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

  • Have fun in your new world then ;)You might find it helpful to mark every vein you come accroos on your map...
    I cant count how many times I needed one specific mineral and couldnt find the vein again ';(

  • Have fun in your new world then ;)You might find it helpful to mark every vein you come accroos on your map...
    I cant count how many times I needed one specific mineral and couldnt find the vein again ';(


    Ohhhyeah. Bring a minimap mod, and Waypoint every ore vein you find. You'll want to go back to them at some point when you need that one random material... or when you need your next stack of Iron Ore. or Tin :cursing:

  • Just to clarify - Pyrolyse Oven is meant to be MV tier right? It requires Kanthal Coil Blocks which need a Vacuum Freezer to process the ingots, which in turns need Data Control Circuits, and that is a circuit meant for EV machines, requiring HV tech. Is this meant to be? I had to build numerous systems and HV machines - even needing to manufacture some C2F4.

  • I'm confused by the math involved in the output of large turbines - the tooltips for the turbine items give the output for plasma and gas in EU/t, which might be multiplied by the efficiency of the turbine item (also the wiki indicates the optimal flow is the nominal output divided by fuel value), which indicates I should get at most 76800 EU/t using an osmium huge turbine in a large plasma turbine (equal to the output of 2.34 single-block Mark III plasma generators) and 1920 EU/t using it in a large gas turbine (equal to the output of 3.75 single-block turbo gas turbines) - I'd expect the real EU/t to be less once the optimal flow is truncated to an int. However, in https://github.com/Blood-Asp/GT5-Unofficial/issues/505, leagris says she gets 154419 EU/t with an HSS-G large turbine item in a large plasma turbine and nickel plasma, so obviously I'm misunderstanding the math. Is there someplace that explains it better, like maybe a Google spreadsheet listing the different EU/t outputs, optimal flows, and expected lifetimes for different turbine materials, sizes, and fuels?

  • Just to clarify - Pyrolyse Oven is meant to be MV tier right? It requires Kanthal Coil Blocks which need a Vacuum Freezer to process the ingots, which in turns need Data Control Circuits, and that is a circuit meant for EV machines, requiring HV tech. Is this meant to be? I had to build numerous systems and HV machines - even needing to manufacture some C2F4.

    It isnt MV Tier. It just requires very little power to operate.
    I built mine right after upgrading my EBF.

  • It isnt MV Tier. It just requires very little power to operate.
    I built mine right after upgrading my EBF.


    Actually, the tier of the pyrolyse oven is a little weird - even though the multiblock requires Kanthal coils like sprAngles mentioned, the recipe for the control block uses good circuits, MV pistons, and an MV pump. The recipes for making charcoal and coal coke (and creosote oil) in it require MV power, but you can make IC2 biomass in it using LV power, while making heavy oil from wood in it requires HV power.

    P.S. The appropriate chemical formula for Polytetrafluoroethylene (PTFE) is (C2F4)n, not just C2F4.

  • For informational, THESE videos have explained everything needed to know from start to finish. Math solutions / equations and how to... everything... literally... everything.

    https://www.youtube.com/watch?v=nN76OxUpno8


    https://www.youtube.com/watch?v=LweWLSaVPSQ


    https://www.youtube.com/watch?v=Qu-A9p2aSHw


    https://www.youtube.com/watch?v=jtLwEdAbg3k

    No offense to Bear989. Saw your videos out there, but some were just as long without nearly the information. It's not that they're not good (they serve a good purpose of a step by step WHILE in survival mode and how to), but for specific mechanics, it's a bit of trudgery to sit through for the specific info you need. As you can see from these videos... almost 8-10 hrs of STEP BY STEP Explanation. No playing, no survival, simple cut and dry explanation of this mod takes 8-10 hrs total... Doing that much information WHILE actually playing the game would cover WEEKS worth of video. Which is still awesome, and good for those that JUST starting with GT and don't have at least a basic understanding of it from previous versions.

    my big deal was knowing the exact changes and how they influence the goal i'm trying to achieve with what i know is possible. which still is totally possible, just more difficult and with more steps now.

    oh, and i do have Reis Minimap for WP teleporting to and from waypoints (cause seriously... just traveling that distance is nothing but a waste of time if you're going for something specific. I don't mind "cheating" to bypass straight tedium as long as it's not killing the spirit of the game and you know you can already do it with what you have already done).

  • no offence taken man, I do all my videos in survival for a reason, damn near no one else does. If people want creative videos to tell them everything then there are plenty out there, but not what I am going for with mine. that is why my videos, except for the few "tutorial" videos are all labeled LP.

    Glad you figured this out and good luck!

