Have you checked the IC2 config? It has an option called ignoreWrenchRequirement which allows you to disable the requirement for using a wrench to pickup blocks, so you can just use a pickaxe.
I regret to inform you that a significant number of people disagree with you, which is why IC2 was designed the way it is. Every mod is designed to cater to different people, so it is unavoidable that there will be mods which make design decisions that you don't like. Part of life is learning how to cope with this by simply using the mods you like and not using the mods you dislike. You didn't pay for IC2, so there's zero obligation from IC2 to cater to your personal desires, especially when stated in such fashion.
It sure would be nice if version 1.25 could be uploaded to CurseForge, or at the very least if the OP could be updated with it. It's so frustrating getting the latest version of Fastcraft from the topic or CurseForge and then having stuff crash because it doesn't work with the latest Optifine.
It really took you until just now to finally update your github pages website to link to the new version?
Well then, that's the biggest IC2 news in a while. I wonder what Greg will do.
I am very sad about the transition to the RF API.
Hm, okay. But at the wiki it says that red marked parameters can be left out.
I also try it so:
mods.gregtech.Mixer.addRecipe(<minecraft:clay_ball>, <liquid:water> * 100, [<minecraft:sand>, <minecraft:dirt>], <liquid:water> * 100, 100, 16);
This also not work. There is no error, but also no recipe.
Then I try this one:
mods.gregtech.Mixer.addRecipe(<minecraft:clay_ball>, <liquid:water> * 100, [<minecraft:sand>, <minecraft:cobblestone>], <liquid:water> * 100, 100, 16);
This works. It seems there is also a problem with minecraft:dirt?
Any idea? How to set a parameter to null?
Thanks a lot
To set a parameter to null, literally pass null to the parameter. Like this
mods.gregtech.Mixer.addRecipe(<minecraft:clay_ball>, null, [<minecraft:sand>, <minecraft:cobblestone>], <liquid:water> * 100, 100, 16);
Maybe anyone can help me.
I warnt to add a recipe for clay in the mixer.
On the minetweaker wiki i followed this line (example)
//OutputStack, OutputFluid, InputArray, FluidInput, Time in Ticks, EU
mods.gregtech.Mixer.addRecipe(<IC2:itemFertilizer>, <liquid:dye.watermixed.dyered> * 1000, [<minecraft:sand>, <minecraft:double_plant:4>], <liquid:water> * 1000, 100, 16);
And then i changed it like this:
mods.gregtech.Mixer.addRecipe(<minecraft:clay_ball>, [<minecraft:sand>, <minecraft:dirt>], <liquid:water> * 100, 100, 16);
It doesnt work. I get an error, something about "there are 2 methods avaiable"....
I figured out that the problem only appears when i left out the Outputfluid
Anyone can help me what iam doing wrong ?
You can't just skip a parameter. If you don't want to output any fluid, then you have to pass null for Outputfluid.
This is an awful bug. Such behaviour has no logic. How even gt was released with such flows? And who even made the code to make it work such way...? As a programmer i blame him.
It's not a bug, it's just how the system was designed. The GT electric system works by pulling energy from the nearest energy source that hasn't reached its amperage limit for that tick in a deterministic manner. As such, if you have multiple battery buffers, it'll pull from the closest one first, only pulling from farther ones when more amperage is requested than the first buffer can provide, or if the first buffer runs out of energy.
Could someone respond? Does Blood Asp abandon GTE while he working on more important things(GT5U)?
Bloody is adding new things and stuff to GT5U so there's no need for a separate GTE for GT5. GTE for GT6 will probably be picked up again when GT6 is more fleshed out and Bloody is mostly satisfied with GT5U.
I should also mention that the platinum ore texture is either missing or the name is not aligned to what the code references.
This isn't a huge game-breaking problem, but it sure does make platinum ore look "interesting"
Go install Waila so you can see which mod that ore is actually from so you can make sure your complaint is directed at the correct mod.
Minor spelling note: The Pyrolyze Oven should probably be called the Pyrolysis Oven (because Pyrolysis is the name of the process itself, and Pyrolyze doesn't fit grammatically).
Minor spelling note: There are friggin typos everywhere in your code bloody. It fills me with grammar nazi rage. I'm gonna have to become the rabbit Hitler because of you Bloody
Anyone know the tiers or have any information regarding all the new plants in GT5U? I see some 'Evil Ore' and 'Eating Plant' and such adn want to try to get them but dunno where to even start.
Oh, I should totally go update the crop documentation on the wiki then.
Overheating is a serious issue on spacecraft. I hope you know that radiation is only a few percent of heat transfer in atmosphere. If you're in space you need really nice cooling systems to get all of the energy to radiators and even then you need a large surface area for any appreciable amount of power.
Also in terms of superconductors: they have helium and pumps in them. That means they have the active cooling systems necessary to stay superconducting. You could say the pumps need EU to operate and you'd be absolutely right but that's a GT mechanic overhaul I don't see coming any time soon.
Actually the pump operation is likely why the loss is 1 EU/block rather than 0. Pump covers needing EU is just unwieldy.
Well, if you're actively generating heat then of course that will be massively significant compared to the passive heat loss and gain you'll encounter in space.
3. Asteroids and the moon have no air of their own, and vacuum has zero thermal conductivity, so how do you figure those dimensions would be colder than the overworld?
Space is very very cold. While you are right in that there is almost no thermal conductivity, thermal radiation is very much still going strong and given time you'll lose all your heat. Since, as you said, there is zero thermal conductivity, that means you'll gain very little heat that way. At best you'll be able to gain some heat from the light of nearby stars but that isn't a whole lot.
Everyone can add infos to the wikipages. There is not even programming knowlage needed... I do not have the time to do everything.
While we are missing wiki article, could some make small description of building Pyrolyse Oven?
By all means feel free to fill in all the missing information on the wiki. Don't worry too much about getting the formatting wrong, I'll help you fix it and learn how to use mediawiki properly.
Anyone know a good mod to make the end... endless? I'd like to see some floating islands or something so there's a chance of finding some of those end ores from GT5U
That's what I did for Resurrection with my CustomOreGen setup. I spawned large solid "veins" of endstone and then spawned veins of ore and there was a lovely infinite end. Of course, that does mean you'd need CustomOreGen. Plus my configuration had some... flaws such as being able to mine everything with a stone pick.
What's the recommended version of IC2 to use with this?
Carrot cake. Make carrots slightly more viable for food by way of extra processing!
I support this request and extend it with requests for every carrot based food there is.
Or you know, you could just look at the Materials enum in the GT API which lists every single material and its mining level.
Dunno about 30 blocks (that's crazy-tall) but I gotta agree; a large cumbersome inefficient drilling method is definitely a good idea.
Place one in each chunk, and power them by steam. You'll have a field of oil derricks!