Does tin vein spawn only on mountains? I have found 1 vein in extreme hills on my previous map, but I have yet to find a tin vein below sea level on my new map. I have drilled like 30+ 2x1 holes with 48 (3 chunks) distance between each. I even found 1 diamond vein, but no tin so far.
It uses less energy. Or at least the extruder used to use more energy per operation than the specific machine designed for it.
It uses less energy but produces 2x less rods. So, in order to compare it with extruder power consumption you would need to multiple lathe power consumption by 2x and add cost to smelt dusts into ingots (which lathe produces). I think they would be about equal.
Extruder is easy to build now is probably the best machine to build as first, since it alone can replace wire mill, lathe, and plate bender - at same material cost per produced item. And in addition to above it can also do things no other machine can. It's pretty much the same as IC2 metal former - all in one machine, without any cons. Previous GT extruder high tier machine.
And for some reason lathe produces less rods then extruder and costs diamond to construct. Any reason to build it?
I see, that makes sense. Thnx for clarifying this.
Is the wire at least 4x? 4x batbox -> 4amp
No, only 1x tin wire. I just tried 2x tin wire and it did not disappear. What surprises me however, is that why 1x tin wire worked in the first place? I have created like 50 plates with it until I accidently used up all power.
Possible bug: I was using plate bending machine (32 eu/t) and did not have enough power to complete operation. So, I removed tin wire, let my batbox (with 4 re-batteries) gain some power and reconnect wire back. Except that wire simply disappears when I try to place it. I tried copper wire just in case but it also disappears.
My setup is pretty simple:
that batbox thingy with 4 slots for batteries (32 eu/t) -> single 1x insulated tin wire -> plate bending machine (32 eu/t).
Version inside mcmod.info says 5.02a.
Do you have Biomes O Plenty and Twilight Forest installed? This is a know issue with a conflict between these 2 mods Biomes Ids. Check the configs and fix the biome ids.
I normally do have Twilight Forest installed, but for purpose of testing this bug I removed all mods except gregtech and mariculture - bug still occurs. Which does not make sense, unless mariculture scans loaded mods and does something stupid if it detects GT.
configs of all mods, you are getting some biome problem and as far as i know GregTech does not generate/modify any biome.
In my test case "All Mods" are only GregTech and Mariculture. And Mariculture have no setting for biome ids. GregTech also seems to not have any such settings.
The words "biome" or "ocean" are found only 3 times:Code
- grep -nri biome
- forge.cfg:8: # Control the range of sky blending for colored skies in biomes.
- forge.cfg:9: I:biomeSkyBlendRange <
- mariculture/fish-mechanics.cfg:14: B:"Ignore biomes when catching fish"=false
- grep -nri ocean
- mariculture/world-generation.cfg:35: B:"Remove Mineshafts in Oceans"=true
- mariculture/world-generation.cfg:36: B:"Water Filled Caves in Oceans"=false
- mariculture/world-generation.cfg:37: B:"Water Filled Ravines in Oceans"=true
GregTech does not do that.
I tried removing GregTech and Ocean generates fine with just Mariculture. I also tried removing Mariculture instead - Ocean generates fine with just Gregtech. But if launched together game generates huge mushroom island instead of Ocean.
For some reason GregTech 5.0.1h and Mariculture beta 12 replaces Ocean biome with Mushroom Island biome. So yeah, we now have a whole mushroom continent... Not sure which of the two mods does this, but it seems to occur only if 2 mods are launched together (Mariculture does not do this by itself). I posted this on GregTech and Mariculture forums.
Throwing dusts into full cauldron does nothing - dusts just jump on top of it.
Using latest GregTech version at the time of writing this ("version": "5.00l").
Coal is hard to find now in large quantities. I have only encountered small coal ore and even then it did not drop coal most of the time. And lignite Coal is pretty useless right now. I wonder if it is even energy efficient to process lignite coal in order to use as energy (since it does not have any other use).
Basically, there should be a way to produce normal coal, since some other mods balance themselves under assumption that is present in large quantities (Ars Magica, Railcraft, Pneumatic Craft).
Diamonds are freaking hard to find now. Looking for a village to trade for diamond items now actually makes sense. Or creating your own village by curing zombies.
I didn't affect the IC2 Config in regards of Worldgen. You need to manually disable it yourself.
And for balance reasons should we disable IC2 uranium and other IC2 ores? Or GregTech is already balanced around assumption that IC2 ores are enabled?
I use Small Coal Boiler, wait when steam is full, and then place Steam Alloy Smelter next to it. Is this normal that all steam in Small Coal Boiler instantly disappear and I can't make bronze in alloy smelter? It displays "!" mark, which is probably warning about not enough steam.
Edit: I have reloaded that world and for some reason I can make bronze now. Either steam stopped disappearing in to the void or alloy smelter finally got full (how much steam does it need?).
Some gameplay notes: uranium pickaxe have lvl 3 mining (like steel) and is very easy to get. You just need bronze or iron pick and 4 IC2 uranium ore, which can be smelted to ingots.
But it has the least height, what would reduce spawning rates so or so?
Suppose our algorithms selects chunks based on their average height (larger height - more chance of being selected), and suppose we have a pure ocean in, like, 128x128 chunks around player. Now, if algorithm *must* place Ore Vein ones per 3x3 chunks (on average), then low height of chunks will not matter in this case, because almost every chunk around player will also have low height. It will, however, matter on biomes borders, or where chunk suddenly begins to generate a large hill.
Just to clarify then: Every 3x3 chunk area has a single vein of each ore? OR single vein of a single ore type only?
Also, you said previously that ore gen was no longer dependant on biomes (so it makes sense to mine in extreme hill, given the amount of stone). Does that include things like rubies too? They can be found in other biomes aside from deserts?
While I don't know answer to those questions I would like to point out, that generation in biomes largely depends on how chunks are selected for Ore Vein placement:
* If chunks with larger mass (more solid blocks) have a higher chance of been selected, then Extreme Hills would have a higher chance of having Ore Vein.
* If chunks are selected purely at random, then best biome for mining is probably the Ocean.