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

  • Hi ppl,
    does anybody can get a redstone signal from chest buffers or item detectors?

    Yep. Item detector on chest buffer emits signal while there are items inside buffer.

    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

  • It has been a long time, but now is again:

    Update Time!
    This time even multiple releases at once:

    GregTech 5.10.04

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    GregTech 5 got ported to Minecraft 1.10.2! A huge thanks for that to Archengius aka. Dragon2488
    Some first builds had been done without announcement, so we already reached version .04 and got rid of the biggest issues.
    There are still some lighting issues and most machines/mechanics are untested, but as far as we know it is ready to play.
    Also GT5.10.xx is currently dependend on JEI, so it has to be installed to work.


    GregTech 5.09.23

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    Major changes:
    Rewritten oregen system (by Muramasa-)
    The addon GalacticGreg got integrated and can now be removed from modpacks without any issue.
    Oretypes for Galacticraft planetes stones got added.
    Oretypes for Underground Biomes stones got added.

    More heating Coils for Electric Blast Furnace (by OneEyeMaker)
    Old heating Coils are now Depricated. They should automaticly update. If not, you can pick them up and shapeless craft them into the new Coil types.
    LuV+ Materials now need higher tiers of heating coils.

    Load speed optimations (by Bogdan-G, portet by Muramasa-)
    Many small improvements. The slower load was before, the better the speedup. 5-30% less startup times have been measured.

    Pollution
    Now fully functional and activated. To get exact pollution value, use the Tricorder/Portable Scanner on any block to get pollution in the current chunk.
    Can be disabled in config or limits for effects can be set.
    Current effects, limits subjet to change:
    Pollution > 750 000: Sometimes weak poison effect, gets stronger and more often as pollution rises.
    Pollution > 1 000 000: Grass, Trees and plants start to die.
    Pollution > 2 000 000: Rain becomes acid and slowly destroys stones.
    Fuel burners and muffler hatches produce 10-100 pollution per second.
    Every chunks pollution gets updates once per minute. Pollution goes down by 1% + 2000.
    Neighbour chunks that have less than 80% pollution get 10% pollution moved over. Transfer minium 50000.
    Planned: Smog, pollution production from other mod burners, better balancing, better multi dimension support.

    Balancing/Bugfixes:
    Update Capelist URL.
    Correctly remove items from Assembly Line input hatches.
    Fixed assemblyline not working in negative world coordinates.
    Fluidfilter cover fix.
    Wires used in some IV recipes changes.
    Updated Achievements.
    Made GT machines sounds adjustable with sliders.
    Fixed Super Fuel Fuelvalue handling.
    Made wires paintable.
    Update Processing Array recipe on machine replacement.
    Large Turbines now explode when producing more than the dynamohatch voltage tier.
    Fixed localisation of Assembly Line constructions plans.
    Fixed large turbine integer overflow.
    Added Magneticraft compatibility. (GT ore processing gets loaded into Magneticraft multiblocks)
    Return slabs on paper crafting.
    Added Metal Subtags to Tungstencarbide and Vanadiumsteel.
    Fixed dimensional teleporter.
    Reduced teleporting costs for long and interdimensional distances.
    Changed item pipes behavior. The one transfer per second now can be split into multiple targed inventorys.
    Naquadah Gen Mark III now also returns used naquadah.
    Added missing reactoria leaf recipes.
    Changed Magnetite aurelia processing recipe.
    Fixed wrong quintuple plate recipe.
    Force only single maintainance hatch on Distillation Tower, rised min stainless steel casings by 10.


    GregTech 5.09.24

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    .24 directly after .23 even trough .23 took months? Well, this version has only one, but a huge change we prefer to keep seperate for now.
    Muramasa- rewrote the whole Materials and Metaitem system. The changes were huge, so quite possible that some things are still broken.
    The important points about the change.
    We again can add more materials. Before it was limited by the maximum size of the materials enum.
    Everyone can add and change materials. As addon or even in the config!
    Materials now load dynamicly depending on the mods loaded. Less Materials = faster startup.
    Players/Modpacks that use materials that are now disabled must reenable them in the config!
    Unused Metaitems also got disabled for even faster startup times.
    Same here, should they been used in the modpack, they have to be reenabled in the config! It is possible to enable the whole metaitem type or single metaitem/material combinations.
    These changes again brought a huge improvement in startup time. Depending on prior performance 10-40%! So .24 compared to .22 improves in some cases to less than half the load time.
    Currently do not use with TGregworks. This build would break all existing tools. We are working on an fix.


