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

  • Just a question: I am intending to add custom ore mixes in the World Generation config file. However, minecraft crashes upon loading when I enable the new ore mix as true in the config file. Here is the custom mix:

    00 {
    I:density_0=3
    B:EndAsteroid_false=true
    I:MaxHeight_0=120
    I:MinHeight_0=5
    B:Nether_false=false
    I:OrePrimaryLayer_-1=81
    I:OreSecondaryLayer_-1=84
    I:OreSporadiclyInbetween_-1=84
    I:OreSporaticlyAround_-1=-84
    B:Overworld_false=true
    I:RandomWeight_0=1
    I:size_0=24
    B:TheEnd_false=true

    I've also attached the crash report for reference.

  • @bloodASP do you have integrated galactigreg into the GT5.09 branch?

    Edit: the GT 5.09.xx changlog link refers to it self / the GT 5.09.xx can't be found on the changelog page.


    The link from the changelog contents refers to the same page, but the link that's part of the actual changelog goes to the experimental changelog. As far as I can tell from that, only the end asteroids were migrated from GalacticGreg to GT 5.09, not the ore generation on Galacticraft planets.

  • Hello,

    Sorry for sarcasms below, but while I plan my large turbines setup, I can't find satisfactory monitoring solutions.

    Here are the issues I struggle with:

    • It seems wireless Redstone transmitters channels are shared across all players. If so; how can I prevent one player interfering with other player machinery/regulation by emitting in an occupied wireless channel?
    • Machine Casings can not transmit Redstone. In order to pick a Redstone signal from a cover(Need Maintenance) I have to place some non-Casing (Input hatch) next to Maintenance Hatch (because an input hatch is the only non-Casing allowed at that place in Large Turbine. Stick a Wireless Redstone Transmitter cover to the Input Hatch next to the Need Maintenance Cover on the Maintenance Hatch to piggy-back need maintenance cover Redstone signal on a hopefully unoccupied Wireless Channel. This, because all edges and corners of a Large Generator are made of Redstone incompatible Turbine Casings.
      This looks very inconvenient.
    • So, after dealing with 1. and 2. inconvenient setup; how do I monitor exhausted turbines to be replaced?
      Say I have 12 Large Generators here.
      These may not run continuously or on equal load.
      Turbines will need replacement at various times.
      If I don't want to go checking each turbine routinely and don't want to handle a maintenance log (I want to play and have fun. Having have another boring and unpaid duty in a virtual world is not fun).
      So I seek a way to report Need Maintenance and Dead Turbines alerts or possibly Turbine Remaining Durability in a central monitoring panel, I could check in a blink; rather than go about controller and maintenance hatches of all 12 Large Generators.


    Here is how my initial layout look like:
    I have not set input hatch next to maintenance hatch and think I will be forced to. Any alternate solutions are welcome.

    Aside questions. Blood-Asp merged today new tiered turbine casings. My concern is it will break my existing Plasma Generators; as the new code now requires Robust Tungstensteel Turbine Casings.
    I have a possibility to cheat give me, new casings to not waste those in use now. Is there a turbine casing in-world migration plan? Sound unlikely as Casings are non-ticking tiles. But controller could convert old casings if found during structure integrity check. Would be ok if old casings recipes are removed.

  • 1. There are 2.1 billion frequenzys for wireless Redstone. Choose Channels outside the first 1k and there should be no issue.

    2. The needs maintainance Cover goes on the controller block, not maintainance Hatch. The maintainance Cover has special Code to output its RS Signal on the opposite side of the block as well were it can be send by using an wireless Transmitter(in) on the same controller block. So no other block for Cover needed.

    3. The needs maintainance Cover also outputs a Signal when the Turbine is below 25% Dura. Also Nuclear control Information Panels can now directly Show remaining Dura.

    4. The Turbine casing will have to be changed by Hand. The old ones will have Recycling recipes, so no Materials lost.

  • 1. There are 2.1 billion frequenzys for wireless Redstone. Choose Channels outside the first 1k and there should be no issue.

    2. The needs maintainance Cover goes on the controller block, not maintainance Hatch. The maintainance Cover has special Code to output its RS Signal on the opposite side of the block as well were it can be send by using an wireless Transmitter(in) on the same controller block. So no other block for Cover needed.

