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

  • Ok... what did i do wrong? Followed the instructions... 4 tiers, bottom tier fully filled, 2nd tier has the blast furnance in a ring formation... 3rd and 4th tier in a ring formation... not working... and grrrrrrrrrrr!!!

    nvm, appears to be working... just very... very... very... slowly, and didn't do a "cover change" when the last piece connected like i've seen on tutorials. *shrugs* oh well, at least it's doing what it's supposed to

  • Ok... what did i do wrong? Followed the instructions... 4 tiers, bottom tier fully filled, 2nd tier has the blast furnance in a ring formation... 3rd and 4th tier in a ring formation... not working... and grrrrrrrrrrr!!!


    The structure looks okay as far as I can tell from those images. Did you put an iron ingot in the top slot? Since you still have a full stack of coal in the bottom slot, probably you didn't.

  • Ok... what did i do wrong? Followed the instructions... 4 tiers, bottom tier fully filled, 2nd tier has the blast furnance in a ring formation... 3rd and 4th tier in a ring formation... not working... and grrrrrrrrrrr!!!

    I dont see iron ingot in inventary. U try smelt ore or crashed ore? Just try iron ingot and i think u have lucky

  • yeah, tutorials i watched showed the image of the multiblock change when assembled properly. appears to be working when i put iron in it... going full bore, iron ore - macerator - crushed to smelter - nuggets to ore. put ore in and it fired it up... just... wow that's gonna take a while... well, gives me time to harvest my rubber farm

    can't make a conveyor though. not that far progressed to start automation. by the time i get there, i'll have electrical anyways, so useless

  • and recipes have changed a lot since the tutorial videos i have of GT5. This is insane. Thought i had enough materials to get started on electrical age... we'll see, but not entirely sure now.

  • and recipes have changed a lot since the tutorial videos i have of GT5. This is insane. Thought i had enough materials to get started on electrical age... we'll see, but not entirely sure now.

    If it would help, there are my videos about progress on GT 5.09
    https://www.youtube.com/watch?v=Qdj_DO…dkIr9t7&index=2
    I speak Russian, but using English language in MineCraft options, so i hope u could understand something :)

    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

  • actually, it does help, like Bear99 or... sorry... been drinking and names not 100% remembered, but something like that... good to see a play through for style ect.

    now, another problem i see in both videos, yours and his, vs mine... i have "timber" from axe = true in config, but when i hit a tree with axe... i still have to go block by block... wondering if another mod is controlling that, if so, i can't find it Searched config front to back and can't find anything in there to conflict with it. So it must be an actual programming confliction between some mod or another.

    oh, and i do have vanilla ores turned off in GT config... but still getting some (not a lot, but some) from other mods
    Diamonds and gold i've gotten were primarily from mobs from other mods (which GT controls ores, not mobs... and thankfully, since i LOVE MoCreatures... but that's not the one to give me those). So, it's rare, by mob standard AND drop rate... so, not QUITE as rare as actually mining it, and i don't have to actually have a pick strong enough to. So, that's how i've been getting my ore, saved diamonds from said mobs to make a diamond pickaxe to mine all the ore i need and using stone / flint pick axes for everything else that doesn't need it and have a decent stockpile saved up so far from the mine / caves i've found... left a lot just because with specific veins of ore, inventory fills up faster than i can handle. So, grab all i can, then move to next when in a mine / cave / dungeon.

    that and my night / day cycle is a LOT faster than these guys...

  • now, another problem i see in both videos, yours and his, vs mine... i have "timber" from axe = true in config, but when i hit a tree with axe... i still have to go block by block... wondering if another mod is controlling that, if so, i can't find it Searched config front to back and can't find anything in there to conflict with it. So it must be an actual programming confliction between some mod or another.


    The timber axe option in the GregTech config only applies to the GregTech metatool axes. If you're using vanilla-style axes, or axes from some other mod, it won't apply.

    Edit: Blood Asp, I can somewhat understand you being busy, but I didn't think you'd be so busy that you'd be unable for nearly a month to even post a message to explain what was keeping you busy. However, now you have, so we can try to be patient.

  • It seems some are missing me and the updates.

    I'm currently in the last weeks of writing my final thesis and quite busy.

    I will be done next month, but not sure how soon my activity here will improve again.


    Best of luck for your thesis!

    But it wouldnt be me if I hadnt another question..
    I'm trying to add an assembler recipe for tin cable. But I can't get it to work.
    the command is:

    mods.gregtech.Assembler.addRecipe(<gregtech:gt.metaitem.01:1246>, <gregtech:gt.metaitem.01:1240>, null, <liquid:molten.rubber> * 144, 100, 8);

    If I load the script I get the eror:

    Error executing Custom.zs:
    [Lnet.minecraft.item.ItemStack; cannot be cast to net.minecraft.item.ItemStack]

    If i change the second input from "null" to "<minecraft:stone>" the script loads but the recipe doesent show up in NEI and doesent work in any assembler.

    Would anyone like to help me? Thanks in advance.

    While Im at it: Why are the first two digits after gt.metaitem alsways "01"

  • mods.gregtech.Assembler.addRecipe(<gregtech:gt.metaitem.01:1246>, <gregtech:gt.metaitem.01:1240>, null, <liquid:molten.rubber> * 144, 100, 8);


    When an assembler recipe uses a single item in first slot, you must add an integrated circuit into second slot. null does not work here.
    I don't know if it is a limitation in GTTweaker or in Gregtech API though.

    Gregtech uses Integrated Circuit 24 with assembler cable coating.
    This should work:

    Code
    mods.gregtech.Assembler.addRecipe(<gregtech:gt.metaitem.01:1246>, <gregtech:gt.metaitem.01:1240>, <gregtech:gt.integrated_circuit:24>, <liquid:molten.rubber> * 144, 100, 8);
  • Edit: Blood Asp, I can somewhat understand you being busy, but I didn't think you'd be so busy that you'd be unable for nearly a month to even post a message to explain what was keeping you busy. However, now you have, so we can try to be patient.


