[GregTech-6][1.7.10][Website][Patreon] Info, Support and Suggestions

  • Its already out lol

    I don't say, your "insert whatever" is bad. I'm only showing ways for making it better.
    GregTech Website
    Patreon really helps me out. If you consider funding the development of GT, so I might be able to do it fulltime, why not?
    GregTech 6, the Main Thread, Bug Reports go here too.
    I'm also on #gt-dev on irc.esper.net, if you don't want to make a Forum account just to contact me.
    (I'm there almost every day, when I'm at my own computer. Yes you can drop bugs and suggestions there too)

  • No GUI for that thing, I try to stay away from adding any GUI to things like that. Why would you have Issues with the sequencial Dust Funnel Modes?

    I don't say, your "insert whatever" is bad. I'm only showing ways for making it better.
    GregTech Website
    Patreon really helps me out. If you consider funding the development of GT, so I might be able to do it fulltime, why not?
    GregTech 6, the Main Thread, Bug Reports go here too.
    I'm also on #gt-dev on irc.esper.net, if you don't want to make a Forum account just to contact me.
    (I'm there almost every day, when I'm at my own computer. Yes you can drop bugs and suggestions there too)

  • instances where i need to change from full dusts or small pile modes directly to 1/72nd piles to keep the stack in proper order splits up the stack when changing from higher tier through tiny dusts. it's just extra steps that would be mitigated by having a direct transition

  • What exactly are you doing to require the Dust Funnel to constantly switch Sizes?!?

    I don't say, your "insert whatever" is bad. I'm only showing ways for making it better.
    GregTech Website
    Patreon really helps me out. If you consider funding the development of GT, so I might be able to do it fulltime, why not?
    GregTech 6, the Main Thread, Bug Reports go here too.
    I'm also on #gt-dev on irc.esper.net, if you don't want to make a Forum account just to contact me.
    (I'm there almost every day, when I'm at my own computer. Yes you can drop bugs and suggestions there too)

  • specific example: whenever you are using a centrifuge on a purified dust, it yields an extra tiny pile of dust. since the best direct size to build up to from tiny is normal dust (9 to 1 ratio) i usually have it on dust size. when the stack of the specific purified dust is finished, there may be some leftover secondary tiny dusts. i would prefer to have these in tiny dusts because that's what they come out as, but in order to get to tiny dust i have to pass over small dust. this leaves an improper ratio of small, and 1/72 dusts meaning i either need to break down or reform these into tiny dusts, or wait for another amount of the same sizes dusts

  • Well, that is a weird usage for that. Well, I will add a shift click = cycle in reverse feature.

    I don't say, your "insert whatever" is bad. I'm only showing ways for making it better.
    GregTech Website
    Patreon really helps me out. If you consider funding the development of GT, so I might be able to do it fulltime, why not?
    GregTech 6, the Main Thread, Bug Reports go here too.
    I'm also on #gt-dev on irc.esper.net, if you don't want to make a Forum account just to contact me.
    (I'm there almost every day, when I'm at my own computer. Yes you can drop bugs and suggestions there too)

  • Hi! Me and my friends want to play on a gregtech server after the exam phase. Is there a reccomended modpack which we should use? Which reflects the "official" gregtech experience?

  • Well there are these Packs from Bear989 http://bearsden.overminddl1.com/

    I don't say, your "insert whatever" is bad. I'm only showing ways for making it better.
    GregTech Website
    Patreon really helps me out. If you consider funding the development of GT, so I might be able to do it fulltime, why not?
    GregTech 6, the Main Thread, Bug Reports go here too.
    I'm also on #gt-dev on irc.esper.net, if you don't want to make a Forum account just to contact me.
    (I'm there almost every day, when I'm at my own computer. Yes you can drop bugs and suggestions there too)

  • how would we get compat for forestry backpacks? Dirty dust, dirty crushed ore and in general ore. Also just realized how op jujgles are with pffa.

    you know i'm on my way when the entire landscape is quarried out of existence, it shall strike fear of your petty existence!

  • apparently even with gt gen enabled magnesite and cinnabar have only showed themselves to me in the ocean.

    you know i'm on my way when the entire landscape is quarried out of existence, it shall strike fear of your petty existence!

  • I find that the sluice is the best place to get chromium,

    washing ruby and uvarovite, with 8 x 25% chances to

    get a tiny purified chromium ore.

    For the electrolyzer, the regular ruby dusts slightly

    outperform the purified versions, with 1 chromium

    per 6 dusts, vs 1 tiny pile each (1 in 9).

    However, the best approach is to combine them all:

    For every 9 ruby ore blocks you get 18 crushed ores and

    the equivalent in tiny dusts:

    44 in 4 purified chromium ores from sluice

    18 in 18 tiny Chromium dusts from electrolyzing purified dusts

    27 in 3 chromium dusts from electrolyzing regular ruby dusts.