    3. The needs maintainance Cover also outputs a Signal when the Turbine is below 25% Dura. Also Nuclear control Information Panels can now directly Show remaining Dura.

    4. The Turbine casing will have to be changed by Hand. The old ones will have Recycling recipes, so no Materials lost.


    Thank you very much, that make it very clear now.

    Could you please have a look at https://github.com/Blood-Asp/GT5-Unofficial/issues/502
    Either I did not understand how Fluid Regulator Covers works or there is an inverted logic issue.

  • Hey,
    I have run into a problem when I load or create a world on singleplayer. I have narrowed it down so that I know the problem is between Gregtech and Forestry. Even with no other mods installed but Gregtech, ic2, and forestry the issue persists. The game doesn't crash, I just get the message "The state engine was in incorrect state ERRORED and forced into state SERVER_STOPPED. Errors may have been discarded." in the console and the game closes to the main menu. I am using Gregtech 5.08.33 and Forestry 1.7.10-3.6.6.24. I am using the FTB launcher. Do you know any way I could fix the problem?
    Thanks a lot

  • I do believe your issue is GT works with Forestry 4. either turn off the GT bees or update to Forestry 4. My guess is your using Forestry 3.6 for binnies mods, if so lookup Binnie patcher by Chalcohead, then you can run Binnie's with Forestry 4.

  • I do believe your issue is GT works with Forestry 4. either turn off the GT bees or update to Forestry 4. My guess is your using Forestry 3.6 for binnies mods, if so lookup Binnie patcher by Chalcohead, then you can run Binnie's with Forestry 4.

    Ok thanks a lot I fixed the problem after installing Forestry 4 and gregtech 5.09.21

  • Ok thanks a lot I fixed the problem after installing Forestry 4 and gregtech 5.09.21


    I feel like this should be put in the main post somewhere; GT 5.08 requires Forestry 3; GT 5.09 requires Forestry 4 (or requires manually disabling compatibility for Forestry 3)

  • I feel like this should be put in the main post somewhere; GT 5.08 requires Forestry 3; GT 5.09 requires Forestry 4 (or requires manually disabling compatibility for Forestry 3)


    Actually, since GT 5.08 doesn't include bees, I would expect it to work with either Forestry 3 or 4. What you said about GT 5.09 seems accurate, though.

  • 1280 Plutonium would require 6 * 9 * 400 * 1280 = 27648000 (or ~422 full chunks) red granite.


    I know this is a significantly belated question, but temporarily setting aside the more efficient choices like plutonium ore (which only generates by default in GT 5.08, not in GT 5.09) or thermal-centrifuging depleted uranium rods, how does one get plutonium from red granite? Maybe recipes have changed, but in the current build of GT 5.09, I don't see a way to do that.

  • I know this is a significantly belated question, but temporarily setting aside the more efficient choices like plutonium ore (which only generates by default in GT 5.08, not in GT 5.09) or thermal-centrifuging depleted uranium rods, how does one get plutonium from red granite? Maybe recipes have changed, but in the current build of GT 5.09, I don't see a way to do that.


    There is a small chance to get small amount of uranium when macerating red granite. Then either centrifuge uranium dust or use uranium as nuclear fuel to get plutonium. Doable, but probably just for fun.


  • There is a small chance to get small amount of uranium when macerating red granite. Then either centrifuge uranium dust or use uranium as nuclear fuel to get plutonium. Doable, but probably just for fun.


    Let's see, a 1% chance to get a small pile of U-238 when putting red granite or red granite cobblestone in a universal macerator (not sure how I failed to notice that recipe), then a 2% chance to get a tiny pile of plutonium-244 by centrifuging the dusts? That doesn't sound fun, that sounds masochistic. However, I suppose if one were playing on a server with limited mining area and was having very bad luck finding any uranium or pitchblende veins (and for whatever reason couldn't trade with other players to get uranium or plutonium), it might be necessary to get it that way.

    P.S. I don't really have much interest in playing on servers, but I am a bit curious how much area is typically allotted per player on servers for mining GregTech ore veins.