Posts by Blood Asp
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im getting a weird crash report with my modpack i cant seem to figure it out and even some of my dev friends cant figure out why.
the pack is very big with 200+ mods so hopefully this can be sorted as it would be a awesome addition
http://pastebin.com/bvNrvNavExnihilo tries to load a recipes in IC2 that GT allready added. So the bug is that exnihilo does not check the IC2 recipes correctly before adding it. Maybe IC2 itself could also change something here, but is is certainly not a GT crash.
Are you sure? I appears on my NEI, but I couldn't craft it;
I am know that Greg disables all IC² generators by default, otherwise you could skip all the steam age (or mostly);Greg did disable them far in the past. But they are reenabled since forever... The IC2 generator needs a RE-Battery and that needs LV machines with GT, so there is no way to jump techs with that.
I did disable charcoal in 5.09 and add alternative methods for that. If you are using 5.08, that it must be a modpack setting.
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Personally i'm by now annoyed by again and again researching the same TC stuff. And all of it only for 3-4 things i use. So i would vote for: No TC for now, a later TC pack then with a bunch of addons included but heavily tweaked to fit GT.
So a "all or nothing" policy. -
If pollution is implemented for a "reason", then implementing workarounds that defeat that reason will defeat the purpose of having it. So I personally wouldn't suggest implementing "reduce pollution by X by having Y amount of some block/tree/machine/whatever"
I 100% agree that trees should reduce the amount of carbon dioxide in the air, but let's assume that the pollutants are nastier than that.
Tweaking the Sky color is something I'd love to do. Impacting the player with negative affects is certainly plausible.
SpwnX: Tying the pollution to chunks is likely what I'd do. Its simpler and I can ensure it has no performance implications. If Blood does it, he has ideas with tile entities he'd like to try out and which I won't try explaining cuz its his business
You (and everyone else) are free to start programming on what you want as long i'm not allready working on it.
I will also accept every feature as pull request as long it does not conflict with stuff i do or it is badly programmed. Should i not like it, a default disabled config for it is enough for me to accept it directly into GT5U(e).
The main difference in concept of pyures and mine ideas is that he would save pullution in each chunk seperatly and lets in spread out to the next chunks. (About the same factorio does i think)
My idea was to save a single central pullution per base, covering a radius of 100-200 blocks. Every newly created pullution inside this would be absorbed into it, and they center were the main pullution output is.
Both concepts have it's good and bad points. The main issue i see is chunkloading. On servers when the player is offline, in most cases only 3x3 chunks are loaded, so spreading like in factorio were everything is loaded is not possible.
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Thanks, but i try this in first time. GG say: gregtech API not found. Unoficial version have diferent API i think.
Use GalacticGreg v0.5 for GT5, the 1.x versions are for GT6
Hi,
Since update to gregtech_1.7.10-5.08.27. all my large boiler suck !!!
It stop at 86% eff. and don't want restart again while I break controller...I have check if water & coal supply OK
I have check if steam get away speedly (AE2/XC fluid import + 4 card)
I have check maintenance OKBut raaghh it dont want run again !!!
what's Im doing wrong ?Syl
Sounds a lot like missing or obstructed muffler hatch.
Without a screenshot is hard to say;
I remember to have seen this behavior only once before, when I forgot to put a muffler hatch. Maybe yours got obstructed?.
I'm using a Large Bronze one on 5.08.27, and it works fine...------
Speaking about the muffler, Blood, will pollution ever be a thing on the 5U?Pollution is at last planned, but i can't give an estimate on how long it will take.
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Bloody, what do you think about meteoric steel/iron? It's good for early game tools, but currently there is no way to obtain it, though in past it was one of the first metals, that was found and used by man.
Would you be able to add it in world and perhaps add some use of it in tech? Small problem is, AE2 meteors require 3-tier pickaxe (which is not really close to early game) and they should be a perfect thing to obtain it.Meteoric Iron/Steel is reserved by GalactiCraft. Also the realistic amounf of meteors that make it to earth... 10h searching for enough materials to craft a pickaxe?
Just imagine the small ores to be meteor left behinds.Yes, that's likely it, according it's writter in Mass Fabricator tab.
I also suggested next idea for generators - make possible to low output of generators to acquire power efficiency. For that I came up with three possibilities.
First way: MV steam turbine with basic efficiency of 75% is able to output 32 eu/t with the same efficiency as LV one, but with 4 Amps (so in fact it's 4 LV steam turbines, just more compact and requires different material to craft - cheaper in some sense). This is sort of how Greg would've done it. A "fair" way.
Second way: MV steam turbine with basic efficiency of 75% will go up 95% if it's output mode is set to LV.
Third way (almost simmilar to second one): All steam turbines have by default the same efficiency of let's say 85%, but
for example, if you set MV steam turbine to output LV voltage, it's efficiency will growo up to 95%.