    ---

    89 ~ which is 8 tiny dusts more than 1 chromium per ore block.


    Uvarovite is similar until the final step. Subjectively though,

    I've found it easier to mine for ruby than uvarorite. I've

    consistently found more of the appropriate veins and found

    it easier to selectively mine out the ruby than the uvarovite.


    (edit: of course, with this approach you destroy the ruby in

    the process... if you are planning on building lots of LU storage,

    that may not be the best idea)

  • Forgotten Elements

    Lanthanum found in bastanite and monazite

    Europium

    Samarium

    Rhodium

    Scandium

    Erbium


    if its more common than Osmium idk maybe it should exist

    also can we get an option for this

    For Ore

    I:Amount_0=.1 or .01 or maybe even .001

    it just seems that even an amount of 1 is too common for some materials


    with an iridium ore rate of 1 producing about 1 3000 ingots per 10 million rather than the realistic 1 in a billion. although realism is overkill it would be nice to be able to decrease this in its current state.

    you know i'm on my way when the entire landscape is quarried out of existence, it shall strike fear of your petty existence!

  • Quote

    [ADDED] Clay veins below Dirt in Plains alike Biomes. So you can now have Clay Mining Pits

    Yes! I have really wanted to build some brick buildings for a long time, but have

    felt obliged to electrolyze all of my clay for lithium so far (mostly for HV batteries

    for replacement drills and jackhammers), with a small amount diverted to make

    construction foam. So far I've been building industrial buildings in construction

    foam, and non-industrial buildings in Forestry's Cherry Wood. Being able to mix

    in some brickwork for both will be awesome...


    Oh no.... now I feel compelled to build Battersea Power Station... or maybe

    Bankside.... maybe both? One at my original base, one at the restart location?

    What have you done Greg?!


    (A side question: I was at one staged seriously tempted to build in scaffolded

    construction foam, with brick patterned canvas covers. In the end I was worried

    that this might hit rendering performance - do you have an idea of how the cover

    rendering performs relative to simple blocks? Does it render all similar covers in

    a single pass, or are there multiple state changes during the rendering of each

    block? Is it wise to build multiple 1000s blocks buildings in canvas covered CF?)

  • What have you done Greg?!

    I have added more Clay to the World. :P

    The Side renders just like 2 regular Textures, thats the amount of passes you can expect. All GT6 Machines and Ores render with 2 Textures per Face, one Colored one uncolored. In case of the Canvas its only the Colored Background Texture and the Copied Texture.

    I don't say, your "insert whatever" is bad. I'm only showing ways for making it better.
    GregTech Website
    Patreon really helps me out. If you consider funding the development of GT, so I might be able to do it fulltime, why not?
    GregTech 6, the Main Thread, Bug Reports go here too.
    I'm also on #gt-dev on irc.esper.net, if you don't want to make a Forum account just to contact me.
    (I'm there almost every day, when I'm at my own computer. Yes you can drop bugs and suggestions there too)

  • The Side renders just like 2 regular Textures, thats the amount of passes you can expect.

    I meant more in terms of how the draw calls are organised.

    Say I have three scaffolded C-foam blocks: 1, 2, and 3.

    Each has half the faces in Cherry (C) and half in Brick (B)

    (just for example - I wouldn't actually build this)


    Would the draw order be something like: 1C, 1B, 2C, 2B, 3C, 3B

    or would it be more like: 1C, 2C, 3C, 1B, 2B, 3B?

    Not familiar with the Minecraft specifics*, but in generic OpenGL

    programming the first option could require 6 draw calls, whereas

    the second only requires 2. For a CPU-bound game with masses

    of headroom on the GPU this could make a big difference.

    Are the draw calls dispatched in one big bundle for like-textured

    faces, or in multiple draw calls per block?


    (*I'm guessing Minecraft puts many low res textures together

    into a single atlas with a simple per-face texture index, but I'm

    also guessing that each mod's textures ends up on its own

    atlas? In any case, this only makes a small draw call count

    possible - it doesn't magically lead to fewer draw calls unless

    the renderer actively takes advantage of this.)


    Unless you already put a lot of work into a custom renderer,

    I wouldn't expect the rendering of non-simple or TileEntity

    containing blocks to have been designed for anywhere near as

    many as GT makes use of, and adding thousands of extras as a

    building material seems like tempting fate...


    What's a jackhammer for? And why would you want to store a lot of LU? Also are there not transformers for LU?

    The jackhammer is slightly faster than the drill and significantly

    more efficient in terms of the high-value materials used to make

    it. It also hits like a hammer, but that is mostly a negative by the

    time you can manufacture it. I tend to use jackhammers to *find*

    veins and then switch to the drill to dig them out.


    And LU storage crystals have capacities FAR in excess of the

    largest batteries. For EU, you lose a lot in the round trip, but it

    might make sense to store up excess solar, RTG or nuclear

    energy, rather than simply letting it go to waste.