[GregTech-6][1.7.10] Moved to Website

  • V4.08k:
    Fixed Bug in my recent "optimization" causing a ton of Recipes to not be processed and therefor decreasing loading time.
    Decreased Loading time again in another Way, so that it evens out my previous mistake XD

  • therefor


    *therefore


    On a less spelling point: I've got sickles, I've got hammers but no stars. We need star shaped things! How else can we make our ultimate socialist bases?

    Images

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(


    I see this too much.

    The post was edited 1 time, last by Chocohead ().

  • It'll do for now, but it seems a very expensive solution for something that really should have 5, not 4 points :P

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(


    I see this too much.

  • I have a question about the dynamic config file, if I disable the recipes for the hammer usage on rings/bolts, macerator for the rings\bolts, etc, would that increase the loading time at all?

  • Only the MAchine Recipes would reduce Lag that way, but be careful not to break everything with that Config. Also the Crafting Recipes cause the least Lag (it is a bit strange but it is like that)

  • I notice there are no options for the alloy smelter to disable things in the dynamic config even when I regenerated one with the newest version of GT. Is this a bug?

  • Some bugs with the GT crafting tables:


    - If its inventory is full and unable to accept cell output from full cell stacks in the crafting grid, the cells are eaten.
    - When using multiple mortars, each time it switches to a new mortar, the iron dust from the previously consumed mortars are not produced. Also the mortars lose one extra durability each time one is switched out.

  • V4.08k:
    Fixed Bug in my recent "optimization" causing a ton of Recipes to not be processed and therefor decreasing loading time.
    Decreased Loading time again in another Way, so that it evens out my previous mistake XD

    Hello Greg,


    Found an issue with this build:


    Integrated Circuit used to configure PlateBender is registered as circuitBasic into the Ore-dictionary.


    This have these bad consequences:


    Updated IC2 build#387
    IC2.cfg got added this as default:

    Code
    1. # Enable usage of OreDict for Circuits
    2. B:enableOreDictCircuit=true


    Then
    Integrated circuits = 1 in plate benders where transformed into IC2 Electronic Circuits.


    In NEI: Plate bender recipe displays with IC2 Electronic circuit.


    Recipes for integrated circuits are missing

    The post was edited 1 time, last by leagris ().

  • I cna't seem to get help for this anywhere else so i'm gonna try here since the PFAA mod is made with gregtech in mind. Currently PFAA tin and copper require iron+ to be mined, and they override TE ores from genning. Is there anyway someone here could write me the config for PFAA so that it either doesnt override ores or, so that the copper and tin could be mined with stone. Thanks.

  • I cna't seem to get help for this anywhere else so i'm gonna try here since the PFAA mod is made with gregtech in mind. Currently PFAA tin and copper require iron+ to be mined, and they override TE ores from genning. Is there anyway someone here could write me the config for PFAA so that it either doesnt override ores or, so that the copper and tin could be mined with stone. Thanks.


    PFAA does not override TE ore generation. Their generation must have been toggled off somewhere (for example, in the CustomOreGeneration settings, when the world was created).
    Technically speaking, PFAA does not actually have ore generation settings. All PFAA Ore Generation is done through COG.


    Edit: Assuming you're playing single-player, when you create a world COG brings up this really big panel of ore generation options. Try fiddling with those, and remember that under default COG settings, all ores are at least somewhat biome-dependent.


  • PFAA does not override TE ore generation. Their generation must have been toggled off somewhere (for example, in the CustomOreGeneration settings, when the world was created).
    Technically speaking, PFAA does not actually have ore generation settings. All PFAA Ore Generation is done through COG.


    Edit: Assuming you're playing single-player, when you create a world COG brings up this really big panel of ore generation options. Try fiddling with those, and remember that under default COG settings, all ores are at least somewhat biome-dependent.


    According to the pfaa page it overwrites all other ores and replaces them, IT even says it in the xml file but i don't know how to turn it off.

  • How am i supposed to get iridium now that you can no longer get some iridium from centrifuging platinum, or from grinding sheldonite ore?