Posts by Blood Asp
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If 4 people isn't too many...
I'm fine with that. Usually i prefer max 3-5 people to work directly together, with more, split the work into smaller teams. Only this time i will have less time as on K2.0 K1, currently working on my bachelor thesis. Well, it will likely be something like 4h/day now instead of 8h/day. So still enough.Grag I suggest adding the slicer back asap so we need to slice the bread into toast (because cooking break doesn't make sense) to get into the good stuff.
Is the knive still missing?
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Maybe some RL friends will join me, otherwise i also need a team.
How about this... I thought about doing sort of a closed beta for the pack, if you will. I would allow a few users in a few days after opening in a few days. I would keep only the disabling part of my recipes on a first.
Then I would slowly enable recipes as I change stuff in them. Once players judge this is sufficient, people will start to establish. You are encouraged to roam within the borders that will have been pregenned as much as you like to find a suitable place to call home. Might do a few farms and things to be able to explore but not too much.
My guess is everything will be good enough to be played in a month. Players might decide it's time sooner. 2 weeks would be decent. 10 days is bare minimum. So official opening should be around the tenth minimum.
Would that be okay with you ? (When I say nerf recipes, it's more change them to GT-looking recipes. I shown a few, people seemed to like them.)
That way you could also come in and tell me : "This recipe fucking sucks." You may also change it yourself on the GH and submit a pull request. You may also tell me you like it, if that's the case. ;P
So yeah. No more wondering what would be or would not be enabled, nothing would be. ;P I guess by 10th day, major mods such as Forestry, BC, IC2 would be done as well as vanilla. (While BC would take me a while, Forestry would be done in half a day.) I would also do first tier of Galacticraft. Think that'd be decent to begin with. By day 30, I expect to have 80% of everything done. Then I would start to play myself...
There was no mention of it, but will there be a world reset before public opening? I really hope so. Everyone should have an equal starting point. Also generally testing screws things up. In that case, testing could also be done public... Maybe not only Recipes, but also config files on github and discussions about changes as issues?
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The armor has a relatively high durability, but once it is below 50% armorplating can fall off.
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Oh, my word about the AE2 discussion:
3x Energy Usage and Certus Crystals only spawning in GT Veins allready limits AE quite a lot. It is certainly NOT op on Kirara. Until i reached about HV machines it was really difficut to set up more than a few ME blocks. Using GT Pipes was just cheaper... Even now on K1 at absolute endgame i'm still not using Quantum Gates. 600 EU/t for a pair is just crazy.
It is about 2 years back that i last used LP, but back then the energyusage was negligible and all parts were really cheap. It only used much more space to set up. On the other side, it absolutely killed the FPS of everyone inside my base. Half my buildtime with it was ensuring there was no way of items bouncing back and forth that otherwise would lag the server.
So in my opinion, LP must be nerved much more than AE recipewise. Rising ME to HV-EV is fine by me, but it does not need much nerving recipewise.
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I feel like IC2 machines existing in world might break progression later on, so i would prefer to avoid that. Should there be a way to prevent that, then it's fine.
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Hmm, one question. Will the IC2 machines be disabled, or enabled until Greg readds his own machines?
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Now its time for a big update. Version 5.08.17
Fixed Thorium Fuel heat output.
Finished Large Turbines (turbines take damage and scale, uses IC2 steam)
Added Large High Pressure Steam Turbine (Uses ic2 superheated steam)
Added Large Gas Turbine
Added Large Plasma Generator (single block plasma gens got nerved)
Fixed fusion achievements
More Fusion Fuels + alternative Tritium production with IC2 reactor using lithium
Magic energy absorber now uses Endercrystals and absorbs entchantments
Added Player Detector Cover (Range 8 unpowered , range 32 powered 1eu/t)
Added Multiblock Large Heat Exchanger.This update is again quite untested, so i expect some bugs.
For tomorrow i plan to finish the processing array.After that GT5U counts as finished for me and i will for some time only do bugfixes.
Also the next week is for documentation, so everyone can find out how to use my added stuff.
Once that is done i'm back to GTExtras. -
It needs no Muffler, the GT4 Large Turbine also needed no Muffler if i'm not mistaken.
The "Large Turbine" you place is only the controller. It still needs a turbine item (small, normal, large, huge) you must put into the slot inside the turbine controller gui.
The Soldering Iron has no sound. So in creative absolutly nothing happens. Just look into the controller gui if the "circuity burned out" issue is gone.
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I can't get the Turbine to work:
Here is a few pictures... anyone have an idea what i am doing wrong?
I have 2048 input and output hatches on sides (centered)
I have normal steam being put into the input hatch, and its full.I have the Maintenance Hatch on the other side (centered)
And I have a Dynamo Hatch ( 2048 ) on back with a 2048 buffer attached to collect power.
I also put duct tape on hatch (because I can't figure out how the soldering iron works still. I try putting solder into my inventory and use the iron on the hatch, but it just changes the redstone output from weak to strong.
When I hit it with a hammer, the turbine turns a tiny bit for a second, and stops. A tiny bit of water is out put from output hatch. No power is generated. If I repeatedly hit the turbine control with hammer, the same thing happens - the turbine turns a tiny, and stops - and a tiny bit more water comes out the output hatch.
I'm using Forge .1408
and gregtech unofficial .16You have a turbine inside?
It does not yet take damage or change the troughput, but it must be in there.
The multiblock does not say anymore incomlete structure in the gui?The soldering iron should work like all other tools by opening maintainance hatch and klicking inside with it. In creative nothing else is needed. in survival it must be charged with at last 10.000EU and a tin or soldering rod/fine wire must be in the inventory.
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Loved to see a more complete version of GT5, if we had all the missing machines from the very start , gt5 would had been more awesome, but Grag... i did not saw at changelog and did not checked at the game, but we have the redstone displays? and the player detector? retriver is imposible now since gt pipe teleport itens?
it seens to be an awesome job, keep up!
What do you mean with redstone display?
The player detector comes with the next update. Just 1-2 other things i plan to finish before releasing.
No retriver and it is also not planned.It is not like the full Worldgen Code for Ore Layers is Part of the GT6 API or something.
I will decide once i fixed up the same stuff in GalacticGreg. The difference in Oregen beween GT5 and GT6 is not exactly small. -