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

  • This is the full list of mods that I run: http://pastebin.com/umAn8HRz

    I could do a console paste, but they're freakin' huge. However, it pretty much consists of something like

    [21:53:06] [Server thread/INFO]: [gregtech.common.GT_Worldgen_GT_Ore_Layer:executeWorldgen:92]: Generated Orevein: ore.mix.magnetite

    Repeated with different mixes. The console correctly reports when a GUI is opened, but doesn't allow Backpacks or other inventories to be opened.

    The only other mods that runs at the same time (seemingly) is ChocolateQuest, which outputs a few things like this all at once

    [21:52:55] [Server thread/INFO]: [com.chocolate.chocolateQuest.entity.mob.registry.MobZombiePig:setItemColor:77]: {display:{color:6684672}}

    The worldgen freeze occurs about 40 seconds after the mods that need to register text to the in-game console.

  • Chocolate Quest also can cause serious lag spike issues, but it sounds like it's trying to generate too large of a vein or something. The most effective thing might be to hit it with a java profiler and see what it's actually thinking. You could compile gregtech with a stack trace print in executeWorldgen:91.

  • Okay, a couple of things. First you've got debug mode on. You might try turning it off, since it adversely impacts performance, and see what you get. (Gregtech.cfg/general/Debug[1,2])


    I'm not certain that this is the source of the problem, as I don't see a way for it to loop infinitely. You should be able to get the stack trace for every thread via kill -3 <pid> (assuming *nix, otherwise you'll need to look up how to make java dump the stack).

    Otherwise you could try disabling GT ore generation, I don't see a config for it but I thought there was one. Worst case you could recompile with ore generation disabled.

    I see in the log that atomicstryker.battletowers also is doing terrain generation, so it might be a conflict with that. Like I said, I've mostly had this problem from Chocolate Quest. I'd try removing one of the terrain modifying mods at a time until the problem goes away.

  • Blood, are going to make natural PFFA oils distillation compatible?


    Aren't they already? Pretty sure that's what the Light/Heavy Oil recipes are for, and there's another recipe somewhere that turns PFAA Natural Gas into GT Methane

    Unless you're talking about for the Distillation Tower?

  • Updated to GT 5.09.22

    Huge Changes:
    Added Assembly Line multiblock.
    Picture construction and use guide.

    Your written description with the picture for the layout is wrong. It lists the block in between the reinforced glass as 'Assembly Line Casing', but from the picture and the source code it's wanting 'Tungstensteel Gear Box Casing', I don't see any reference to 'Assembly Line Casing' in the source.

    For anyone having issues, the block id is gregtech:gt.blockcasings2:5


  • Aren't they already? Pretty sure that's what the Light/Heavy Oil recipes are for, and there's another recipe somewhere that turns PFAA Natural Gas into GT Methane

    Unless you're talking about for the Distillation Tower?

    Oh, i haven't found any recipes with bucket and for oils in general with NEI and i thought there were none. It seems you can only see them through distillery. But there is one bug i found: If you try to fill bottle with oil you will get water bottle.

  • Huh, somehow I managed to miss that with grep, must have miss typed Assembling or something. It was renamed on 2016-04-11 from tungstensteel gear box. It also appears that my server-side localizations file is out of date. Speaking of which, I had to use minetweaker to set the localized names on the server, so that open computers could see the proper names; is there a config I'm not spotting to make the server register the localized names?

  • Greetings! Neat update, I made a tutorial that's currently uploading for the Assembly Line. I think I may have found a bug though, all the items in the input buses stay in the buses with a quantity of 1 after the machine is done. For example if a recipe calls for 6 circuits, after the machine is done there will still be 1 circuit left. If it calls for 1 gear, that gear will still be in there. I'm uploading my video and it shows the glitch as well.

