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


  • 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.

    Well, as I mentioned it before, that does not make much sense to me. Shouldn't the recyclers be a reasonable way to get rid of materials and resources I don't need?
    Then it makes no sense to blacklist most of the less useful but plenty available items/blocks that anyone has way too much of in his inventories just because of playing Minecraft normally.
    If I don't want to have a misuse of machines as easy filler for the recyclers, well, then I should not create them in a way that they can be misused easily. Lava to make obsidian and cobblestone are more then enough around there to be mined easily.
    Instead of creating a machine producing them infinitely a machine that only converts them vice versa or that at least consumes the source materials would have been way more reasonable.
    A converter machine for example should require a source block/liquid (either stone, cobblestone, lava or obsidian), energy and water to do the conversion.
    That way I reach both goals - an easy way to get obsidian (cobblestone just needs to be mined) and no misuse of my machine.

  • Well, as I mentioned it before, that does not make much sense to me. Shouldn't the recyclers be a reasonable way to get rid of materials and resources I don't need?


    The problem with that is that a recycler doesn't just get rid of materials. It converts non-blacklisted materials to scrap with a 1 in 8 chance, and that scrap can be used either to reduce the cost of producing UUM or to make scrapboxes, which can be turned into various things, from cheap items like sticks, wooden tools, and leather to valuable items like diamonds and processor boards (the cheap items are more likely).

    Instead of creating a machine producing them infinitely a machine that only converts them vice versa or that at least consumes the source materials would have been way more reasonable.
    A converter machine for example should require a source block/liquid (either stone, cobblestone, lava or obsidian), energy and water to do the conversion.
    That way I reach both goals - an easy way to get obsidian (cobblestone just needs to be mined) and no misuse of my machine.


    As far as it not consuming the source materials, the rock breaker machine does consume redstone to make obsidian, and cobblestone/plain stone generators can be made in vanilla minecraft that don't consume the source water and lava blocks (though they're probably not as fast).


  • The problem with that is that a recycler doesn't just get rid of materials. It converts non-blacklisted materials to scrap with a 1 in 8 chance, and that scrap can be used either to reduce the cost of producing UUM or to make scrapboxes, which can be turned into various things, from cheap items like sticks, wooden tools, and leather to valuable items like diamonds and processor boards (the cheap items are more likely).


    I'm aware of that.
    This is why I suggested to introduce a scrap weighting system/different scap sizes and material-related energy/processing time requirements before.
    Using such a system you have many ways to adjust a proper balancing especially related to UUA/UUM producing.


    As far as it not consuming the source materials, the rock breaker machine does consume redstone to make obsidian, and cobblestone/plain stone generators can be made in vanilla minecraft that don't consume the source water and lava blocks (though they're probably not as fast).


    Well, it is ok if cobblestone or stone itself and maybe some other too easy to obtainable materials are blacklisted because of a too simple way to directly feed the recycler with them as long as there is a way to process them into something, maybe a combination of those materials, that the recycler finally accepts.
    For example, why not require cobblestone to be macerated to sand and sand to be macerated to stone dust (or pulverized to stone dust with small chances to get tiny piles of some rare earths/precious metals) and only accepting stone dust as resource item/block for the recyclers?
    In that case you need a high amount of energy to use cobblestone as origin material for the recyclers. Sounds that fair enough?

  • Some time ago, you were able to put cobblestone in the hammer machine to get gravel and put that in the recycler. Dunno if you still can do that.

  • Some time ago, you were able to put cobblestone in the hammer machine to get gravel and put that in the recycler. Dunno if you still can do that.


    Cobblestone can still be hammered for gravel. Being able to put it in the recycler would depend on that "easystonerecycling" option I think - it probably wouldn't be recognized as "stone" material that gets blacklisted regardless.

    Well, it is ok if cobblestone or stone itself and maybe some other too easy to obtainable materials are blacklisted because of a too simple way to directly feed the recycler with them as long as there is a way to process them into something, maybe a combination of those materials, that the recycler finally accepts.
    For example, why not require cobblestone to be macerated to sand and sand to be macerated to stone dust (or pulverized to stone dust with small chances to get tiny piles of some rare earths/precious metals) and only accepting stone dust as resource item/block for the recyclers?
    In that case you need a high amount of energy to use cobblestone as origin material for the recyclers. Sounds that fair enough?

