Posts by Blood Asp

    I did little testing on this release. Mox heat boost was fully untested, the uranium boost did work while testing, but maybe i broke it with an later change.


    Will take a look at it tomorrow.


    Bugs i know of in the modular armor:
    Tooltip localisation broken.
    Fluid handling broken.
    Some missing models.
    Boost items (motors, pistons,...) still for GT6 so not working in GT5.

    Update GT 5.09.17


    Added the GTExtras Modular Armor (For now stright and untested port. There are many bugs currently so i left the recipes disabled, but you can test them in creative and tell me the bugs).
    Rised IC2 Reactor outputs (2x for electric, 4x for fluid, nerfed mox bonus in electric reactor from 5x to 2.5x).


    ...
    Will add the list of bugfixes later once i have the time.


    The tutorial is outdated. The updated buildscript loads most mods while setup. You only have to manually add the API for nuclear control.


    automatic feed Brainteh in Maintenance Hatch?


    There is no way to automate the maintainance. It has to be done by hand. If you absolutely do not like it, there is an config to disable maintainance completely.


    How exactly does the Microwave Transmitter work?
    Like do I just place a 512v one in the middle of some 32v machines and it powers them from a distance? Or what?


    It can wireless transfer EU to any other GT machine. Place it down, connect to power, set coordinates of targed machine in gui and apply an redstone signal.

    Did you forget about other things? Cloak device and tesla staff ?

    I know of the cloak and have allready seen old code of it in GT5. But tesla staff? Must have been before my time or i always missed it.

    So... I just noticed that I didn't even have gregtech installed (whoops). Anyways, now that I did, I found another incompatibility: Dense Ores. With gregtech 5 and dense ores, when you create a world, it takes up the name for the world, but doesn't actually let you play it and instead boots you to the title screen. When you go back into the single player menu, it displays as if you have no worlds at all (not entirely sure how that works). I removed dense ores after I discovered that it was most likely causing issues, but I thought I should inform you. Also, I would like to know how I can remove the names of the previous worlds from the (what I guess I could call) list of used world names.

    The dense ores incompatibility is known. No real way around it besides removing it. Or maybe asking the dense ores dev. But as GT is replacing allmost all of the worldgen, there is no real reason to have it in the same modpack anyways.

    Mentlegen, it has come to my attention that while Blood Asp has done good work he has neglected one crippling flaw: The current versions of GregTech still do not in fact contain the Lightning Rod that GregTech was originally advertised as containing.


    WE MUST GO BACK TO ROOTS, PEOPLE!


    Well, who knows. Maybe Santa Claus will bring a christmas present.

    Well, the crash report basicly says: Crashed while writing a crash report.


    So not really helpful. When NEI is crashing, it is certainly not GT alone. Likely a cross mod interaction. The only way to correctly test what mods are conflicting: Make a clean setup. Remove some mod and try if it works. Repeat with all mods...
    The optimized search for that is: remove half of the mods. If it works, it is one of the removed half. Otherwise one of the remaining half. Then remove/readd half of the mods again and try again. That way to you can test 256 mods with just 8 restarts.

    Urm why can't I craft scrap with a recycler in 5.08? Checked the configs not seeing exactly why and previously I was able to, I think preGT5u. Also am I missing something with gregtech as far as advancement goes? It takes forever to get a decent set-up and these new nerfs make it very hard to automate much. Does everyone play in creative and just cheat or is masochism a thing? Also looking for a decent server just so I can figure out what other folks use as set-ups.

    I did not change anything about recyclers since i started with GT5U. Maybe IC2 broke somthing? The GT recycler is using mostly IC2 logic in the background. Overall i did close to no balance changes in GT5.08 and i will still keep that branch up to date for all that want to play with the original balancing.
    All "my" changes are concentrated into GT5.09. I know there are likely quite a lot that do not agree with all my changes, but for them there is 5.08.


    About servers, i was playing on Kirara the last few weeks, but currently that one is down because of server failout. If you look for good GT packs, i would recommend InfiTech2 or BeyondReality Pack.

    Can solar boilers be moved with sticky pistons?


    And suggestion:
    Hard Water Test Strip. Checks calcination level in a machine.

    Sticky pistons are unlikely to work. They do not move tile entitys afaik.
    I will add something easier to check and reset the solars soon. All i want with the rebalancing, is that they do no longer work fully stand alone. But more than 1-2min of work every few hours is also not wanted by me.