Numbers are obviously not precise there. I should mention, that 1-block turbines should never be more efficient than large ones.Jep, no efficiency loss on highter tiers is only for mass fabs. Before, higher tiers were useless there. For other machines it at last makes sense to use higher tiers. Sometimes trough higher tier recipes, sometimes to have a lower amount of machines, when the energy const is only a small part of the whole. So there it allways depents on the user to use higher or lower tier machines.
To rise the efficiency later on, i plan to add research later. But that is months in the future.
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Sooo....
I uploaded a early testversion of GT 5.09.00
The worldgen should be complete, but important progression steps are still missing, so it is meant for testing and not ready for playing.
Changelog:
GT5Uex changes:
5.09.00Massfabricator:
8xEU per UUM (still less than IC2 EU costs)
max 10 Amp input
higher tiers no longer less efficientTool Material changes:
Titanium: 8.0, 2560, 3 - > 7.0, 1600, 3
Tungsten: 8.0, 5120, 3 -> 7.0, 2560, 3
Iridium: 6.0, 5120, 4 -> 6.0, 2560, 3
Osmiridium: 8.0, 3000, 4 -> 7.0, 1600, 4
TungstenSteel: 10, 5120, 4 -> 8.0, 2560, 4New Materials:
TungstenCarbide
VanadiumSteel
HSS-G
HSS-E
HSS-SMore complex Titanium and Tungsten production:
Bauxite/Ilmenite + C -> Iron / Rutile + 2C + 2Cl -> Titaniumtetrachloride + 2MG -> Ti / Magnesiumchloride
Lava/End Stone now produce Tungstate(but more)
Tungstate/Scheelite Electrolyzing now needs EV + HydrogenWorldgen:
Removed Pu oregen(and byproducts)
Added U235 to oregen instead
Added Oil Sands oregen
Added Asteroids to TheEnd (code from GalacticGreg)Made Single Use Batteries more useful:
Raised EU cap +50% to make them a alternative to produce EnergyIncrease Large Boiler Efficiency:
Bronze 2.0x 16.000->32.000 (Steam per Charcoal)
Steel 1.5x 24.000->36.000
Titanium 1.3x 32.000->41.600
TSteel 1.2x 40.000->48.000Generator efficiencies:
Turbine: 85,75,66
Generators: 95,90,85Disassembler:
Lowered runtime for higher tiers.Rubber changes:
Sticky Resin produces Raw Rubber and no more Plastic(Plastic now comes from Oil)
Raw Rubber vulcanization with Sulfur
Removed Rubber Cable crafting, now needs Fluid Solidifier + Fluid Rubber
ULV Cables can be isolated with paper, LV cables with wool+stringMisc changes:
Updated API Version to 5.09
Removed the old Rotors fully(the ones without texture)
Wood to Charcoal smelting disabled
EU->RF default enabled
IC2Cables default disabled
Sugarcane into paper or sugar now needs mortar to craft(can be disabled under harder recipes)Cover now protect against cables and pipes shocking or buring:
Currently all covers. Need to limit to non conductive covers.(MetaPipeEntity.isCoverOnSide())Changed and added Fluid pipes:
Reduced TS Pipe Temp resist 12500K -> 7500K, can no longer transfer Plasma
Added special Plasma Containment Pipe (nedodym + supercond)
Added High Pressure Pipes(More throughput than TS Pipes but need pumps to craft)Added Gem, Reinforced and Metal Storage Blocks:
Metals: 124 types
Gems: 37 types
Reinforced: TS Reinforced Stone, IrReinforced Stone, Ir TS Reinf Stone, Plascrete Block, more...GT bees: Mostly copy from BR modpack (http://www.beyondrealitypack.com/bees-flow/). Can be disabled per config so there is nothing double)
Work in progress:
Crops: Now needs Blocks below to grow to last stage.
22 new crops added. Missing Textures!!! Incomplete Drops.Charcoal pit: Build hill of logs with dirt above and bricks below, place control block above. Missing Fire animation/testing/crafting recipes/texture for contoller?
Seismic Prospector: Missing Oil Support/Needs Textures/Missing Data Processing/missing recipe
Oil Drilling Rig: No function yet/missing recipe
Advanced Miner II: Function incomplete/missing recipe
Pyrolyse Oven: No function yet/missing recipe
Oil Cracker: Multiblock still buggy/missing recipe
New ItemPipes with custom TickTime: Materials?
New FluidPipes: Acid resistance, plastic pipes for acids later on.
Oil processing: http://i.imgur.com/nv0L3u8.png
Plastics: Many recipe changes missing.About 20 more points on the to do list...
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GT 5.08.27
*Large Turbine and Large Heat Exchanger overhaul by pyure.
*Fix Magic gen recipes missing without Thaumcraft.
*Bronze Dust and Advanced Circuit Achievements now use OreDict.
*Added 8 missing Metallurgy materials.
*Fixed VibrantAlloy into molten PhasedGold recipes.
*Fixed Batbuffer name in Nuclear Control.
*Added Tooltips for auto output gui buttons.
*Split used textures for items/blocks (Turbines/QChest/QTank/FusionComp).
*Fixed QChest visuals in NEI.
*Added NEI support for UUMatter recipes. -
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