The thing I mentioned is actually a bug. Flint knives have 6400 durability and it should take 100 durability per bread slice, so the flint knife should work for a stack of bread. Your suggestion would make it so that the flint knife, the lowest possible tier, can slice 100 stacks of bread @_@

[GregTech-5][1.7.10-FORGE-1355+][Unofficial but approved Port][Stable] Even GT5 Experimental is slowly getting stable.
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The thing I mentioned is actually a bug. Flint knives have 6400 durability and it should take 100 durability per bread slice, so the flint knife should work for a stack of bread. Your suggestion would make it so that the flint knife, the lowest possible tier, can slice 100 stacks of bread @_@
100 stacks of bread slices is indeed overkill. In the stone age, bread did not exists, so n neither bread slices. That flint knife was good to peal leathers, cut meat, chase animals. (in reverse order).
I have seen real antique flint tools, I can't see how you could slice bread with these ⇒ I was wrong then. You cannot slice bread at all.Now, if you take a dented stainless steel bread knife, one will last for your whole life without sharpening with a few slices a day, likely 50k+ slices before it becomes useless. You have more chance to loose it in the trash or unknown place, ore replace it for a prettier new before it dies.
( I realize I wrote so much about bread slicing knifes ;D )
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I'm not sure why but that didn't get me naquadah veins, just palladium/platinum added to the regular beryllium, nickel, bentonite, etc
EDIT: I did a /cofh clearblocks and this is what happens
now, unless some of these unnamed, untextured, weird grey blocks are naquadah, it's just not generating for me.
IIRC, things such as the cofh clearblocks commands wont update the GT ore blocks properly which is why they don't have their assigned texture or localized name. Naquadah ore should be enabled to spawn, but ore mixes have a weight so veins like Naquadah which can only spawn on the end island(I think?), might not necessarily spawn. It's intended that your main source of Naquadah should be from Fusion. -
It's intended that your main source of Naquadah should be from Fusion.
well I just wasted half of a real day trying to find naquadah, then. super.
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IIRC, things such as the cofh clearblocks commands wont update the GT ore blocks properly which is why they don't have their assigned texture or localized name.
GT Ore Blocks are very simple non-ticking TileEntities that don't actually know what Ore they contain until they are block updated (i.e. made visible by mining the adjacent block) or generate with at least one uncovered side. Console commands like that wouldn't trigger those visibility updates. However, given that you're finding Palladium/Platinum there, that's a Sheldonite vein, not a Naquadah vein, so you'll need to look around some more.
Naquadah ore should be enabled to spawn, but ore mixes have a weight so veins like Naquadah which can only spawn on the end island(I think?), might not necessarily spawn. It's intended that your main source of Naquadah should be from Fusion.
-However, if you have Naquadah Ore generation enabled, it is reasonable to expect to get a haul of it at some point. The difficulty with finding any ores in The End is that the main island is finite size, and Asteroids aren't all that common. It's perfectly legit to find Naq. in asteroids though, if the Asteroids generate at the right altitude. (It's not restricted to the island, it's just dimension and height restricted as with other ores.) Getting Naq. from Fusion is the intended source if you have generation disabled, but if you choose to have it you should have it. -
Sorry to bother, but I am too lazy. How feature-complete is the port? "almost"?
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It has pretty much all of the major things from GT4, and also new content of its own.
You can see what it adds here: http://ftb.gamepedia.com/GregTech_5_Unofficial
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It has pretty much all of the major things from GT4, and also new content of its own.
You can see what it adds here: http://ftb.gamepedia.com/GregTech_5_Unofficial
Great, thx. What about ic2 machines? I remember a year or so ago you had to use some of them to cover gaps in early-game energy and manufacturing. Can they be disabled now?
Also, what's the deal with 5.08 and 5.09? Is 5.09 some experimental version of the experimental version?
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There is the occasional recipe that involves IC2, but for the most part you don't have to use IC2 to play GT5/GT5U.
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The only IC2 machine I still use is the reactor.
Remaining plans/changes:
Finish pollution.
Finish modula armor.
Rework circuits.
Add lightning rod.Besides that only Bugfixes and requests when others Code.
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The only IC2 machine I still use is the reactor.
Remaining plans/changes:
Finish pollution.
Finish modula armor.
Rework circuits.
Add lightning rod.Besides that only Bugfixes and requests when others Code.
Damn, impressive work, BloodAsp. I remember how you started on it, and how far you have come. You have my sincere grattitude.