    Edit: Here's the video. Apologies for the lack of editing, just made it after work because I was a bit bored. https://www.youtube.com/watch?v=LcceXmOExZw&feature=youtu.be

  • It's already known in the release notes, that there are ghost items left behind. It's missing a call to updateSlots() after starting the processing run. If it's not already fixed in trunk, I'm sure it will be soon.

  • Has anyone been able to get the chest buffer to actually output any sort of redstone signal? I've tried inverting it, cranking redstone all round. But I cant seem to get it to work.
    Is there some sort of special cover I need for it to work?

    Would much appreciate any help in this matter.

  • Let me start off saying I'm sorry if this suggestion has been brought up before. I wasn't sure how to search for it and I was about to read almost 200 pages to find it. If this already a part of GT6, I haven't looked at 6 very much to know and again, sorry.

    I had an idea for a new kind of crafting bench designed for GregTech. An Advanced Crafting Bench. The idea is that it's a crafting bench where you can place all of the tools that are needed in crafting recipes. You just place them in the bench and they stay there. Then any recipes that require the tools can remain in their slot while the normal 3x3 crafting takes place and the tools still take their normal amount of damage.
    So for example making an iron pickaxe requires the hammer and file (I think that's right). Well with this bench they can stay in their storage slot and the pickaxe can still be made without moving them to the 3x3 area. You could of course have the tools in the 3x3 like normal to still make the item.
    Another benefit to this crafting bench is that you can make recipes for items that normally take up the 3x3 but can now require tools. Example the piston, now it can be required to be made in this bench instead of the vanilla bench and it requires the hammer, file and/or screw driver.
    Of course if the tool isn't in the tool slot, or in the 3x3 area, the UI can say "<tool(s)> is missing." Maybe have the output shot a ghost of the item as well.

    I've toyed with the idea of being able to have it automated some how; pipe items in, auto outputs. But I didn't really care for the idea. Maybe with an even more advanced bench the would require this bench in it's crafting recipe but then also more items that would make more sense for that type of automation.

    The recipe to build it I thought might be quite simple. A vanilla crafting bench in the middle, a chest under it and 7 of the crafting GT tools around it. Any 7 of the tools can be used to do recipe to make the Advanced Crafting Bench. The power tools would count as well since there are recipes that allow for either the manual or powered tool. I believe there are some recipes that require only the powered tool, but I could be wrong.
    If doing any 7 of the tools, powered or not, would be too hard to code then at least 7 of the ones used the most: hammer, file, screw driver, wrench, saw, wire cutter. That's 6, I'm not sure about the 7th: spade, soft hammer, knife or mortar. Sure. Why not? Give the mortar a slot on the peg board as well.
    However it's only tools used for crafting. As far as I know the Scoop and Branch Cutter, and I'm not sure what else besides the normal tools (pickaxe, axe and so on), as they aren't used for crafting.

    If you want to make the recipe harder, or even just offer a harder version through the configs, replace the chest for the IC2 toolbox.

    I was also thinking in the UI the tools have their specific slot and add a black border around them. The idea being how many home workshops have a peg board with spot for each tool they draw the outline around the tool so people know where it goes. I guess the only problem with that would be in the player puts a powered wrench (or chainsaw or buzzsaw) in the slot where the wrench (saw) would go.


    This is one of the few times I truly wish I knew enough of about Java, then maybe I would try writing it and submit it.


    I had couple more other ideas, just not sure how well these would go over.
    Currently when you get the impure dust it says to throw it in the cauldron to clean it. What about having the impure dust with a bottle of water to clean it as well? You get back the dust and an empty bottle. I know that crafting wise you can't just craft bottles the vanilla way but it's possible to still get bottles early game say from a chest, villager trade or even killing a witch.
    I also thought it would make sense to just through the dust into any body of water to clean it.


    Last thought I had was with using the saws to cut wood/planks in crafting, shouldn't you also get back some amount of saw dust? Even if it's a small, or tiny, pile of it.
    I know I could do that with MineTweaker but it should be part of the mod. Just a thought.


    Sorry for the long post.

