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

  • 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.

    @Blood-Asp I really can't find how it is supposed to output a Redstone signal when turbine is below 25%.
    Reading source code, I found nothing about a turbine durability check for Redstone emission:
    https://github.com/Blood-Asp/GT5-…intainance.java


  • Magnetic materials retain same physical properties.
    A magnetic sword is no better than a blessed sword.
    A magnetic screwdriver tip has some use in real life. But in Minecraft, there is nothing like tiny screws handling mishaps.
    Even a Minecraft Compass does not use a magnetic iron rod ingredient.


    You sure have a point there, but why exactly does a regular Steel Sword has Sharpness II, while a magnetic Steel Sword does not? Or does magnetism prevents it from being sharpened? x-x

    Also, what exactly is the point of radioactive tools? Most of them (Excluding Naquadriah for example) have no clear benefits towards other, more common materials, but have the massive drawback of the radioactivity enchantment. While it sure is realistic, nearby entities (Mobs, Animals) should be effected by the radioactivity too, to make it atleast somehow worthwhile, given the requirement of a Hazmat Suit (which doesn't has much durability) to even properly use them.

    Is it possible to repair GT 5 Meta tools?

    By the way, are there any plans to add Chrome-Vanadium-Steel? It is a more or less common Steel IRL for tools for example. This could also add a bit more use to Vanadium, as its only use so far is for Vanadium-Gallium wires/cables.

  • Is it possible to repair GT 5 Meta tools?


    Sort of. GT electric tools at least can be put in a disassembler, as long as they haven't completely broken, to get back some or all (depending on the machine tier) of the components used to make them, though afaik it doesn't provide a way to determine ahead of time how much time (and EU) it will take for a given disassembly.

    By the way, are there any plans to add Chrome-Vanadium-Steel? It is a more or less common Steel IRL for tools for example. This could also add a bit more use to Vanadium, as its only use so far is for Vanadium-Gallium wires/cables.


    GT 5.09 has Vanadiumsteel (which includes chrome in the mix).

  • Also, what exactly is the point of radioactive tools? Most of them (Excluding Naquadriah for example) have no clear benefits towards other, more common materials, but have the massive drawback of the radioactivity enchantment. While it sure is realistic, nearby entities (Mobs, Animals) should be effected by the radioactivity too, to make it atleast somehow worthwhile, given the requirement of a Hazmat Suit (which doesn't has much durability) to even properly use them.


    Use Radio-Active materials to craft arrow tips and arrows.
    They are very handy to fight the Ender Dragon.
    RadioActive material arrows only harm target on hit. So they are safe in your inventory.


  • Exactly. If it weren't blacklisted, you could set up a Rock Breaker machine feeding into the recycler, and very quickly get absurd quantities of scrap, with full automation.

    Well, now you just need to extend it with a auto crafting table that crafts something not blacklisted and you have the same automation again...
    Not really a solution to that issue.

    It would be better to work with some kind of scrap values that determines how much scrap you can get out of a given material. The recycler then should count those values and produce a scrap item after a given value is reached.
    In that case cobblestone or stuff like that should get a quite low scrap value that makes that automation above not really valuable.
    On the other hand you should accept that cobblestone (or equivalent stuff) is still matter and at least because of that should have some kind of effect on getting scrap or UUA.
    At the end it should be changing one form of matter using a quite huge amount of energy into another form of matter.
    Because of that the Mass Fabricators shouldn't produce UUM without a given amount of UUA.
    At the moment you can get UUM without any kind of scrap/UUA which makes much less sense except you want to produce UUM out of pure energy. But as E = mc2 states this should require a REALLY huge amount of energy in that case and a large multi block machine like a fusion reactor...

  • I had a similar idea where you had set value for each material kinda like the atomic number, but a bit different do to balance. then the more complex, or rare a material was the more EU and UU needed. but the UU would be just a base, you would need to add in the elemental material, protons & electrons, from the recycled materials. UU would be from everything recycled, think of it as neutrons. stone and such would only give that UU call it UUN. then you would need to add UUE and UUP to it to get to the atomic number your wishing to create. then everything could be recycled. the only thing I would blacklist would be microblocks and and such. parts or machines would need to be recycled in arc furnace or macerator first.

  • I had a similar idea where you had set value for each material kinda like the atomic number, but a bit different do to balance. then the more complex, or rare a material was the more EU and UU needed. but the UU would be just a base, you would need to add in the elemental material, protons & electrons, from the recycled materials. UU would be from everything recycled, think of it as neutrons. stone and such would only give that UU call it UUN. then you would need to add UUE and UUP to it to get to the atomic number your wishing to create. then everything could be recycled. the only thing I would blacklist would be microblocks and and such. parts or machines would need to be recycled in arc furnace or macerator first.


