Posts by Chocohead

    You can't even implement the crop calculator in 1.10.2? I guess that's not really a big deal.

    You can, the logic hasn't changed from 1.7. The difference is because JEI wants all the recipes it shows to be defined at game startup, all the combinations have to be worked out then rather than as it was running like NEI allowed you to do. Or at least that's what Speiger seems to be getting stuck with.


    No longer crashes, but the Olivia crop I tried remained stuck at Crop size 3/4, Growth points 0/400 with either Olivine Ore or a Block of Olivine below it, so the patcher isn't enough to make GT crops fully functional in GT 5.10.

    That's actually just a bug in the logic of GT5 itself, whilst looking downwards it forgets to offset the check for the root length, ie it checks the block directly below it (farmland) rootlength times. Should be fixable from my end though.


    EDIT: Provided I got the SRG name right for down (which I'm fairly certain I did), this will fix that issue too.

    Chocohead, you do know that the Function in the Interface gets obfuscated, right? the getWorldObj function in the IC2 Crop API overlaps with a function inside the vanilla TileEntity Class, meaning it is impossible to call it at all, using the Interface. This can only be fixed by renaming the Function inside the Interface and there is no way around it.

    The whole reason GT crashes is because it is renamed in the interface!

    Typo'd the comparison for isBlockBelow :S


    How about this one?


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


    Looking at the code, I found this:
    https://github.com/Blood-Asp/G…tity_Scanner.java#L73-L90
    which suggests that scanning a seed bag would work in 5.10 (though I'd need to switch to creative or something to check - I'm pre-steam in my survival world), but I haven't found where a recipe would be registered to NEI/JEI to make it show up that way.


    Edit: tried in creative mode with a JEI cheat-mode redwheat seed bag (since the seed bags don't show up in the creative inventory), and it didn't process. If I'm reading that code correctly, a pre-scanned seed bag (such as one I cheated in) should zip through in 1 tick. With that apparently not working, I don't know where to look for code to uncomment (or otherwise edit) to get it working.

    I had a dig around and https://github.com/Blood-Asp/G…common/GT_Proxy.java#L321 registers the seed bags as coffee instead, so that would probably explain why it didn't work.


    This should fix both issues properly, it's actually a patcher rather than just a fixed file.


    EDIT: This fixes crashes from GT crops trying to get the world from the crop sticks: [GregTech-5][1.7.10-FORGE-1355+][Unofficial but approved Port][Stable] Even GT5 Experimental is slowly getting stable.

    the IC2 builds that include them crash with GT 5.10

    Try putting this in the mods folder too. It's not really a proper patcher because I was feeling lazy for what it actually needs to do (very little), so it is named to try and load before IC2's version can. If you get the same crash, transplant the CropCard.class from within the jar into the proper place within the IC2 one (but as that's a nuisance so ideally you won't need to do that).


    EDIT: There's a better, proper one here: [GregTech-5][1.7.10-FORGE-1355+][Unofficial but approved Port][Stable] Even GT5 Experimental is slowly getting stable.

    Northern UK ;)

    Can you tell me how strong the superheated steam is, i.e. like normal steam output is 200KU/t, what is superheated steam output?

    Superheated steam requires double the heat compared to normal steam for the same amount of output, but because using it in the steam turbine gives double the KU output as well as normal steam out instead of distilled water, it allows you to chain turbines in pairs to boost output. Generally using it will get you half as much again, so if you had 200 KU/t using normal steam you'd have 300 KU/t using superheated steam.

    The energy efficiency of steam generation system is totally same as stirling generator.


    If I provide 100HU/t than the final kinetic generator generates 50EU/t.


    Well, someone can claim that we cannot provide 100HU to stirling but the amount of energy problem can be solved easily by just using a number of stirlings.

    Only if you only use normal steam. If you use superheated steam the efficiency increases drastically, although the whole steam system was never really finished very well as Thunderdark had to move house, but in terms of current usage normal steam is really only useful for making lots of distilled water very quickly.

    Also, currently I'm using liquid fuels and for this liquid fuels, actually the semifluid generator shows totally same efficiency.


    Therefore, we can conclude that using semifluid generator is more easy and the energy efficiency is same.


    In this point of view, the usage of steamboiler is only for nuclear reactors by using thermal exchanger and hot coolant.

    It very much depends on what you want, there's nothing that allows converting EU to HU very efficiently. So if your EU power is naturally fuel based then it's much better (twice using the default configs) to use a liquid firebox to generate any heat that is needed. The semifluid generator being less efficient than the liquid firebox would mean it would have no purpose, and vice versa, hence they generate the same amount of energy (in different forms) for the same amount of fuel).


    It's important to remember the stirling generator is inherently inefficient too, if you did EU -> Electric Heater -> HU -> Stirling Generator -> EU using the default configs you'd end up with a quarter of the energy you started with. Converting between different energy types isn't encouraged when it's avoidable, this applies to real life as much as IC2.

    It's the same thing as at the top of the page, I haven't got around to releasing the fixed build yet.


    In the mean time you can just add basesize=256 to all of the image tags in the XML files if you want to fix it immediately.