    I'm still confused here. Could you please clarify whether you're 1. questioning the logic of GregTech's blacklist additions, 2. trying to use the recycler simply to get rid of your excess items, or 3. trying to circumvent GregTech's blacklist additions? (btw you don't get stone dust from macerating sand, you get it from macerating/pulverizing plain stone, blocks made from plain stone rather than cobblestone, or cobblestone slabs)

  • A few things about recycling and scrap.
    1. Disable scrapboxes.
    2. Use Forge Microblocks to cut cobble to smallest parts.
    3. Feed recyclers by them.

    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

  • I'm still confused here. Could you please clarify whether you're 1. questioning the logic of GregTech's blacklist additions, 2. trying to use the recycler simply to get rid of your excess items, or 3. trying to circumvent GregTech's blacklist additions? (btw you don't get stone dust from macerating sand, you get it from macerating/pulverizing plain stone, blocks made from plain stone rather than cobblestone, or cobblestone slabs)


    Well, I think, somewhat of all three.
    But I would mostly like to see a little extension to the GregTech blacklist addition logic that tries to reach both goals - preventing a too cheap misuse of cobblestone and other too easy to obtainable stuff as input for the recycler but also on the other hand still a more expensive way like some kind of required pre-processing to get rid of those origin materials if I'm willing to pay the prize.
    What I told about stone dust there just should be understood as an example of what I mean - some kind of required pre-processing to increase the prize of too cheap origin materials as "feed" for the recyclers.
    Because if there is such a way, then I don't have to circumvent GregTech's blacklist logic.


  • Well, I think, somewhat of all three.
    But I would mostly like to see a little extension to the GregTech blacklist addition logic that tries to reach both goals - preventing a too cheap misuse of cobblestone and other too easy to obtainable stuff as input for the recycler but also on the other hand still a more expensive way like some kind of required pre-processing to get rid of those origin materials if I'm willing to pay the prize.
    What I told about stone dust there just should be understood as an example of what I mean - some kind of required pre-processing to increase the prize of too cheap origin materials as "feed" for the recyclers.
    Because if there is such a way, then I don't have to circumvent GregTech's blacklist logic.


    You might be interested in IC2.ini's recycler whitelist option then, which allows you to specify certain items as the only items to produce scrap in the recycler, and the blacklist is ignored when the whitelist is used. I had a weird idea a while back to whitelist gregtech:gt.metaitem.03@* (crates of any 16 dusts, gems, ingots, or plates of the same type), though I never really made use of it.

  • Just a question about the mass fabricator:
    There is a slot for an Integrated Circuit. But there is no recipe list. Does anyone know if that IC slot is required for something and how the IC needs to be configured to work properly?

    MauveCloud:
    Unfortunately the whitelist then only allows the items/blocks within the whitelist to be processed by the recyclers as I understand it at the moment. And that is not what I want.
    If that list would have been like "the items/blocks on this list always and the other items/blocks if they are not backlisted" then I would have been using it already.

  • Getting frustrated. Trying to test a few things out, so yes, i gave myself the items and didn't actually craft them before making my actual play through game. Just trying to brainstorm approach since it's been so long since i've played and to get ideas for what method i want to go with. So, gave myself all of the machines for ore processing (so i can figure the chain i want to use when i get there). macerator, chemical bath, ore washing, centrifuge, electrolyzer ect... got all 3 versions of solar panels (Thermal Ex, IC2 and the GT ones i assume since i've never seen them before). I've put Solar panels on each side of the machines (yes, using electric versions and advanced version of GT... btw... there's a few GT Advanced machines that do not have the 4th and 5th tier machines listed in NEI... so, no clue how to even craft them...) Anyways. Put machine down, put solar panel on each side, the GT ones seem to actually attach to the machine itself and not the ground next to it. right click machine and open "crafting table" of specific machine... Put ore / item in and... nothing... hook too many / big of a solar panel and machine blows up (it's getting power)... The ore i have is from before i installed GT... So, i even went as far as to look up ore blocks and give myself new ore blocks... still... nothing... they just sit there... what am i doing wrong? or is there something going on unexplainable?

  • there's a few GT Advanced machines that do not have the 4th and 5th tier machines listed in NEI...