    The most representative recycle value already exists in fuel value.
    It represent the amount of chemical energy contained.
    That would still make stone products with 0 recycle value. I think this is ok and balanced.
    That would also allow recycling fluid fuels with high scrap rate.

    I'd use the following formula:
    scrap_chance = fuel_value / 1600

    Would give the following rates:
    Wood Stick → 100 / 1600 = 6,25%
    Wood Slab → 150 / 1600 = 9.375%
    Wood Log/Plank/Dust → 300 / 1600 = 18.75%
    Coal/Charcoal → 1600 / 1600 = 100% (1 scrap for each)
    Lithium dust → 6000 / 1600 = 375% (3.75 scraps for each)
    1000L Diesel → 25000 / 1600 = 1562.5% (16.62 scraps for each 1000L)
    1000L LPG → 30000 / 1600 = 1875% (18.75 scraps for each 1000L)

  • Just turning it down to fuel values is quite too unbalanced and unsatisfactory in my opinion.
    Iron for example has no real fuel value but is still a valuable material. And stone or cobblestone aren't completely useless at all even if there are plenty of them available.
    And to be honest, stones are a mix of different minerals and possibly rare earth (depending of the stone type) that can be possibly quite useful if they are extracted or separated.
    The main issue there in my opinion is that cobblestone can not only be mined but also infinitely produced using machines like the Rock Breaker or by simply placing water nearby lava.
    That is why stone or especially cobblestone needs to have a low value (but still a value) when it comes to produce something like scrap for the Amplifier in order to balance it out somewhat.
    And/or it should require more time and energy to be processed into scrap. That could balance it out somewhat more.
    And I would still make scrap/UUA a requirement in order to produce any UUM.

    Maybe different types of scrap would be also interesting to balance it out a bit.
    Light Scrap = small amount of UUA per unit
    Medium Scrap = medium amount of UUA per unit
    Heavy Scrap = large amount of UUA per unit
    Very Heavy Scrap = very large amount of UUA per unit.
    Two factors should decide what type of scrap should be produced out of an item/block:
    1. The overall atomic weight of the item
    2. Can it be produced infinitely and how easy and fast does the production work?

    About the different UU stuff:
    The idea itself is not so bad but any element (or atom) consists of protons, neutrons and electrons, just in different amounts.
    In that case I would suggest different energy requirements to split up different materials like wood or stone into the atomic ingredients. In that case stone or cobblestone should require a high amount of energy and time to be divided into the different atomic ingredients in order to balance it out.
    The amount of the ingredients could be measured accordingly to the overall atomic weight of an item/block.

  • Gregtech is just implementing IC2 API with its machines.
    All these thoughts and suggestions on handling recycling values should be directed to IC2.

    IC2.ini has a whitelist feature, at least you can create your own recyclable item list there.


  • I'm not so sure those claims are entirely accurate. UUA is GregTech-specific, and the GT Replicator behaves very differently from the IC2 Replicator.

    Also the ic2.ini has a quite different blacklist for the IC2 Recycler. There is no cobblestone in the blacklist, for example.

    By the way: I couldn't find a blacklist for the GT Recyclers anywhere in my GregTech config files. Is that blacklist hardcoded or should I regenerate my config files for GregTech?

  • Also the ic2.ini has a quite different blacklist for the IC2 Recycler. There is no cobblestone in the blacklist, for example.

    By the way: I couldn't find a blacklist for the GT Recyclers anywhere in my GregTech config files. Is that blacklist hardcoded or should I regenerate my config files for GregTech?


    It's not entirely hardcoded, but it's less intuitive to find the options. They're in the "disabledrecipes" section of recipes.cfg. You can look at https://github.com/Blood-Asp/GT5-…listLoader.java to see what other items are blacklisted when those options are enabled. Those are in addition to any items blacklisted in IC2.ini.

  • Hello there!
    AFAIK, GT can generate "strange" (non-realistic) ores (such as mob drop ores, clay, glowstone as ore, etc.). But these ores by default haven't any usages at all. After reading bunch of code on GitHub I understood, that GT adds ore to OreDictionary and adds processing recipes for it, only if type of it's material has specific flag:

    Code
    (aOre.mMaterial.mTypes | 8) != 0


    But I didn't find any way to change this value using configs.
    Is there way to enable processing of these unusual ores with config option?

