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

  • I've been looking at PFAA. Does anyone know if it's safe to disable all ore gen apart from the PFAA ones?

    I think that's mostly safe, except for a couple of things:

    1. Make sure CustomOreGen is set to spawn clay blocks somewhere. (technically not "ore" gen, but still possible to mistakenly disable)

    2. Last I knew, PFAA did not properly generate lapis/lazurite ore.

    With PFAA installed, GregTech generates several vein types in the Nether that would normally be Overworld vein types. Also, my personal experience was that the "placer" deposits made it easy to get modest amounts of tin, iron, silver, electrum, and gold for early game, but once I got further in and wanted large quantities, it wasn't that great compared to GT ore generation - it may sometimes take a while to find a GT cassiterite vein, but once you do, it can easily contain 40-60 stacks of ore blocks.

  • I think that's mostly safe, except for a couple of things:

    1. Make sure CustomOreGen is set to spawn clay blocks somewhere. (technically not "ore" gen, but still possible to mistakenly disable)

    2. Last I knew, PFAA did not properly generate lapis/lazurite ore.

    With PFAA installed, GregTech generates several vein types in the Nether that would normally be Overworld vein types. Also, my personal experience was that the "placer" deposits made it easy to get modest amounts of tin, iron, silver, electrum, and gold for early game, but once I got further in and wanted large quantities, it wasn't that great compared to GT ore generation - it may sometimes take a while to find a GT cassiterite vein, but once you do, it can easily contain 40-60 stacks of ore blocks.

    Ok thanks for the info :)

  • Haven't been keeping up with this topic, so I apologize if this gets asked a lot, but what's the current status of the 1.10 version - how stable is it, is it still being actively developed? Thanks.

  • сhips - where logic?


    To craft the machine at a voltage level of 512 volts, type machine name in the NEI search, and in the tooltip we find the text HV or 512 next. So we know that this is the machine and that it is designed for this voltage. (voltage 512 or HV tier is example only)


    To craft the chip for a machine voltage level of 512 volts, it is not known which type. One type of chip is involved in the machines crafting of four different voltages (for example, for example, quantumprocessor used in 4 tiers). We type Quantumprocessor in the NEI search and see 4 chips intended for different voltages. Each of them, in turn, is crafted in three different ways from different components.


    Let's say that a cobalt rod can also be crafted in different ways. The initial subject is a cobalt ingot. Imagine that you craft a cobalt rod at LV level from cobalt, at the HV level from copper, at level IV from indium. The chips are exactly the same.

    A chip is an object that is related to the level of development directly. In our lives, once the radio receivers were tube lamps. Then they began to be made from a variety of circuits. And now - everything is placed in one small thing generally. Or processors - decades ago computers occupied huge rooms, had many lamps and other huge details. Then came personal computers with processors like Intel 8086. Now the processors have 4 cores, speed up to 4 GHz each. I can not put a modern processor into lamps radio. I can not put it into the old computer. Do you understand the idea?

    In the game, the era of technological development is divided into voltage levels. And we are invited (after circuits update) to put a quantum processor into machines of the previous technological era. It does not work out that way in life. It should not be so in the game. The new kind of chips can not be used as parts in the machines of the old age.

    And now the constructive request:


    (*) The number of chips is made equal to the number of electrical voltages.

    LV Chip: Basic Circuit

    MV Chip: Good Circuit

    HV Chip: Advanced Circuit

    EV Chip: Processor

    IV Chip: Nano Processor

    LuV Chip: Quantum Processor

    ZPM Chip: Crystal Processor

    UV Chip: WetWare Processor

    MAX Chip: Infinite Processor


    We get each type of chip unambiguously compared with its voltage range, or in other words with its era, level of development.


