Posts by Blood Asp
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forget the old stuff, this is your new toy: http://paste.ubuntu.com/10872141/
for some reasons this only crashes, when gt is in da house
i wonder which mod gt is screwing up
Can you send me your whole modpack? So i can test it better?
Well, time for a full changelog:
-Catch FluidID crash.
-Changed long numbers display.
-Finally fixed massive tools and cover bug (damn you decompiler!)-Added Nuclear Reactor Components.
-Added Fusion Reactor (3 Tiers).
-Added Plasma Generator (3 Tiers).
-Added Magic energy generator (3 Tiers).
-Added Processing Array.
-Added Distillation Tower.
-Added 2 new batterys (LuV and MaxV) -
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i was trying to lookup the mining portal from utilityworlds mod
this mod gives you a dedicated portal to a mining world and to a void world
I put in a catch, so it does not crash anymore. But i can neither reproduce nor determine the error.
Reading the long numbers annoyed me so much...
Other places where numbers need seperators? -
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Blood Asp, I've said this before, but you're brilliant.
Could you update the op to mention that Greg fully supported this? I know he did, but not everyone else will.
This means I can now fix things like "better tech means shittier inefficient machines" if I wanna, yay
Added a efficiency config to Diesel Generator, Steam Turbine and Gas Turbine. -
this is the crash i get, when attempting to create a world, the client itself starts up fine with 210 mods, your updated version and w/o ExU
http://paste.ubuntu.com/10854597/
which forge version did you use to test?
I'm working with Forge 1373, but are you sure the problem comes from GT? A fluid stack registry problem usually means there is a mod in your pack that is not updated for forge 1355+. Try removing GregTech and addons and see if it works then. -
I added Extra Utils to test it and i could load it without problems.
Also no idea how GT could be the reason for this.From a quick look through the code of ExU, it looks like the Spikes are disabled and so they can't get registered to Thaumcraft.
Jep, disabled the spikes in the ExU config and got the same crash. Thats a pure ExU Issue.
The issue is also allready on ExU Github.
https://github.com/rwtema/extrautilities/issues/571 -
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That thing is an High Pressure Turbine + Turbine Generator. Runs on Reactorcraft Steam only.
The high pressure Turbine costs: 7822 Steel + 28 Tungsten.
The Turbine Generator: 972 steel, 1286 gold, 68 wool, 4 redstone, 8 nickel, 8 magnetiteTo produce the steam, a huge pebble bed reactor (~32 cores) would be enough. (864 Steel + 86 Cadmium, 86 Indium, 86 Silver).
But if you want the fun to build a ReC fusion reactor: 12086 Steel, 29179 Magnetite, 18048 wool, 159 gold, 32 obsidian, 32 diamonds, 8 glass.And btw. the EU output was bugged until latest version of ReC. Now it produces ~4.1 mio EU/t. Still far to much to use.
So now for 250mio EU/t even Reactorcraft needs 60 HP turbines. A normal fusion reactor can supply ~4 HP Turbines. There are complex fusion reactor desigs that can produce 7x as much and only cost ~2x as much. -
I had this on the shoutbox allready some time ago:
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A decompiled and modified version of GT 5.07.07 approved by GregoriusT.
Should work with all MC 1.7.10 forge versions. Older Worlds with Forge <1355 might have their displayed Fluids mixed up, but that is only a visual bug.
Forge 1428-1481 breaks GT Multiplayer!!!
The GregTech for Minecraft 1.10.2 port is discontinued.
GregTech for Minecraft 1.12.2 is GregTech CE.
For Questions, Bugs or other help you can try to reach me on Discord.
Changes:
-Changelog-- Updated compatibility to Forge 1355+
- Fixed missing GemDust to GemPlate recipes.
- Fixed broken Railcraft recipes.
- Changed to new forestry honey name.
- Configs for generator effiency added.
- Made long numbers easier to read.
- Extended Galacticraft Support.
- Added config to disable all ic2 cables and replace them with GT cables:
- Added achievements
- RF Support- Added Nuclear Reactor Components.
- Added Fusion Reactor (3 Tiers).
- Added Plasma Generator (3 Tiers).
- Added Magic energy generator (3 Tiers).
- Added Processing Array.
- Added Distillation Tower.
- Added 2 new batterys (LuV and UV).
- Added Soldering Iron.
- Added Magic Energy Absorber (4 Tiers).
- Added Quantum Tank (5 Tiers).
- Added Quantum Chest (5 Tiers).
- Added Wireless Redstone Covers.
- Added Pump(5 Tiers).
- Added Teleporter.
- Added Needs Maintainance Cover.
- Added Monster Repellator(5 Tiers) Range 16-256.
- Added Large Steam Turbine.
- Added Large High Pressure Steam Turbine.
- Added Large Gas Turbine.
- Added Large Plasma Generator.
- Added Player Detector Cover (Range 8 unpowered , range 32 powered 1eu/t).
- Added Large Heat Exchanger.The original GT license is also valid for my fork:
[GregTech-6][1.7.10][Open-Alpha][Patreon][Please read Q/A first] GregTech: I AM BACK!!! MUAHAHAHAHA!!! Well, that was a loud entrance. Anyways I can finally continue working on GT by nowBugreports please on GitHub
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The nei pictures alone do not help that much. At last the items in the pics need to be named.
And slowly your mod it getting so big, you should split your wiki into multible pages. Only headers on the main page and details explanation on sub pages.
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I'm having a problem on the K4 server. I tried equipping the basic modular armor pants from the GT extras mod, and I got kicked from the server, and get kicked again whenever I try to log in. which is bad
Do you remember what you have installed in the Armor?
Or can you provide logfiles? These might contain more informations. -
In my opinion a huge problem is incomplete or sometimes difficult to understand documentaion.
You said no one messed around with the IHL wiremill. The reason might be only very few knew about its exististence or even more important, there is so far no real reason to make it.The things IHL started with (Handpump, Tunneldrill or drones) where relatively easy to make and had a direct use.
The GT processing chain that produces iridium and osmium is complicated, but the payback is there to motivate many to actualy do that.Now came the flexible cable stuff and the complicated machines to make them. They might be nice to look at, but so far it's not better than using normal IC2 cables.
So i would say, IHL is not too complicated and should stay like that. Just give some reasons to use it.
I can state 3 ways to do that:
1. Make your stuff better like less loss on kables or more output per resource but that is a bad way.
2. Make the easy way inefficient by making default recipes more expensive/less output.
3. Make your way the only way by moving some/all machine recipes from IC2/GT into your system. Might generate some hate... -
So, if i understand the wiki guide right, for longer distances and lower loss we need many battery swich units on the other side? 16 of them allready seems a bit to many to me.