    P. S. // Sorry for my English, I'm from Russia.

  • Is there way to enable processing of these unusual ores with config option?

    Скорее всего нет. Гречка сама включает руды/пыльки/стержни/пластины/рецепты/... и т.д. если какой-то мод регистрирует соответствующий материал.
    К примеру с добавлением галактик крафта появляется возможность настроить греговскую генерацию метеоритного железа и дэша. А без него этих материалов в гречке как буд-то и не существует.

    Ideal Industrial Assembly (IIA) - my pretty hard industrial modpack based on GT5.09

    Идеальная Индустриальная Сборка (ИИС) - довольно сложный сугубо индустриальный модпак, базирующийся на GT5.09

    http://sapientmail.wixsite.com/minecraft

  • *Added Fluid Filter cover(shutter cover that only lets pass fluids it is set to. set by right click with fluid container).


    I just tried this on a pipe connected to the output of a distillation tower, setting it to only allow Biogas (since I sometimes find water stuck in the pipe section just before the RC tank I use to buffer the biogas), but it stopped the distillation tower from outputting any biogas (it also consumed the biogas from the universal fluid cell, which was a bit surprising but not a big deal).

    Edit: After looking at the source for the fluid filter cover, apparently the lack of chat message identifying the fluid to be filtered means I hadn't clicked the universal fluid cell in quite the right area (hard to aim when it doesn't give me the lines like I get when holding things like the cover, a screwdriver, a wrench, etc.). However, after setting it to water, getting the chat message, and adding water to the pipe, it does not allow the water to flow through the filter into an adjacent pipe.

  • Скорее всего нет. Гречка сама включает руды/пыльки/стержни/пластины/рецепты/... и т.д. если какой-то мод регистрирует соответствующий материал.
    К примеру с добавлением галактик крафта появляется возможность настроить греговскую генерацию метеоритного железа и дэша. А без него этих материалов в гречке как буд-то и не существует.

    Materials, such as Desh, already has this bit enabled (see: https://github.com/Blood-Asp/GT5-…rials.java#L229). For such materials GT register recipes regardless of whether the mod is installed. For example, GT variants of ores from Metallurgy mod (Celenegil ore, Ignatius ore, etc.) has processing recipes even if Metallurgy isn't installed. But GregTech doesn't show these ores (in creative or NEI), while Metallurgy (in this case) isn't installed.

    Materials (about which I'm asking) doesn't require any other mod. How to enable processing recipes for ones? (In other words, is there way to change materials' type bit without recompilation of mod?)

  • Materials, such as Desh, already has this bit enabled (see: https://github.com/Blood-Asp/GT5-Unoffic…rials.java#L229). For such materials GT register recipes regardless of whether the mod is installed. For example, GT variants of ores from Metallurgy mod (Celenegil ore, Ignatius ore, etc.) has processing recipes even if Metallurgy isn't installed. But GregTech doesn't show these ores (in creative or NEI), while Metallurgy (in this case) isn't installed.

    Materials (about which I'm asking) doesn't require any other mod. How to enable processing recipes for ones? (In other words, is there way to change materials' type bit without recompilation of mod?)


    AFAIK, GregTech doesn't provide a config for changing the type flags (there is, however, one for hiding unused ores, and if that is false, Celenegil and Ignatius items show up in NEI even without Metallurgy installed). However, https://github.com/Blood-Asp/GT5-…ials.java#L1260 shows that it is a public non-final field, so presumably it is possible to write an add-on to change materials' type flags.

  • Well, now you just need to extend it with a auto crafting table that crafts something not blacklisted and you have the same automation again...
    Not really a solution to that issue.


    All pure Cobblestone (and Sand, and Gravel) derivatives are also blacklisted. No good.

    Pretty sure there's some NEI addon that lets you see the Recycler Blacklist (via the developer lists display; hit L while in inventory)

  • All pure Cobblestone (and Sand, and Gravel) derivatives are also blacklisted. No good.


    As far as I can tell, sand isn't added by that GT_RecyclerBlacklistLoader class, but I tracked down why it's blacklisted - in the Materials enum, it's given a subtag of "NO_RECYCLING", and so are snow, ice, water, stone and glass. Thus regardless of the config options in disablerecipes, anything GT recognizes as being made of those materials will be blacklisted for the recycler. I think items that are less than 1 ingot worth of material (such as nuggets and small and tiny dusts) are also blacklisted, which would make it a bit overwhelming to look through the entire blacklist.