    Example of Advanced Circuit: it will mapped to the HV type. It can be crafted if all machines of the previous MV series are available. This is the most expensive recipe. Also, we introduce the Advanced Circuit (in the game it is second chip with same name), which can be crafted by machines of its own level with less expenses in terms of resources or time. For the Advanced Circuit under consideration, one more "Advanced Circuit (HV)" is added, which in brackets "HV" means that at least one HV machine is required for its production (analog of technological process in modern processors - 0.28 nm, 0.17 nm). If there is a recipe for Advanced Circuit, which requires at some stage the presence of a LuV machine, then in the brackets of the third such chip, and we will record the "Advanced Circuit (LuV)".

    This remove the multiplicity of recipes for the same chip. One chip - one recipe. No confuse.

    This remove chips with similar names, located on different tiers unintuitive. No confuse.

    This eliminate the need to keep in mind all 26 kinds of chips and their crafts, which increases the number of options for chips more than 2 times, making their number more than 52!

    The chips becomes only 9. Each chip as far as possible in NEI becomes represented in three-four (or how many there will make) variants depending on a level of development. You see only advanced circuits for craft the HV machine. No crystal processors for our "old" computers!

  • I might have asked this before (or maybe someone else has), but I can't find it right now. Does anyone know how to make Inventory Tweaks auto-refill handle GT5 meta-tools better? With a flint axe in hotbar slot 1, a flint pickaxe in slot 2, a flint shovel in slot 3, and 1 spare of each directly above, when I broke the flint shovel, it refilled with the flint axe from slot 1, but also moved my spare flint axe to a different space in my inventory, confusingly. I know the meta-tools tend to confuse other mods, so I won't insist on it being able to replace the broken tool with the correct type of tool, and since later I may have spare tool heads instead, a way to make it ignore GT meta-tools when auto-refilling but still be able to refill things like dirt and cobblestone would be nice.

  • Doesn't GT5 have a Tweak to refill Items itself? Or was that something I had in GT4 and GT6 but not GT5?

    I haven't played GT4, and I don't know where to find that in GT6 to be able to check whether GT5 has it.

    I believe the Inv. Tweaks config files have the ability to do all of the features requested (if you use both), even choosing the correct tool types, however to get it working correctly involves a lot of typing in Inv. Tweaks item group data format.

    I seem to remember trying once, but I got bored, and lost the files.

    Looking at the config files, I might figure out how to make it recognize GT meta-tools, but I don't see how I'd get it to ignore them once I get far enough into the game to have tool heads as spares instead of crafted tools.

  • [Google Translate]
    I can not say about previous versions, but now it's very problematic to play with gregtech, you can say it's almost impossible.

    1. Graphical bug (although it is written that corrected in the Dev version) already makes the game not tolerable, but with OptiFine it just increases many times.

    2. The overall performance of the mod is not allowed for a protracted game (I just put in a flat world only 100 wires / pipes and my fps fell from 60 to 9)

    That is to return the mod to life you need to do this. Although it's not clear to me, 901 the error ticket is already hanging like half a year, but this serious problem is not solved, it seems to me or the development was abandoned?

    But the mod is good. Thanks to the developers for it.
    [gregtech-5.10.41]

    Edited once, last by DELTA (August 16, 2017 at 11:48 PM).

  • Hi.

    I want to automate items' craft on the assembly line with opencomputers. But there is just one problem. I can't extract flash drive from assembly machine. I can't extract items from input slots in other machines (extruder shapes for example). I tried transposer and adapter, tried different methods: transferItem(), pushItem(), pullItem(), swapStack(). It wont work.

    Is there any other way to pull out items from input slots?

    Sry for my english.

  • There is a Block that can store 16 USB Sticks, that you can control via Redstone. I think you can also automate USB Sticks in that Block too. In order to use that Block you need to use a USB cable Item instead of a USB Stick Item inside the Blueprint Slot.

    You are talking about GT5U, that is a different Thread, containing a port of an old Version of GT5. This Thread is about GT6.

    Tnx for answer. Are we talking about GT5.09.29 right now? Sorry, I can't understand what block and what USB cable you're talking about О_о

    Ah, its USB swith from GT6...

