Edit: Ok nvm, found my problem
xF4m3, there was a recent update to support forestry 4.
Thats is good to know, thanks there is a lilttle problem for me though, Im also using extra bees aka binniemod, and that hasn't been updated to froestry 4 yet so im kinda stuck with my version If someone knows a way to get around that or an existing fix/port whatever there might be, i would be glad to here about that. I understood it like: "forestry 4+ GT5.09.10 have a stickyresin bee that can also produce the stickyresin comb" if thats right just don't comment on it
Forestry Unweary Bee produce Stringy Combs. Stringy Combs + Centrifuge = Propolis. Propolis + Centrifuge = Sticky Resin.
Thanks, but its not that i want a bee that can produce this stuff, its just that I'd like to make a little GT bee guide for my pack using quests, and i'd want to put all bees there and the ways to get them (kinda like a little "achievment system" where oyu can see your progress and maybe compete with other player on the server to see who can finish it first but i would like the bees to have a purpose aswell, not just being astetic so thats why i asked.
Thanks for your reply guys and girls
I'm not sure if this is intended or if it is a bug and I also could not find a Post about it. I was trying to make some quests where you simply have a list on which bees you need to make one of the Bees that make a GT Comb. As i did the second one, which was the Stickyresin comd, i noticed that it is unobtainable. I later found out that the bee for it does exist, but it simply does not create the Stickyresin comb. I am just assuming that this is a bug so im posting it. Edit: Im using the 5.09.10 atm and IC2 v.2.2.785 and Forestry 220.127.116.113-unstable (not sure if that is a problem, but i am using this for a while now and most versions I tried other than this seem to be crashing my pack) I will gladly test the version you are using if the problem is just on my end
Also i wasn't paying much attention for a while and a few days back i read about all the changelogs and just wanted to say that this is awesome and I jsut want to express my thanks for continuing the mod and implement stuff that is really awesome (the bees for example) Made me smile so hard when I read the changelogs. I jsut want to let a big thanks here (I think thats something everyone likes to hear
Greetings from Germany
Sensor CARDS are the result of rightclicking a Block with a Sensor KIT. Maybe you should try to use that Kit first, like every other Nuclear Control Sensor Kit.
ohh yeah sorry your right ... so stupid I thought something was wrong
sorry for "bugging" you
I think I found a bug in the 5.08.12 version.
I wanted to use the Gregtech sensor card in an information panel to see how much time is left for my osmium to scan and I looked up the crafting recipe but there was none. So I went into creativ and tried to see if it atleast worked and I could then make a recpie with minetweaker, but that was not the case. I couldnt rightclick,shift-rightclick on a machine to set the coordinates. The tooltip said mising coordinates (not sure if thats normal or somehow special, just mentioning it) and after inserting it into a information pannel the coordinates said 0 0 0 (thats nowhere near the coordinates i was trying that at.
Wow that was a quick update^^ sweet gonna take a look
Yeah you were right, with 1352 its not working but with 1381 (latest cauldron) its working than I didnt report that at all
Tahnks for the tip Looking forward to the fixes (whatever they are, it can only get better......well actually thats pretty hard..because of the fusions, but still hehe you got me gigiling like a little school girl here)
Ohh yeah that could be we are at 1352 atm (we are testing our update atm with 1381 will be out in about 10-20 mins, will edit if it works (I gues it wil then, didnt have those cells and so on in mind when thinking about the fluid update of forge hehe thanks for clearifying that
Ahh ok thats fine, I guess its that I just used 2-4 energy hatches.. now that I think of it you sure can take your time, I got a lot of digging/quarrying to do before i can even built all that stuff Just wanted to check it out and test it alittle.
And what is with the plasma generators? are they not working or did I something wrong? couldnt get the plasma in at all (neither of them)
And again thank you very much for your efford
First of all I want to thank you for brining the fusion back
So I tried building one in creative and did it mosly like in the old version. Fusion coils surrounded by casings mark 2, a mark 3 controller where the normal controller would be, I put 2 input hatches inplace for the fluids (they changed textures so im sure they got recogniced) and I also put some energy hatches (the ones for inputting). And i also put in a output hatch for the plasma to come out.
Do I need a mainance hatch? if yes where does it belong(could find a place where it changed textures like the other ones). With my setup i also was unabled to to use the rubber hammer(after insterting power(maybe I need more (24k/t) I inserted tritium and deuterium but it didnt want to start.
Is there/will there be a energy bar for how much it already got inserted before it will start (the starting power/kick off) will be visible, basically how much is stored inside the fusion.
Maybe a picture where things belong if you open the fusion interface or an image that would popup if you used a special item(maybe even a craftable book/map kind of thing where you could see something similar to the old fusion interface.
And of course every Hatch is in UV.