  • Let me start off saying I'm sorry if this suggestion has been brought up before. I wasn't sure how to search for it and I was about to read almost 200 pages to find it. If this already a part of GT6, I haven't looked at 6 very much to know and again, sorry.

    I had an idea for a new kind of crafting bench designed for GregTech. An Advanced Crafting Bench. The idea is that it's a crafting bench where you can place all of the tools that are needed in crafting recipes. You just place them in the bench and they stay there. Then any recipes that require the tools can remain in their slot while the normal 3x3 crafting takes place and the tools still take their normal amount of damage.
    So for example making an iron pickaxe requires the hammer and file (I think that's right). Well with this bench they can stay in their storage slot and the pickaxe can still be made without moving them to the 3x3 area. You could of course have the tools in the 3x3 like normal to still make the item.

    GT6 already has an Advanced Crafting Table, just like GT4 had, that can store Stuff in additional Slots.

    However having the Tools stay inside their Slots is NOT doable, you have to grab them out of those Slots, simply because there are lots of conflicting Crafting Recipes, that couldn't be made if the Tools would auto-place themselves, in fact it would even be very annoying in some cases to have the Tools place themselves automatically, especially in Recipes where the Tools position is used to determine what is crafted, what is the case with both the Hammer and the Saw.

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    Another benefit to this crafting bench is that you can make recipes for items that normally take up the 3x3 but can now require tools. Example the piston, now it can be required to be made in this bench instead of the vanilla bench and it requires the hammer, file and/or screwdriver.

    So you are saying GT should add a new and special Crafting System, that only can be used on the Table? Kinda like IHL? Well, I'm not going to do that in GT6, but maybe Bloody will for GT5.

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    Of course if the tool isn't in the tool slot, or in the 3x3 area, the UI can say " is missing." Maybe have the output shot a ghost of the item as well.

    Ghost, definitely Ghost Item, displaying Text is a bad Idea, a Ghost (maybe with a Tooltip) is the best way, I think

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    I've toyed with the idea of being able to have it automated somehow; pipe items in, auto outputs. But I didn't really care for the idea. Maybe with an even more advanced bench the would require this bench in it's crafting recipe but then also more items that would make more sense for that type of automation.

    That is called Autocrafting Table, sure since its supposed to be a special Handler it needs a special new Autocrafter for that

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    The recipe to build it I thought might be quite simple. A vanilla crafting bench in the middle, a chest under it and 7 of the crafting GT tools around it. Any 7 of the tools can be used to do recipe to make the Advanced Crafting Bench. The power tools would count as well since there are recipes that allow for either the manual or powered tool. I believe there are some recipes that require only the powered tool, but I could be wrong.

    So like the Maintenance Hatch? You know that the Tools dont ever get consumed in crafting? (unless their durability tells them to break). I'd Recommend adding either some Wood or in order to make it look more modern, add some Metal to it. Workbench + Chest can stay. But again, just recommendations

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    Last thought I had was with using the saws to cut wood/planks in crafting, shouldn't you also get back some amount of saw dust? Even if it's a small, or tiny, pile of it. I know I could do that with MineTweaker but it should be part of the mod. Just a thought.

    Not doable, only one output possible when crafting, and giving wood a container items is not a thing. Also the Cutter (Machine) already gives sawdust afaik.

  • Quoted
    Last thought I had was with using the saws to cut wood/planks in crafting, shouldn't you also get back some amount of saw dust? Even if it's a small, or tiny, pile of it. I know I could do that with MineTweaker but it should be part of the mod. Just a thought.

    Not doable, only one output possible when crafting, and giving wood a container items is not a thing. Also the Cutter (Machine) already gives sawdust afaik.


    I think you could return a tiny pile of the cut material per output items either:

    • Directly into the player inventory
    • Items, split out on the ground (I like this option)

    If I am not wrong, there is a recipe handler to return items into the player inventory. At least, it can be done with MineTweaker.