    For all GT updates as always: Huge changes, so please safe your worlds before updating in case something went wrong.

    Industrial Gigant [a GregTech and Rotarycraft Modpack]

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    Now a bit advertisement for the Modpack i'm currently working on.

    I have a WIP Modpack that combines GregTech and Rotarycraft progression. Rotarycraft changes approved by Reika.
    I try to advoid the commonly used mods like Thermal Expansion, Ender IO or ExtraUtils.

    In this modpack i try to make a few things different than other modpacks:

    - No oregen. All ores must be traded ingame.
    - Infinite Resource generation ways disabled ore limited. (No crops, limited bees, ect)
    - No metals smelting in the furnace. That is all moved over to the Tinkers Construct Smeltery.
    - Better Questing will guide trough the progression and reward Trading Licences needed to buy higher tiers of ores.
    - GT and RoC recipes have been changed for combined progression(RoC changes accepted by Reika).
    - Immersive Engineering and Magneticraft are added, but most of their machines recipes are removed. Their multiblocks replace some GT machines that have been disabled and their recipes got moved over.
    - Drops from Hostile Monsters are disabled. So no monster farms, only friendly animals get harmed.
    - Finite water everywhere besides Ocean and River biomes
    - Optional Skyblock mode(WIP). From world with no ores to void world is only a small step.
    - Nether and End have been disabled by default.

    Also this is my first Modpack.

    The main Thread for it on Feed The Beast can be found here.


    Also GregTech5 is now on Curse.
    Also you can join us on Discord if you want. The chat filled up nicely and most questions get answered quickly.

    Look from time to time into my OneDrive, i often drop prebuilds in there.

  • Neighbour chunks that have less than 80 pollution get 10% pollution moved over. Transfer minium 50000.

    After some testes, it seems like 5 000 not 50 000. What is real transfer minimum?

    Upd
    Seems i've got it. Pollution transfer between chunks starts working after pollution level in current chunk > 50 000, right?

    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

  • And what is current pollution production rate of "burners" and "mufflers"?
    10 times difference between min and max are a little difficult to calculate safe amount of "dirty" machines in each chunk :)

    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

  • in the latest build for 1.7.10 the tin plates are uncraftable. It is caused by a double entry in material component config for tin plates (after enabling the 'per item' setting), the first one being false and the second one being true. After deleting the false entry it works, another fix is by enabling the global setting for unused plates. Maybe a hotfix?

    EDIT: Actually it doesn't work after deleting the entry, tin plates come back to life ONLY after enabling the global setting for unused plates. After deleting the entry it comes back after loading the game.

    Edited once, last by monokei (October 1, 2016 at 9:23 AM).

  • in the latest build for 1.7.10 the tin plates are uncraftable. It is caused by a double entry in material component config for tin plates (after enabling the 'per item' setting), the first one being false and the second one being true. After deleting the false entry it works, another fix is by enabling the global setting for unused plates. Maybe a hotfix?


    Seems like the code to detect the needed plates needs some update.

    The first line does set the value per default to false (thats why it ends with _false=). Once a value is set, it cannot be changed later. So the second one, also set to true, is not able to change the value for tin plates, they stay disabled.

    If you now take "B:plate_false=false" and change the line to "B:plate_false=true", this will enable tin plates for you.

    EDIT: Actually it doesn't work after deleting the entry, tin plates come back to life ONLY after enabling the global setting for unused plates. After deleting the entry it comes back after loading the game.


    You should never delete any entry from gregtech configs as they get re-generated. Just set them to the right value by only changing the part behind the =.

  • Gregtech fluid regulator covers. How to use them? I tried to hook up them at both powered machines and pipes. Tried both negative and positive speed. Tried to put machine controller. Tried to connect pipes through regulator. Pipes arent connecting to each other through regulator like they would do with pump cover. They dont prevent fluid to go through them it seems. And they are not draining liquids from adjacent tanks.

  • Is it really still the same error? Because the reason for that should be fixed.

    If I'm not mistake, then yes:

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