Greg, if you read this, pull your head out of whereever you have it and start providing high-quality GregTech as you did in old times. I don't even have reasons to shitpost in your thread anymore.
Also, can someone update me on worldgen? I missed out a good year, maybe two. I remember using PFAA geologica becuase GT started to generate ore randomly, unrelated to biomes. Is that still the case? If true, is PFAA still the choice for ore generation with correspondence to biomes?
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Bloody you have done a great job with GT5u and adding in most of the missing stuff from GT4, but what's with the advanced crafting table, electric crafting table? that is the one(two) thing we are still missing. they would really help with making machine comonents and charging electric tools.
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aka13_404,
My latest pull request on github should add the functionality to only allow an ore mix to spawn in a specific biome.
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Thank you, I appreciate the addition very much.
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Hey Guys, I might have found a bug when using the Amplifabricator in a Processing Array.
But before I add it on Github I wanted to make sure that I didnt do anything wrong.
I have a Processing array containing 16 Basic Amplificatros. Since they require 32 Volts and pull one amp of current, the multiblock has a HV Energy Hatch.
It also has one LV input bus, one LV Output hatch and a Maintainance Hatch.When I supply the multiblock with power and put Scrap into the input bus the machine doesent start, even when hit by a soft hammer.
Iam 100% certain that the multiblock is supplied with sufficient power.
So far I've tried the following things:
-Reducing the number of Amplificators
-Changing the Energy hatch to EV
-Replacing the scrap by Scrap boxesNone of which have worked.
Has anyone encountered this issue before?
Iam playing on the Beyond Reality Modpack and this issue happens on both the most recent Version (v22) and the one before that (v21).
None of my custom Minetweaker Scripts mess with the Amplificator and this issue still comes up when I remove my scripts.I hope someone here can help me.
As usual, thanks in advance -
Known issue, not practical to fix according to Blood Asp, due to special code for the Amplifabricator: https://github.com/Blood-Asp/GT5-…mment-227008830
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Known issue, not practical to fix according to Blood Asp, due to special code for the Amplifabricator: https://github.com/Blood-Asp/GT5-…mment-227008830
Ah, good thing I didnt jump the gun on github then
Thanks very much, guess I'll just have to spam the machines the old fashioned way.While I'm already here, I'd like to know if there is some obscure use for some of the Elements I have lying arround in bulk.
These are:
Sulfur, Sodium Beryllium (I dont need that many reflectors), Potassium, Manganese, Cobalt, Calcium, Lithium and Carbon. -
Most of those can go in the fusion reactor for either elemental synthesis or energy production.
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Sulfur, Sodium Beryllium (I dont need that many reflectors), Potassium, Manganese, Cobalt, Calcium, Lithium and Carbon.
Going mostly from memory here, so others feel free to correct me if I'm wrong on some of these:
Sulfur can be used to make sulfuric acid, needed for TNT or iTNT in the most recent versions of GT5, or sodium persulfate, used in a chemical bath to get zinc/nickel/copper byproducts from certain ores.
Sodium and Lithium can be used for batteries.
Manganese is one of the ingredients of stainless steel.
Calcium might be re-combinable with carbon and oxygen to get calcite for blast-furnace processing of certain iron-containing ores.
Carbon can be used for solar panels (although the higher-tier panels are disabled by default) -
Most of those can go in the fusion reactor for either elemental synthesis or energy production.
Ah, I never thought of that. Lets just hope that I get to fusion sometime this year
Going mostly from memory here, so others feel free to correct me if I'm wrong on some of these:
Sulfur can be used to make sulfuric acid, needed for TNT or iTNT in the most recent versions of GT5, or sodium persulfate, used in a chemical bath to get zinc/nickel/copper byproducts from certain ores.
Sodium and Lithium can be used for batteries.
Manganese is one of the ingredients of stainless steel.
Calcium might be re-combinable with carbon and oxygen to get calcite for blast-furnace processing of certain iron-containing ores.
Carbon can be used for solar panels (although the higher-tier panels are disabled by default)
Yeah these are the uses I currently know of. But they dont consume nearly enough to keep up with production.
I have literally tens of thousand Sulfur lying arround from all the redstone processing I did to get enough Chrome and Ruby dust.
Lithium in particular is bugging me since I dont need that many batteries (which is even more true since I reached EV/IV age) and burning it seems a bit wasteful when I could use Uranium instead. -