement IEnergySink, and instead does some other magic to add itself to the E-net, so I guess the GT cables suffer from this the same way Immersive Engineering cables do from this and don't register it as an EU thing.