Before supplying the power with solar panals via MAX transformers I tried to use Plasma generators but they didnt seem to accept Helium plasma from bedrockium/normal drums using pipes/conduits o somehting silimar and universal Fluid cells did also not insert any Helium plasma/nitrogen plasma into the generators (tried tier 1-3)
Even though i got a few questions here its really amazing that you brought the fusion back Thank you very much I really appreciate your work
I don't think that this will happen, even though it would be awesome.
It is just way to much work for somebody who doesnt know the code very well. Also porting a mod from 1.4.7 to 1.7.10 is probably going to be nearly impossible (from my understanding you would probably be better of with just remaking the mod instead of porting it) I dont talk from experience, I just looked into writing a mod a few weeks ago and tried to just get access to the raw code but even then I get tons of errors (I think greg has his src somewhere but I dont actually know how you would work with that and how easy or hard that is. So I think that either nobody will take that on or if he does that it would take a long time. Remember I dont have much experience so i could be wrong there.
But I dont want to disencurage anyone! I would really like someone to port/rewrite it because for meGT4 is still the best (for me) GT out there. My problem is just that the current GT 5 has no end game at all(atleast non for my liking/understanding of end-game) and the current GT6 is still in very early development.
Just my two cents though
So if someone is going to do it I would like to know about it hehe
The first thing im doing is getting familiar with the java basics I guess and when Im done with thta im gonna think about a open source mod or I might look into Gregtech If its too confusing , I can still search for something more easy, but first things first I guess
(the only things I can do atm are bash and html and im pretty good at thinking logically so yeah lets see what I can do )
Edit : I really need to stop using so many smiley's
Okay thanks for the link gonna see what I end up with and also thanks for the tip with looking through open source mods did not think about that hihi
glad that i asked
Hey ho, Im probably not 100% right here, but I don't really know a better place to ask
So I basically started to get into modding (for our modapck) I don't want to make anything fancy, but as you all know Minetweaker and Modtweaker are something that is pretty nice to have for a cutom modpack and my goal is to add some more "crafting handlers" like the Gregtech extruder and things along those lines for Minetweaker to use. But I can't find any decent info on how to write a custom recipe handler like the QED from Extra Utilities or the Replicator from Gregtech. Also I have no idea on how to use an API properbly, I can add it, but using it is another story. So my question would be If someone knows a good tutorial (maybe with some pieces or a video, can be everything ) where I can learn more than jus thte basics like adidng items/blocks/textures and more than just furnace Gui so a bit more advanced, I have no idea where I can learn somehting like that.
Where did you guys learn how to make a mod? Anything could be useful
Im glad about every piece of information I can get (I tried decompiling minetweaker and modtweaker, but damn that looks complicated for someone with just the basic understanding, so I want to first learn how to do some crafting handlers and that kind of stuff like using api's before I attempt to make my mod)
Now that I have the basic understanding of modding, mods like Gregtech and Rotarycraft are some pretty amazing things and I can see why things take their time Im pretty impressed now that I know a bit about the efford it takes.
Thanks for atleast reading this
@ Vajra: I tried it till Ultimte Voltage and it didn't work, there is no MAX Voltage solar panel cover, and I have no clue which batteries go into Ultimate voltage
and i also don't think that it is intended to use MAX voltage for it (and if it does, I wouldn't understand why^^), I could understand it for the Gravi, but for the Vajra? mhh
maybe a bug report/feature request : Not sure if thats on your side or on the side of Gregorious,
but its not possible to charge a Vajra/gravichestplate in any
of the Battery buffers from Gregtech (we disabled all IC2 power storage/transport). I'm gonna add some recipes with battery's to charge it up. I know that this is an addon for IC2, but it would be nice if that would be possible
I really hope there is something in the works thats worth transitioning to GT6, like some endgame stuff, more then HV generators and more than mostly steam as your power source and maybe even a fusion reactor or maybe a Gregtech fission reactor for steam (only if there are EV,IV,LuV etc Generators for it^^
---> that would be so damn awesome
maybe a bug report: Not sure if thats on your side or on the side of SeNtiMeL, but its not possible to charge a Vajra (from gravitation Suit ) in any of the Battery buffers (we disabled all IC2 power storage/transport) this might also be the case with the gravichestplate, I dont have that atm (made it very very expensive^^ [about ~350 superconductor wire's]).I'm gonna add some recipes with battery's to charge it up, just wanted to let you now (I also post this on his thread)
What exactly did change in GT6 that its not save compatibal? is there anything that will not be lost?
Really don't want to start from scratch but if I see something in the new version I really want to have , I dont want to miss that then
The Last time I talked about the Fusion is already a few months ago.
So id like to ask if it is planned to have a Fusion or Fission Reactor (from gregtech of course, dont come with reika slame reactors [no offense here]) in GT5 for 1.7.10 or if thats not even on a future/feature list
Id really like to see that, even if its just the old GT4 Reactor (which I really liked :D) but as far as my thoughts go, greg will probably make it diffrend and better hihi --> that of course only if thats planned
hope that question is not going on someones nerves and if so....well not my problem ;D