  • I can't fill my 'Fluid solidifier' with any liquid. Im googling around but no solution yet:

    What im doing:

    - Connect a 'fluid solidifier' to the electric network

    - Shift + Right click holding a cell with a fluid on one of machine sides (this works fine for other machines but fluid solidifier)

    GT version: gregtech-5.09.28pre

    UPDATE:

    https://imgur.com/a/OLaRh

    previous image: cover at left machine iza pump at "import". the milk desapears from cannin machine, that's right. But milk doesn't go across pipe to reach fluid solidifier. Something is blocking wont allowing liquid to enter in that machine :(


    Im missing something? thanks

  • You may be trying to load something through output side. This will not work without little tuning. Use screwdriver to allow input from output side.
    BTW what recipe are you trying to make from milk?

    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

  • yes by the way but i am still confused that what is going on

    believe in the Tweaks config files have the ability to do all of the features requested but if you use both of them and also choose the correct sort of tools, however to get it working correctly involves a lot of typing in Inv. Tweaks item group data format.

    I remember that i tried once, but I got bored, and lost the files.

  • GT5.09.31 Changelog

    Now available on OneDrive or Curse

    *Oil Refining Upgrade:

    *Rebalanced Oil Cracking.

    *Destillation Tower has now variable size from 4-12 blocks high. Recipes output up to 11 fluids.

    *Nitro Disel renamed to Cetane Boosted Fuel. Now made with Tetranitromethane instead of Glyceryl Trinirate.

    *Two new rubber types(Silicone Rubber and Styrene-Butadiene rubber).

    *New Rubbers nessary for IV+ cables.

    *Addition of BioDiesel made from Seed or Fish oil.

    *Pyrometallurgy update:

    *Advanced processing recipes for processing dusts in Blast Furnace.

    *Higher metal outputs possible with more work.

    *Eventually more byproducts.

    *Crushed ores and dusts smelting output changed.

    *Circuit/Chemistry Update rebalancings:

    *General cost reduction for circutis.

    *Circuit Boards from Epoxy moved up one tier but stays nessary after that.

    *Added new Plastic circuit board in place of old epoxy board.

    *Cheaper Vacuum Freezer.

    *More Niobium sources(As it is now used a lot in endgame).

    *More choices for chemical processing recipes cell usage.

    *Cheaper recipes in assembler for first circuits.

    *Assembly Machines now have 6 inputs too.

    *Cleanroom can be disabled in Config.

    *New Bricked Blast Furnace as alternative for Bronze Blast Furnace.

    *Assembly Line Recipes can now be seen in NEI after they got reseached and unlocked as achievement.

    *Bugfixes on Underground oil and Pollution saving.

    *Additional Pollution Effects.

    *Assembly lines now can have Data Access Hatches that store multiple recipes in Data Sticks.

    *Addition of Item Distributor. Can split up items evenly on all output sides.

    *Rebalancing of Chemical Recipes from .30 update.

    *Addition of single block LV and MV miners.

    *Coloring fix on pyrolysis oven.

    *Addition of new ZPM and UV Batteries. Recipes must be enabled in OPConfig.

    *Addition of MK II and III Oil Drills.

    *Pyrolyse oven can now be made with all coils and speed scales according to coil tier.

    *New Itempipes(Tin, Nickel,Cobalt, Aluminium)

    *Fix oregen not being constistent with identical world seeds.

    *Changed recipe for Fluid Canner.

    *Patch for AE2 Energy Tunnel to transfer GT EU. (Default off, has to be enabled in config).

    *Made some Assembly line recipes cheaper(needs datasticks to be remade).

    *Fixed reusage of Datasticks sometimes breaking Assemblyline recipes.

    *Fix Cheese/Dough recipe mixups.

    *Fix adv circuit achievement.

    *Removed not worldgen GT ores from MFR Laser Drill(with config).