  • Cool, cause, i have been watching yours too. you've actually done a few things i didn't think of in your videos and nice to see anothers game play for that reason. Always room for improvement :) . Mostly, i do what you have though, with a few other tactics as well. Been debating doing the same as you do, but editing it for some of the running around ect to condense. And honestly, not that many tutorials... it took a full days searching to find those condensed tutorials i did and posted earlier... they're pretty buried.

  • annnnnnd... i think these videos i posted are outdated... to can't find the steam generator and boiler requires hatches ect that aren't in those videos... back to drawing board to figure this one out...

    *edited* of course i was looking for the wrong thing... my fault... but... now to get started, i have PLENTY of bronze and such.... no clay... need clay, WTF to find clay, i'm in a plains / scrubland / jungle cross biome with PLENTY of water sources ALL over, not a single bed has clay... WTF?!?! if we have to go through this progression, at least let the materials required be available... this... this is where i get REALLY frustrated trying to do it legit.

    go figure, i post this and suddenly, next stream bed i come across gives me about stacks of clay... *rolls eyes*... this randomness is absurd

    and thus, thanks to other mods i have installed...i am already at bronze age... btw, for those making mod packs ect.. i HIGHLY recommend Treasure Chest mod + Marvel Universe... Already have gold and diamonds all legit through mods. You have to actually mine / kill things that GregTech doesn't interfere with. Treasure Chests give you "rare" items when you kill one of the mobs...it's random, REALLY random, but gold / diamonds are options, as well as iron. With Marvel, you get Titanium and Adamantium ore that spawn past Gregtech buffers, but when smelted turn INTO gregtech versions that can be used to make things like wrenches, hammers (until bronze age ect) to help out... past that, you can actually use said ore to make picks and such to actually mine with... which will make life MUCH easier... not complaining about this combo at ALL... not a fan of the time consuming tedium / nerfing. I want to build / create / make pretty things, but i do want SOME challenge / thought and automated processing as well as actual tech stuff. This... seems to be a close enough balance between the two for my tastes... not the route i'd have gone with it, but functional and acceptable.

  • annnnnnd... i think these videos i posted are outdated... to can't find the steam generator and boiler requires hatches ect that aren't in those videos... back to drawing board to figure this one out...

    *edited* of course i was looking for the wrong thing... my fault... but... now to get started, i have PLENTY of bronze and such.... no clay... need clay, WTF to find clay, i'm in a plains / scrubland / jungle cross biome with PLENTY of water sources ALL over, not a single bed has clay... WTF?!?! if we have to go through this progression, at least let the materials required be available... this... this is where i get REALLY frustrated trying to do it legit.

    go figure, i post this and suddenly, next stream bed i come across gives me about stacks of clay... *rolls eyes*... this randomness is absurd

    and thus, thanks to other mods i have installed...i am already at bronze age... btw, for those making mod packs ect.. i HIGHLY recommend Treasure Chest mod + Marvel Universe... Already have gold and diamonds all legit through mods. You have to actually mine / kill things that GregTech doesn't interfere with. Treasure Chests give you "rare" items when you kill one of the mobs...it's random, REALLY random, but gold / diamonds are options, as well as iron. With Marvel, you get Titanium and Adamantium ore that spawn past Gregtech buffers, but when smelted turn INTO gregtech versions that can be used to make things like wrenches, hammers (until bronze age ect) to help out... past that, you can actually use said ore to make picks and such to actually mine with... which will make life MUCH easier... not complaining about this combo at ALL... not a fan of the time consuming tedium / nerfing. I want to build / create / make pretty things, but i do want SOME challenge / thought and automated processing as well as actual tech stuff. This... seems to be a close enough balance between the two for my tastes... not the route i'd have gone with it, but functional and acceptable.

    Just that you know it, you´re supposed to turn of all ore gen of other mods and generate the ores, that GT doesn´t generate by default, using the GT configs.

    Also ... rly? you´re complaining about clay being to hard to obtain? Try to get some osmium 8)

  • Actually, the tier of the pyrolyse oven is a little weird - even though the multiblock requires Kanthal coils like sprAngles mentioned, the recipe for the control block uses good circuits, MV pistons, and an MV pump. The recipes for making charcoal and coal coke (and creosote oil) in it require MV power, but you can make IC2 biomass in it using LV power, while making heavy oil from wood in it requires HV power.


