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

  • I started with pre5, but it crashed on loading my save.

    So I started loading the game with the Pre1, pre2 and pre3. PRe4 and 5 simply crashes the game (after I chose my save to load, I get back to the tile screen. If i try to load the save again, crashes).

    Well, I try to fix the circuits by myself with minetweaker. It was ages since I used that thought...

  • Looking at circuits, I just noticed something else: there doesn't seem to be a way to produce Bisphenol A (NEI only shows me the recipe for getting it into or out of a cell with a fluid canner). Maybe I'm missing an "optional" mod that would make it obtainable, and it isn't a big deal, since all it seems to be used for is making more phenolic circuit boards per wood pulp than with glue (and it's not like wood pulp and glue are all that hard to obtain in significant quantities). Or is it something that was planned to be taken further but not fully implemented?

  • Just got it tested on .32pre5. Magic Energy Converter accepts items from BC pipes and vanilla hopper, guess it accepts from GT machines too. Just make sure you trying to insert right items (I tested with Netherstar) and not doing it through "face" or output side (output side marked with a dot, while "face" is not so obvious but you can change it with croach+RMB with a wrench).

    Bisphenol A had appeared in large chemistry update, it was a step for making epoxy or something. However chemistry was significantly simplified in last updates so now it seems to be an obsolete (although I think it can be reenabled somewhere in configs).

  • I think I found a bug in Printer: while it is possible to manually place papers in its input slot, no pipes or vanilla hoppers can insert them for me. The machine just doesn't accept paper as a valid input.

    Also, I thought UV and ZPM batteries were uncraftable but I just found "B:EnableZPMandUVBatteries_false=false" in "OverpoweredStuff.cfg". Why are they disabled by default? I don't need them at the moment as I'm still in the IV age, but to me it makes no sense that just a battery is overpowered, unlike things like higher-tier Solar Panels that can actually generate huge amount of power with no running costs.

  • I have a question about oil drilling: is it supposed to start at the same rate in all chunks of each 6x6 chunk "oil source" area? https://ftb.gamepedia.com/Oil_Drilling_Rig#Usage makes it seem like that's the intended behavior, but with an oil drilling rig centered at x=69 z=2, I got light oil at 19 L/cycle, then I rebuilt it at x=55 z=2, I got light oil at 13 L/cycle. However, I don't know whether I'm misinterpreting the wiki, the wiki is out of date, or if that's a bug.

  • I have a question about Lapotronic Energy Orb Cluster. It has two similar but distinct recipes: the one using Circuit Assembler and the other one using Assembly Line. Is it intentional?

    The former uses more sapphires but less europium than the latter. For now I'm using the former recipe because sapphires are much cheaper than europium, but to me it looks kinda weird that the same item can be crafted with or without Assembly Line.

  • Hello again, just quick question - each time launching my 1.7.10 (with GT5U 5.09.31) minecraft is registering all materials is some point of loading. It take some time regarldess of strong procesor and nearly top-tier SSD and I wonder why it happens every time. It cannot be registered once then saved to config file and next time just checks if mods has changed to re-register materials if necesary?

  • Could anybody tell me dose the Modular Nanosuit Armor do anything different with what the Modular Exoskeleton Armor dose in 1.7.10 ?(all I know is just the two have different durabilities.is there any difference else?):?::)