Posts by MauveCloud

    I can see where the confusion might arise, though. 2.6 is described on the Jenkins page as "the MC 1.10+ port of IC2-experimental", which could be interpreted to mean it also works in 1.11.x (and I think I've seen a few mods that work across MC 1.10 and 1.11)

    In my GT 5.10.40 world, I found a 394 L/cycle heavy oil source near my house, which should last me a while, but I could use some advice regarding the eventual depletion: at what point should I stop drilling and move to the next chunk? I'm guessing the rest of you don't normally (plan to) keep drilling all the way to depletion, since that would mean dipping into single-digits of liters per cycle just before it gets there.

    I have a strange problem. Mb you can help me?
    I can't automate coal supply to Steel Large boiler.
    Input bus doesn't take coal from anywhere.
    I've tried conveyor module+chest, conveyor module + item pipe + chest, AE bus, IC2 item buffer, hopper + chest.
    What am i doing wrong?
    gregtech 5.09.27.


    Is the square of the input bus facing correctly to take input from those? I seem to recall finding that at some point, automated input from the other sides was disabled.

    No, it's a pain in the a**.
    The only source before you can pulverize, is zinc ore, and I can't find any veins. And I already found 4 uranium, 4 beryllium, and 3 diamond veins attaching for it.


    Already rebalanced the Gallium use in .29pre1 build. Somehow missremembered the sulfur vein having zinc, not the zinc containing spalerite...


    IDK what the previous recipes were, but with a fresh build from a GitHub download (customized to fix the negative-coordinate vein centers, since that hasn't carried over from the fix I made for the "experimental" branch), it still requires a little bit of gallium dust even for wafers to make diodes with, which is mainly obtained from purified zinc ore, and "zinc ore" (as opposed to sphalerite ore) is not available in mix veins, only small ores.


    I asked here a few months ago if the small ores were really necessary, and didn't get an answer iirc, so after finding GT 5.10 to be too crash-prone to play into the electrical age (https://github.com/Blood-Asp/GT5-Unofficial/issues/940 is the most common crash at that point), I started a new 5.09.28 game with small ores disabled in WorldGeneration.cfg, but now I can see that was a mistake.

    So then, what exactly does the cleanroom do?


    Certain recipes require the machine to be running in a cleanroom, as indicated near the bottom of the recipe. Also, if the cleanroom hasn't been allowed time to reach full air purity, there's a chance the output could be voided. Searching a local copy of the source code, it looks like only certain Precision Laser Engraver recipes require the cleanroom so far.

    Okay, I found something that actually works better in 5.10 than 5.09 or older: the JEI '+' button to populate the crafting table with a recipe actually works with GT meta-tools (although it only pulls enough to craft one item, even if I've got enough for more and shift+click the button). NEI couldn't do that, except for special variants like the AE2 crafting terminal. IDK yet whether it works with more advanced components like electric motors, pistons, etc. that gave even the AE2 crafting terminal trouble in 5.09.


    Update on this: with 5.10, JEI is indeed able to populate the vanilla crafting table with electric motors (and presumably also components crafted with motors, like pumps, pistons, or robot arms). On the other hand, keeping GT blocks visible in JEI seems susceptible to crashes like I reported here: https://github.com/Blood-Asp/GT5-Unofficial/issues/938


    Edit: https://github.com/Blood-Asp/GT5-Unofficial/issues/940 has become a bigger problem for me.

    Since it's not possible to calculate all combinations on 1.10, why not make a simplified version that at least shows what you can get and a few more information that are just stored somewhere (like a database, a file, etc.) and load the information from there. I don't know what exactly it can show it 1.7.10, never played there but a bit more info about crops would be nice. I know what I can breed and how from reading tons of 1.7.10 crop guides, not everyone does that.


    Daenara


    That would defeat the purpose of the plugin, which is to be able to calculate combinations for the current version of ic2 (which might have added crops since last check) and any addons (such as GT) that add their own crops. However, in 1.7.10 it allowed up to 4 parents. If limiting it to 2 parents would allow it to run in a reasonable time, I could accept that (personally, I'm doubtful that crossing two different plants will produce a higher weight for a certain target crop than crossing two of the same crop; if I'm right, the usefulness of calculating with extra parents is limited, but I'll admit I haven't checked).

    That's actually just a bug in the logic of GT5 itself, whilst looking downwards it forgets to offset the check for the root length, ie it checks the block directly below it (farmland) rootlength times. Should be fixable from my end though.


    EDIT: Provided I got the SRG name right for down (which I'm fairly certain I did), this will fix that issue too.


    Seems to work now. I hope Archengius/Dragon2488 sees this conversation, so that the logic will be fixed properly once crops are officially supported in GT 5.10.