    Exactly - the Pyrolyse Oven is meant to be an MV machine as shown from its recipe. I mean to use it to improve my charcoal production over the 12 coke ovens + charcoal like igniter that I currently use that is still very manual, such that I can produce a more steady stream of MV amps. However, if it means that I have to craft a HV precision laser engraver, forming press, assembling machine and chemical reactor in order to craft the necessary infrastructure for to produce Kanthal, I find it rather extreme; I had to push my current steam setup to the limit to produce the energy and dig through the world for emeralds for the data control circuits. A Vacuum Freezer should be more advanced tech than a Pyrolyse Oven and should therefore be harder to manufacture, however I don't think it makes much sense for the former to be necessary to produce the latter. Just my two cents.


  • Exactly - the Pyrolyse Oven is meant to be an MV machine as shown from its recipe. I mean to use it to improve my charcoal production over the 12 coke ovens + charcoal like igniter that I currently use that is still very manual, such that I can produce a more steady stream of MV amps. However, if it means that I have to craft a HV precision laser engraver, forming press, assembling machine and chemical reactor in order to craft the necessary infrastructure for to produce Kanthal, I find it rather extreme; I had to push my current steam setup to the limit to produce the energy and dig through the world for emeralds for the data control circuits. A Vacuum Freezer should be more advanced tech than a Pyrolyse Oven and should therefore be harder to manufacture, however I don't think it makes much sense for the former to be necessary to produce the latter. Just my two cents.


    You make a good point there. And now I notice that the Oil Cracking Unit, which has a controller made with HV components, uses rings of cupronickel Coils. WTH? The other multiblock machines that can use kanthal coils, the EBF and the Multi Smelter, can use cupronickel and nichrome coils as alternatives, with changes in functionality (different heating capacities for the EBF, and different numbers of concurrent smelted items for the multi smelter), so maybe something similar could be done for the pyrolyse oven, e.g. allow biomass and simple charcoal production with cupronickel coils, but require kanthal to get the efficiency/speed increase from adding nitrogen, and require nichrome for making heavy oil.

  • That's a great idea. Tiered coils sound good to me - by the time you can afford Kanthal you can also afford Nitrogen, and there's not much reason for heavy oil from wood until you reach at least Nichrome. With that I can kickstart charcoal production with Cupronickel as opposed to using the Igniter until I can manufacture data control circuits.


  • You make a good point there. And now I notice that the Oil Cracking Unit, which has a controller made with HV components, uses rings of cupronickel Coils. WTH? The other multiblock machines that can use kanthal coils, the EBF and the Multi Smelter, can use cupronickel and nichrome coils as alternatives, with changes in functionality (different heating capacities for the EBF, and different numbers of concurrent smelted items for the multi smelter), so maybe something similar could be done for the pyrolyse oven, e.g. allow biomass and simple charcoal production with cupronickel coils, but require kanthal to get the efficiency/speed increase from adding nitrogen, and require nichrome for making heavy oil.


    I also really like this idea. This would make charcoal production way less of a hassle.

    While I'm already posting. would you mind checking my minetweaker script?
    I wanted to change the recipe for drilling fluid since I dont want to move water in and out of cells.

    I have a custom.zs script in the correct folder. it contains only this line:
    mods.gregtech.Mixer.addRecipe(null, gregtech:liquid_drillingfluid * 5000, [gregtech:dustStone], liquid:lubricant * 20, 60, 16);

    when I reload the scripts i get the error message:
    ERROR: parsing custom.zs:1 -- ) expected

    But I dont see where I could have missed that bracket?

    What did I fuck up?

  • While I'm already posting. would you mind checking my minetweaker script?
    I wanted to change the recipe for drilling fluid since I dont want to move water in and out of cells.

    I have a custom.zs script in the correct folder. it contains only this line:
    mods.gregtech.Mixer.addRecipe(null, gregtech:liquid_drillingfluid * 5000, [gregtech:dustStone], liquid:lubricant * 20, 60, 16);

    when I reload the scripts i get the error message:
    ERROR: parsing custom.zs:1 -- ) expected

    But I dont see where I could have missed that bracket?

    You need some angle brackets, like this (fixed a couple of other problems as well):

    Code
    mods.gregtech.Mixer.addRecipe(null, <liquid:liquid_drillingfluid> * 5000, [<gregtech:gt.metaitem.01:2299>], <liquid:lubricant> * 20, 60, 16);

    However, since the default mixer recipe requires 5 cells worth of water and only 20 L of lubricant, wouldn't it be more balanced to use water as the input fluid and remove the lubricant from the recipe, while reducing the amount of drilling fluid output, like this:

    Code
    mods.gregtech.Mixer.addRecipe(null, <liquid:liquid_drillingfluid> * 4500, [<gregtech:gt.metaitem.01:2299>], <liquid:water> * 5000, 60, 16);


    I haven't tested yet whether that would run into problems with the mixer recipe for wet concrete (which has similar inputs), but I have a couple of ideas if it does:
    1. Use other materials in the recipes besides stone dust - I just glanced at the Wikipedia article on Drilling Fluid, and noticed mentions of barite and bentonite being used in water-based muds as drilling fluid, so you could use dusts of those as an alternative.
    2. Use tiny dusts of the materials used for making lubricant in addition to the stone dust (i.e. redstone, talc, or soapstone).