    Something that is kinda... Problematic is that it's almost impossible to see which ores you can use in a chemical bath.
    If you look up the recipes of the chembath, you will almost only see things like: arrows, firesteel stuff. Wouldn't it be a nice idea to, instead of having the ores bathed in the chembath, to have them bathed in the ore washing plant, with mercury/sodium persulphate instead? It would make more sense (seeing that it's an ore washing plant) and the recipes would be easier to find (since they wouldn't be hidden in a 1700 recipe pile, but "just" like... 100 recipes).


    If this has been changed already, I am sorry. Our Beyond Reality server had some problems with the more recent version of GT/BR, so we had to roll back until version 2.3.4, which doesn't even have the new GT multiblocks. But our admin plans to try a new version again soon.


    Once you know the rules for processing, it is quite easy to find out without searching much in NEI.
    https://github.com/Blood-Asp/G…/Materials.java#L730-L731
    Basicly: Every ore that has Gold, Silver, Osmium, Platinum or Cooperite as byproduct goes into chembath with mercury.
    Every ore with Zinc, Nickel, Copper, Cobalt, Cobaltite or Tetrahedrite as byproduct into chembath with sodimpersulfate.


    Is there any way to tell how calcified your solar boilers are?

    Currently not.

    Also incidentally, this does not affect the High Pressure Coal Boiler, only the two Small boilers.

    The HP Coal Boiler extends the small boiler, so the change effects both.


    I was also not fully awake coding that, but i also included that the solar boiler is not running all the time but heating up most of the day. So keeping it hot by sleeping impacts the calcination even more. Without sleeping it should be close to 12 RL hours until it starts loosing efficiency.

    Blood Asp
    I feel torn on nerf, but I understand it is as necessity to encourage better power generation, now what should I upgrade my power station too.


    I improved allmost every other way of powergen before. Oil became about 2x as powerfull 3 updates ago. The 5.09 switch made large boilers quite efficient. There is biofuel from IC2. Single use batterys are now usable for powergen. Either as byproduct from other processing chains or directly fueled by sulfur.


    I will also improve nuclear so that it really fills the step before fusion. Did some prepareations so far, the real power boost will come soon.


    The last thing i want, is that people stay all the time at the first tier of boilers and only build more of them. I prepared enough alternatives before this nerv so no one can complain.

    What were the coal/solar boiler nerfs?


    Good work on all the bugfixes, finally starting to get that list down! Did you fix the ender asteroids not spawning also?

    Coal Steam boilers now do not work anymore with automation, so refueling and removal of ash must be done by hand. One stack coalcoke last about 12 hours, so should be fine. The solar boiler is slowly calcinating. Starts after 12h, after 24h it is down to 50% efficiency, 48h down to 25% efficiency. To clean/reset the calcination, the solar boiler must be picked up and placed down again. So some work by hand every 24h so they stay efficient. Setup and forget setups tend to be spammed, so it is against that.


    As i wrote in the github issue: The asteroids in the end did allways spawn. Just the spawnrate is really low, so it needs a lot of searching.

    Update GT 5.09.16
    *Fixed cables acting strange when missing RF api.
    *Fixed platinum group processing eating cells.
    *Cleanup crop class.
    *Crop stats change.
    *Graphene recipe more efficient.
    *Screwdriver + shiftclick going over 0 fix.
    *Screwdriver shiftcklick for covers.
    *Fixed Single use batterys stacking.
    *Fix ore achievements not respecting changed worldgen config.
    *Iridium reinforced recycles incomplete.
    *Solar/coal boiler nerv.
    *Added Underground biomes stone processing.
    *Biomass now needs water, biogas a bit less efficient in destillation tower.
    *Pump/conveyors only use energy when transfering.
    *Fix bee recipe nerv/change crop processing.
    *Fixed end asteroids spawning red granite ores.
    *Nuclear control sensor stack should not stack.
    *Nuclear control teleporter support.
    *Nuclear control display overflow with ultimate batterys fixed.
    *Fix dimensional teleporter work only with egg and plasma.
    *Seismic prospector now ignores small ores.

    The output per sapling is actually not the tree type, but the sappiness stat safed in the NBT data. The NEI values only show the defaults.
    I allredy tried to copy the recipe directly into GT but it seems i would need t add a special machine only for that to work. And then that is the case, we can just keep using the forestry fermenter. Since GT can now supply it correctly with RF, it sould be easy to integrate in GT factories.