    Some of the 4th and 5th tier machines are named differently. If you search using the tooltip of the lower tier machines, you can find them. For example, the basic macerator has a tooltip of "Schreddering your Ores", so if you search for "Schreddering", you can find the 4th tier is called the Universal Pulverizer and the 5th tier is called the Blend-O-Matic 9001.

    hook too many / big of a solar panel and machine blows up (it's getting power)...


    There are other things that can cause a machine to blow up, such as rain and lightning (and as I found out the hard way some months ago, setting up your machines in desert or savanna doesn't automatically mean they'll be safe). I suggest you look through http://ftb.gamepedia.com/GregTech_5/Electricity and you can use a debug scanner (or portable scanner if you prefer) on a machine to check if it really has power.

    So, i even went as far as to look up ore blocks and give myself new ore blocks... still... nothing... they just sit there... what am i doing wrong? or is there something going on unexplainable?


    Perhaps if you were more specific as which ore blocks you're putting in which machines, we could help.

  • Update coming momentarily as i double back on all i tried with item numbers ect. (which may or may not be different with this being a custom mod pack i made myself). If i need to, can include mods used as well. Another factor that may play a role, is that i DID install GT6 before GT5 Unofficial. Thinking it was the latest version. however, i haven't played since 1.4.2 and GT 6 is... Not the same... not even close, so i swapped to this to be more of an experience i remember.

    World i'm on does not have rain ect. Using Mystcraft and made my own world (stable) with no weather to specifically counter that problem.

  • World i'm on does not have rain ect. Using Mystcraft and made my own world (stable) with no weather to specifically counter that problem.


    I don't know if that's reliable. What Mystcraft does to prevent weather might not correspond with how GregTech checks for weather conditions. I know putting a roof (which can be glass) above machines works, though (at least for normal Minecraft weather - I haven't tried it with the localized weather and stormfronts mod).

  • Mods -
    (in 1.7.10 folder)
    baubles 1.0.1.10
    CodeChickenLIB 1.1.3.138
    forge 10.13.4.1541
    ForgeMultiPart 1.2.0.347

    IC2 (latest)
    MoCreatures (has a gregtech folder in it?)
    Railcraft

    (Stand alone mods)
    Iron Chests
    Enchanting Plus
    Forbidden magic
    Advanced machines
    advanced solar panels (Thermal expansion)
    backpacks
    bdlib
    big reactors
    BiomesOPlenty
    Buildcraft (all expansions)
    cfm
    ChickenChunks
    ChickenCore
    CoFHCore
    Connected glass
    Critter Pet
    Custom Mob Spawner
    darkcore
    dimensional anchor
    DragonAPI
    DragonMounts
    EJML core
    Forestry
    GalaticraftCore
    GalaticraftPlanets
    gendustry
    Gregtech 5.08.33
    Grim3212 Core
    GTS Universal
    immibis
    Industrialcraft
    inventory tweaks
    IVsEVs
    logisticpipes
    magicbees
    mcpatcher
    micdoodle core
    ModularPowerSuits
    MoreCommands
    mystcraft
    neiaddons
    neiintergration
    netherores
    NEI
    Numina
    OpenEye
    Optifine
    Origin
    Pixelmon 3.5.1
    pixelmon extras 1.0.5
    railcraft
    reactorcraft
    reis minimap
    rfwindmill
    rotarycraft
    safeplace
    solarflux
    stabilizer
    thaumcraft
    The Marvel Universe
    Thermal Dynamics
    Thermal Expansion
    Thermal Foundation
    Trainer Commands
    Translocator
    Treasure Chest mod
    Twilight Forest
    Wondertrade
    WR CBE

    So far, have tried to put Iron and Gold ore blocks in Universal Macerator and regular macerator as well as rotary macerator.
    since iron and gold ore was gained before adding GT... i even went into NEI and found the gold / iron ore blocks that specifically have 2 parts to identifier so i know they correlate to GT mod and used those as well. Neither works
    tried the same in advanced electric furnace
    crushed iron in Ore Washing Bath (water supplied to the back via pipe system)
    redstone in advanced thermal centrifuge...

    these are a few of the tests to check and see if machines were working at all after first couple tests...

    oh, and all machines are hooked up with power supply all at once... only the individual one i connected a bad power supply to was the one that blew up... so, weather is definitely out of the question