    I was here, just somehow forgot to mention it. Or did i? At last i was reading in the forum.

    While Im at it: Why are the first two digits after gt.metaitem alsways "01"


    They do not all. There are also metaitem 02 and 03. Just one metaitem can have up to 32768 items and the first one includes the most common ones.

    I don't know if it is a limitation in GTTweaker or in Gregtech API though.
    This should work:

    mods.gregtech.Assembler.addRecipe(<gregtech:gt.metaitem.01:1246>, <gregtech:gt.metaitem.01:1240>, <gregtech:gt.integrated_circuit:1>, <liquid:molten.rubber> * 144, 100, 8);


    It is an limitation of the GT API. It is one of the older machines and handled a bit different. Also remember that there must be different input items or the recipe will not be added.


  • When an assembler recipe uses a single item in first slot, you must add an integrated circuit into second slot. null does not work here.
    I don't know if it is a limitation in GTTweaker or in Gregtech API though.

    Gregtech uses Integrated Circuit 24 with assembler cable coating.
    This should work:

    Code
    mods.gregtech.Assembler.addRecipe(<gregtech:gt.metaitem.01:1246>, <gregtech:gt.metaitem.01:1240>, <gregtech:gt.integrated_circuit:24>, <liquid:molten.rubber> * 144, 100, 8);


    Thanks for the quick answer, sadly it didnt work.
    While the script loads fine, the recipe doesent show up in NEI.
    Its the same outcome as if I replaced the circuit with stone.

    Maybe "liquid:molten.rubber" isnt correct?
    Since you wrote "gregtech:gt.integrated_circuit:24" I assume that the first four digits in the ID for the circuit (5726:24) are something else?

  • Since you wrote "gregtech:gt.integrated_circuit:24" I assume that the first four digits in the ID for the circuit (5726:24) are something else?


    ID numbers are assigned dynamically now (as of several Minecraft versions ago, I think; idk exactly when it changed, since I haven't really played pre-1.7.10 significantly), so Minetweaker uses internal names instead (which NEI Integration can be configured to show)

    Maybe "liquid:molten.rubber" isnt correct?


    According to NEI Integration, that is the correct fluid id string.

  • ID numbers are assigned dynamically now (as of several Minecraft versions ago, I think; idk exactly when it changed, since I haven't really played pre-1.7.10 significantly)

    It was the 1.7 update that changed to use names over IDs. The actual IDs that blocks and items are set are pretty much useless as they're world (and mod installation) dependent.

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.

    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(

    I see this too much.

  • It was the 1.7 update that changed to use names over IDs. The actual IDs that blocks and items are set are pretty much useless as they're world (and mod installation) dependent.

    Cables and Wires are gt.blockmachines, not gt.metaitem.01.
    So:

    Code
    mods.gregtech.Assembler.addRecipe(<gregtech:gt.blockmachines:1246>, <gregtech:gt.blockmachines:1240>, <gregtech:gt.integrated_circuit:24>, <liquid:molten.rubber> * 144, 100, 8);

  • Thanks for the quick answer, sadly it didnt work.
    While the script loads fine, the recipe doesent show up in NEI.
    Its the same outcome as if I replaced the circuit with stone.

    Maybe "liquid:molten.rubber" isnt correct?
    Since you wrote "gregtech:gt.integrated_circuit:24" I assume that the first four digits in the ID for the circuit (5726:24) are something else?

    Here is a featured piece of code that will work to add molten rubber assemble recipes for all your cables:

    Edited once, last by leagris: Fixed swapped order of ingredient and output item for Red Alloy Cables (May 22, 2016 at 12:22 AM).

  • One thing I want to mention here: these Minetweaker assembler recipes you've been throwing around will consume the circuits. To avoid that, use a quantity of 0 on the circuits, e.g.:

    Code
    mods.gregtech.Assembler.addRecipe(<gregtech:gt.blockmachines:1246>, <gregtech:gt.blockmachines:1240>, <gregtech:gt.integrated_circuit:24> * 0, <liquid:molten.rubber> * 144, 100, 8);

    Cables and Wires are gt.blockmachines, not gt.metaitem.01.


    True. gt.metaitem.01:1240 and gt.metaitem.01:1246 would be for small dusts of material ids 240 and 246 if they were assigned, but the closest is material id 241 for platinum sludge dust.

  • ok, who can solve my confusion today... Need an electric motor to make the basic diesel generator. The problem with this is, to make the electric motor, you need magnetic iron rod... in order to make magnetic iron rod, you need machines that run on... electricity... it's self defeating... unless there's a recipe not in NEI that explains how to do this? So, how do i get a magnetic iron rod in the steam / bronze age to progress?

    nvm, found it by accident. well, not 100% by accident. Googled the issue and found a PDF so that we could use Red Stone with Iron Rods to "charge them". Tried it out and viola, magnetized iron rods. Wouldn't hurt to add recipe to NEI

    i will go out and say this though. compared to the youtube tutorials i saw, the new recipes... are a bit ridiculous... i know there's been a huge debate over this very topic, but i have to side with the people that there's a difference between more difficult and just plain tedium for tedium sake. Really wish there was a config file for "old recipes" vs "new recipes". A difference between needing roughly 30 Steel to almost 2 stacks of steel is not a slight increase in difficulty... not to mention that if someone has found a vein of iron to actually start the process, they more than likely have enough. It's just a waste of time waiting for that slow ass furnace to smelt the iron into steel... That's not difficulty, that's just plain waste of time tedium.