I'm a fan of this aesthetic. My only critique is that the bronze and brass look nearly identical.
Posts by willis936
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I think you should make bloody add the maintenance to GT5U itself. on GT4 they meant to be repairable with no cost (other than tool usage), I dont see why it shouldnt carry over to GT5U
I beat the drum a few times but going on any further without anyone else expressing interest is just annoying to others. If I get it working I'll make a pull request. -
I think you have to define it for every single Turbine Blade not only for the Meta Tool Item. You can test it. Using a Turbine Blade a bit and check the Meta or NBT data. Than you can make a recipes with this items) In your recipes you you take a Turbine Blade (not defined) inside a Crafting table and get a Turbine (not defined ) back which cant work because who knows wich turbine blade you put in or want to repair. And by the way you have to put a plate or a bit material inside your recipes need for repairing (realism).
That would be a lot of work for a hackish solution. I may be better off trying to figure out how to add the recipe to the source since there doesn't seem to be a good external interface for meta tools. I didn't figure that materials would have to be added because everything I've read implies that it's not supposed to cost extra materials. If nothing else it makes it borderline unusable for loaded servers because of how much material upkeep would take.http://ftb.gamepedia.com/Turbine_Manual
http://ftbwiki.org/Large_Steam_Turbine#Maintenance -
I'm trying to add turbine (item) repair via minetweaker but I'm not quite certain how to do this. I've tried something along these lines:
Codeval Hammer = <gregtech:gt.metatool.01:12>; val Wrench = <gregtech:gt.metatool.01:16>; val File = <gregtech:gt.metatool.01:18>; val Turbine = <gregtech:gt.metatool.01:172>; recipes.addShapeless(Turbine, [Hammer, Wrench, File, Turbine]);
but it has the issue of the output item being the item found in NEI that has no durability or meta tool properties. Is there any way
to have the meta tool properties of the input be passed to the output? Idk how to do this sort of recipe interfacing with meta tools. -
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Hmm... Later on addition of GC might be the reason. No idea how forge handles it when the fluid suddenly comes from another mods on a allready existing map... Might be difficult to fix.
Yeah after looking at NBTEdit it doesn't seem like there's an intuitive way to just sub in the fluid. I'll probably just ditch GC + galactigreg.The forge files (level.dat and session.lock) would have to be deleted/regenerated (manually from an identical set of configs) but in SP testing this appears to ruin the world.
Aha in the level.dat file I can see a fluid list in NBTExplorer. Maybe I can see some differences between a new and old world in there.
FIXED IT
steps:
generate world in the desired environment
find level.dat > forge > defaultfluidlist in NBTExplorer
copy from newly generated world and paste into old world's level.datThere doesn't appear to be any adverse effects.
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Also so you're aware I've tried every single "oxygen" in nei and none of them are accepted by the ebf when GC is installed. Unless there's a config setting I'm unaware of or something I'm missing this is a compatibility issue (I guess on GC's side?). How does oil get handled so gracefully between all of the mods?
The issue seems to be from adding GC to an already generated world... I'll have to do some surgery.
GC was added to use galactigreg in the end. -
There is nothing like oredict for fluids. If 2 mods use the same internal name for a fluid, the first one to register will get it's own, the other will instead get the fluid of the first mod. But internal name and localized name are different, so it is possible that both are shown with the same name. For example Oxygen with GT and Galacticraft.
GT registers the fluid "oxygen" and shows it as "Oxygen".
GC registers the fluid "gc.oxygen" and shows it also as "Oxygen".So if you spawn in fluid containers filled with oxygen with NEI, you do not know if you get "oxygen" or "gc.oxygen".
This is exactly the issue! Thanks a bunch. It's happening on GC versions 350, 351 (latest) and 333 (reccomended).It looks like there are oxygen related branches in their git. I'll try a few builds and let you know.
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So I'm unable to recreate the "EBF doesn't accept oxygen" issue when only GT and ic2 is installed. Somewhere along the way another mod is interfering with it. This only started happening after I updated a few mods and the forge version. Strangely though if I revert mods one at a time I can't get the problem to go away. Same with going back to forge 1448 from 1492. Anyone else running into this? This is the mod list:
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He is retexturing them for his resourcepack. He has found a problem since all turbines share the same image file, instead of 4 separate ones.