  • Thank you very much for your detailed reply!
    Iam not at all familiar with the scripting language used by Minetweaker so I welcome working examples.

    I see that you replaced "gregtech:liquid_drillingfluid" with "liquid:liquid_drillingfluid". I assume that "gregtech" and "liquid" are classes or some other data structures containing objects (or whatever else items and liquids are saved as).
    My question would be why my version didnt produce any errors and if yours always works?

    You also replaced "dustStone" with the metaitem ID. Is this always necessary? or is this good practice?

    And, while I'm at it, is it possible to remove or change recipes? While this way works great, I now have two mixer recipes for drilling fluid.


    Concerning balance, I was thinking of adding a recipe containing barite which would increase the production of drilling fluid. My main motivation behind the current change was, that it is incredibly annoying to run back and forth between my ME System and the mixer to supply the demand of Water cells. Since water is free, I dont see this as cheating.


    Thanks again for your help.

  • I see that you replaced "gregtech:liquid_drillingfluid" with "liquid:liquid_drillingfluid". I assume that "gregtech" and "liquid" are classes or some other data structures containing objects (or whatever else items and liquids are saved as).
    My question would be why my version didnt produce any errors and if yours always works?


    I haven't tested mine, but I'm pretty sure fluids always need to be prefixed with "liquid" rather than the mod id. I think in this case it's a namespace rather than a class, but understanding the terminology is not critical.

    You also replaced "dustStone" with the metaitem ID. Is this always necessary? or is this good practice?


    It's necessary to use the correct internal names and metadata values in MineTweaker scripts. I recommend the mod "NEI Integration", which has an option to show internal names (and one for ore dictionary entries). "gregtech:dustStone" would not have resolved. "ore:dustStone" will work for crafting recipes, but not for machine processing recipes.

    And, while I'm at it, is it possible to remove or change recipes? While this way works great, I now have two mixer recipes for drilling fluid.


    AFAIK, GTTweaker does not allow removing recipes, but I think you can disable recipes by setting their times to 0 in Recipes.cfg.

    Concerning balance, I was thinking of adding a recipe containing barite which would increase the production of drilling fluid. My main motivation behind the current change was, that it is incredibly annoying to run back and forth between my ME System and the mixer to supply the demand of Water cells. Since water is free, I dont see this as cheating.


    You have an ME system and you haven't set up automation for the water cells? :S Not that I have much room to talk - I'm only using my ME system for storage, and haven't really set up any permanent AE2 automation. I'm not making any drilling fluid though - my choice of title should tell you how I'm getting my oil :D

  • Thank you very much for your detailed reply!
    I am not at all familiar with the scripting language used by Minetweaker so I welcome working examples.

    See Mods Get Gregged for many working examples of scripts, and MineTweaker for the official site.

    I see that you replaced "gregtech:liquid_drillingfluid" with "liquid:liquid_drillingfluid". I assume that "gregtech" and "liquid" are classes or some other data structures containing objects (or whatever else items and liquids are saved as).

    There are 3 types of definers items, oreDictionaries and liquids.
    Information is gotten via pressing (fn)+f3+H or using some NEI options and hovering over an item.
    Items are in the form <mod:item:meta> where

    • mod is the code mod name of the mod adding the item (in this case minecraft is considered a mod) i.e. "minecraft", "gregtech", "IC2", etc.
    • item is the code name of the item i.e. "stone", "gt.metaitem.01", "itemRecipePart", etc.
    • meta is the variation number, which is optional and defaults to 0, or could be "*" which means "any variation" when used as a recipe input.


    oreDictionaries are in the form <ore:name> where

    • ore says this is an oreDictionary and
    • name is the name of an oreDictionary, which are usually typeSubtypeMaterial

    liquids are in the form <liquid:name> where

    • ore says this is an liquid and
    • name is the name of a liquid, which have no standardization.

    You also replaced "dustStone" with the metaitem ID. Is this always necessary? or is this good practice?

    Actually, it is generally best to use <ore:item> for item inputs and <mod:item> for item outputs, while all fluid(liquid/gas) are <liquid:name>.

    And, while I'm at it, is it possible to remove or change recipes?

    Most (if not all) functions called "addRecipe" taking a recipe output and some inputs, have a "removeRecipe" that takes recipe output (optionally with recipe inputs) which removes all recipes with that output (and inputs) of that type.