    Power supplies used -
    Ultimate Hybrid Solar Panel
    Solar Panel VI
    Array Solar Panel
    Solar Panel (EV)

  • new update, have now tried to add Greg Extras as well as Galatic Greg and the error i get is that Greg API can not be found... i have tried the 5.08.33 as well as the latest 5.09.21. GT Universal mod has been added to mods folder as well as Galatic Greg and the updated GT file. If this could be an issue? and if so, how to fix it?

    even cut all mds out of folder, reinstalled MC and kept saves. Reinstalled and updated mods fresh... some mods are working in ways they never did before (no idea which ones as a lot of these are new to me... but i now have wisps and some robed figured bad guys attacking me that are NOT fun to deal with without weapons / armor... in fact, i wouldn't mind knowing what THAT is to disable it asap)

  • wisps and some robed figured bad guys attacking me


    That is Thaumcraft, and those mobs only spawn near obsidian pillars at night.

    Greg Extras as well as Galatic Greg


    You might want to find the GT5 versions, the GT6 versions would be incompatible, and I believe Greg Extras functionality is implemented in GT5U.

    And it would probably be better to filter power through a batbox/CESU/MFE/Battery buffer.

  • If your just doing creative testing grab a battery buffer the tier your using so LV for LV machines, and lithium batteries to put into it. then just hook them up and see if the power drains from the batteries. Aso the back of GT5 machines are outputs unless you use a wrench to move it or a screwdriver to tell it to allow input. I have a YT series on GT5 that may help you get starter.

    All GT5 machines run on a tier system so you cant just hook a ultimate solar panel up to say a LV machine, that would blow it up if it connected. Ultimate solar panels along with any other regular IC2 addon or IC2 generators can't connect straight to GT power grids. you need to connect a IC2 transformer to GT transformer to change from single amp IC2 to GT multiple amp system.

    GT5 also doesn't start at electrical power, it starts at a bronze/steam age that needs to be worked trough before you can make and use electricity.

  • Ok, odd, the wisps are showing up at daytime since i rebooted all the mods, and there's no obsidian pillars nearby that i can see unless it's underground. Will have to see what's going no there.

    I'll do the battery test and see how that works. Don't see any ultimate solar panels. The ones i have are just squares with red labels in NEI for LV, MV, HV, IV, ect. And i know about them blowing a machine up if they provide too much power, which is why i tested to see if the machine was getting power by putting too big of one on them to see if it did blow up... which it did... as expected...

    Also familiar with the age progression, but looking at how i'm going to be processing ore once i get everything set up end game right now with a quarry for automated processing, so that when i need ore or to make alloys ect, all i have to do is run up open a chest that has that specific ore in it to take to final production machines. However, the machines still don't seem to be working. I stayed up all night trying to figure it out, but there's definitely an issue going on there. I think it has something to do with the fact that i installed GT6 before GT5U since

    GalaticGreg and Extras aren't working either, and had to be taken out or game crashes due to no API file. I took the GT6 mod folder out of mods, and replaced with GT5U, but for some reason, something somewhere is trying to read GT6 and is causing the issue i think... no clue what or where. I'm familiar with config files and mod files, but nothing else... so it's got to be somewhere in saves or one of the other many folders i know nothing about.

  • Obviously not hooking something up right... all i can figure now, i even deleted everything, installed each mod in a new folder started on a new profile in a separate location... obviously things are not as easy as they once were... guess you can't just throw a universal macerator / Furnace ect down with a 2 ultimate hybrid solar panels and have it start working? :Solar Panel: :Electric Furnace: :Solar Panel: like so. have input go in top and output in the bottom. Even tried to connect fiber cable to underside from Solar Panel and see if it needed energy input from bottom and nothing...

  • Obviously not hooking something up right... all i can figure now, i even deleted everything, installed each mod in a new folder started on a new profile in a separate location... obviously things are not as easy as they once were... guess you can't just throw a universal macerator / Furnace ect down with a 2 ultimate hybrid solar panels and have it start working? :Solar Panel: :Electric Furnace: :Solar Panel: like so. have input go in top and output in the bottom. Even tried to connect fiber cable to underside from Solar Panel and see if it needed energy input from bottom and nothing...

    could you post a screenshot of your problem?