A lambent yellow plasma generator sounds pretty neat.Also I'm trying to set up a GT5U dev environment in eclipse and line 16 of GT_RecipeAdder.java is:
import crazypants.enderio.material.Material;Do I need enderio installed in this dev environment?
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Hi,
So I'm still having issue with custom ore mixes. I turned off all GT ore spawns a part from custom 00 and 01. I then cleared all of the stone/dirt etc to see if that would make my two remaining ore mixes the only ore spawning but they still don't seem to.
Result image here
The two custom mixes I am using are turned on.
Post the config (or at least the mixes you're trying to add). -
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I do feel somewhat strongly about the large turbine blades as they are now. In SP testing I saw that a large steel turbine would only last a few hours of IRL use and there was no way I found to repair it. I didn't test to see if the materials could be reclaimed through arc furnaces, disassemblers, or macerators though. It's mostly the few hours of durability I take issue with. On a chunk loaded server it's simply not useable.
After testing it seems that all you can do to worn out turbines is disassemble them and all that does is make the materials disappear. 8 second MV operation to give nothing back (assuming because it's an assembler and not shaped crafting recipe...)
Also after updating the EBF no longer accepts fluid to its input hatch. I still have to do more testing with this to confirm though.
Confirming that the EBF doesn't accept hydrogen into input hatches in .26.
The arc furnances don't accept oxygen either.The plasma arc furnace does accept nitrogen plasma though...
Mercury input doesn't work on chemical reactors either. -
I do feel somewhat strongly about the large turbine blades as they are now. In SP testing I saw that a large steel turbine would only last a few hours of IRL use and there was no way I found to repair it. I didn't test to see if the materials could be reclaimed through arc furnaces, disassemblers, or macerators though. It's mostly the few hours of durability I take issue with. On a chunk loaded server it's simply not useable.
After testing it seems that all you can do to worn out turbines is disassemble them and all that does is make the materials disappear. 8 second MV operation to give nothing back (assuming because it's an assembler and not shaped crafting recipe...)
Also after updating the EBF no longer accepts fluid to its input hatch. I still have to do more testing with this to confirm though.
Confirming that the EBF doesn't accept hydrogen into input hatches in .26.
The arc furnances don't accept oxygen either.The plasma arc furnace does accept nitrogen plasma though...
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Here's a rough cut at the fusion reactor mk 1: http://tinyurl.com/olwjhgg
Interestingly, my numbers don't completely match up with the wiki's. I think the wiki assumes you will use LuV input hatches? Also I have no idea where they got the number of superconductor wires from...
Well I do know the Mark I requires LuV or higher for all casings (including input/output hatches). This prevents someone from minimizing material cost while maximizing fusion reactor capability with tons of cheap hatches. Extra input/output hatches don't add much functionality but don't add any cost either. Extra energy hatches add a lot of functionality however and do cost quite a bit more (unless you're all set on tungsten). -
This page covers the fusion reactor requirements pretty well. I've only ever made them in SP testing and not survival progression yet so I'm not as familiar with the nuances.
http://ftb.gamepedia.com/Fusion_(GregTech_5_Unofficial)Mark I, II, and III all work with only twoinput hatches and one output hatch. From that page: "The Fusion Reactor gains 10mio(MK1), 20mio(MK2) or 40mio(MK3) EU storage capacity per energy hatch build in." The Mark I D+T reaction requires 4x LuV energy hatches, a Mark II Al+Li reaction needs 7 ZPM energy hatches, and a Mark III Si+Mg reaction takes 6 ZPM energy hatches.
Your tool will come in handy when it comes time to make the LV machines for fuel production.
Other GT5U multiblocks:
http://ftb.gamepedia.com/Processing_Array
http://ftb.gamepedia.com/Distillation_Tower
http://ftb.gamepedia.com/Large_Turbine_(Block) -
That's pretty slick. Would it be possible to add other multiblocks using the bare minimum hatches/buses? Things like the fusion reactor are a pain to do out longhand.
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