    Edit: I've made myself a custom build of GT 5.10 that includes the fixes from your patcher (plus a fix for https://github.com/Blood-Asp/GT5-Unofficial/issues/910). I thought about setting up a Pull Request, but I already have a fork of GT5-Unofficial, and it doesn't include the 1.10.2 branch, so I don't know how I'd do that. :S

    This should fix the issues GT_BaseCrop has with getting a world object from crops.


    Unfortunately, no. Tried with a new creative world for safety. Here's the new crash report:

    Anyone knows if ore plants still drop tiny dusts, or just the leaves? Otherwise, those ores plants will worth nothing to me...


    Metal-type ore plants (like plumbilia, scheelinium, or tine) only drop leaves (which by default need UU-matter or some related crushed ore to get any use out of), but I think gem-type ore plants (like withereed, olivia, or diareed) drop tiny dusts. However, both now require ores or blocks of the appropriate material below to reach full growth.

    is there a key that would let me view the crop breeding stuff and I'm just not seeing it for some reason?


    If you're trying to look up in NEI how to breed certain crops, then no, not by default. Speiger wrote an addon to help with that, though (at least for 1.7.10). Just keep in mind there's still a decent amount of randomness to the crop breeding.


    If you mean something else, please clarify.

    Chocohead, your patcher worked for a while, but now I'm getting this crash:


    This was after breeding some stickreed, and I think I might have gotten some tine and/or coppon as well.

    I did some searching myself, and this is the best I've come up with so far:
    https://bdew.net/pressure/infinite-water-source/
    https://bdew.net/pressure/multiblock-tanks/


    However, I'd disable the recipe for the eponymous block from the mod (which is crazy overpowered), and any blocks that specifically require it as input/output. Looking on GitHub, it has a recipes.cfg, so I probably wouldn't even need CraftTweaker.


    I've gotten conflicting results as to whether this mod will work with GregTech pipes: in creative mode, I was able to get the infinite water source and pump from the mod to fill a small boiler via small copper pipes (despite not visually connecting to them), but when I tried it in my survival world with a small boiler that was already running, it didn't.


    Edit: connecting a wooden pipe after letting the boiler cool down reveals that steam is getting into the pipes, despite being below the boiler (the wooden pipe ignites immediately, though planks placed in the same position do not). I will file a bug.


    To answer how it's possible to make a crop and rubber farm with opencomputers: the geolyzer can see adjacent block metadata. OC is really quite a powerful mod.


    That's a neat trick, and not exactly easy to find in the OC documentation. However, after realizing I didn't really need to leave the roof of my charcoal pile in place, I came up with a different technique for populating it manually (with a little help from InvTweaks "auto-refill" option, so I guess not completely manual) that I find easier to deal with, so I'm less certain I want to bother installing OC.

    The corollary is that if you're designing a mod, even a mod where bad things happen if there's a problem, no multiblock should have a catastrophic failure mode.


    You realize that even IC2 has a multiblock with a "catastrophic failure mode", right? The nuclear reactor can produce an explosion 2-3 times bigger than the boiler explosion you showed, depending on what other blocks you have around it.

    Here's another problem I'd like to figure out:


    Railcraft for 1.10.2 doesn't currently have water tanks (to supply boilers, ore washers, autoclaves, biomass production, etc.) or iron/steel tanks (for buffering steam, biogas, or whatever).


    I did some searching myself, and this is the best I've come up with so far:
    https://bdew.net/pressure/infinite-water-source/
    https://bdew.net/pressure/multiblock-tanks/


    However, I'd disable the recipe for the eponymous block from the mod (which is crazy overpowered), and any blocks that specifically require it as input/output. Looking on GitHub, it has a recipes.cfg, so I probably wouldn't even need CraftTweaker.

    couldnt you just set it to break all the blocks in a set pattern in the pit every so often? that wouldnt be hard at all with computercraft turtles.


    1. We're talking about placing the wood blocks, which is more of a hassle to do manually than breaking the brittle charcoal afterwards.
    2. This is OpenComputers, not ComputerCraft - the API for OpenComputers robots is different from that of ComputerCraft turtles. (ComputerCraft only has an alpha up for 1.9.4, not sure whether it would work on 1.10.2)


    Edit: my main concern about the navigation was the dirt roof. However, I later realized I didn't need to leave that in place - I could program the robot to place that as well, simplifying getting the robot out. Also, if I make sure the robot starts at the same place each time, I can use variables to keep track of its relative position, and not even need to compare surroundings. However, an OpenComputers still requires some form of power to charge it (at least initially, I did see the generator upgrade), so I'll wait on installing the mod until I've got electricity, in case somebody comes up with an alternative.


    Tree farm I can believe, especially if it was using trees that don't grow branches (spruce or birch). Acacia, jungle, dark oak or large oak trees would be trickier.


    However, I'm finding it hard to believe that automating a vanilla crop farm or rubber farm (presuming you mean using IC2 rubber trees) is possible with OpenComputers - seems like both would require comparing to blocks that are not obtainable in inventory afaik (a fully grown crop and a rubber log with a full resin hole)