Posts by MauveCloud

    I was thinking about how reactors in IC2 work (I dont know how gregtech changes fission reactors) but I was thinking that the explosion mechanic isnt that realistic. I think it would be a lot cooler and realistic that instead of them just exploding, that it would actually make the area it was in very dangerous to be in and clean up, because even if a reactor does melt down, its usually pretty easy to clean up if you had blast protection. So what would happen here is that in a meltdown, the reactor would create molten corium as a liquid which emits tons of radiation even through a few layers of blast brick, and through the hazmat suit. It also can melt through almost anything. to clean it up, you need to wait for it to solidify and create an upgraded hazmat suit(maybe a lead reinforced rubber suit)to pick it up and dispose of it far away from your base. I think this would make reactors even more of a challenge and more realistic. What do you guys think?


    Interesting thought. I've long been confused how the hazmat suit is supposed to protect from radiation in the first place, when it uses no lead at all in the default recipe. On the other hand, several of the isotopes that normally require it have such long half-lives IRL that it's confusing that they would cause radiation effects (numbers from Wikipedia):
    Uranium-238: 4.468×10**9 y
    Uranium-235: 7.04×10**8 y
    Plutonium-244: 8.08×10**7 y
    Plutonium-239 (which according to the IC2 wiki is what centrifuging depleted uranium cells gives, why does GT5 seem to treat it as Pu-244?): 2.41×10**4 y
    Plutonium-241: 14 y - okay, that's short enough to believe that it's dangerous.

    Alternately, I need to find a way to destroy liquids to get rid of the excess chlorine. I'm using Void Chests to destroy excess stone dust and cobblestone, but that doesn't work for liquids. I'd have to can them first, and losing the tin for the cells would be prohibitively expensive.


    The only pure-GT way I know of to completely get rid of excess gases (won't work for liquids) is to output it into a series of wooden pipes and let the gases vent out. IDK what that will do to pollution levels in the latest builds, though. Buildcraft has a void fluid pipe, and AE2's Matter Condenser can accept liquids. Also, Extra Utilities has a trash can for liquids (which presumably returns the container, or you can pipe the fluid to it).

    Anyone know if worths producing nitro diesel to burn into a diesel generator using only oil sand and lv machines?
    I'm going to MV age, but I'm tired of charcoal and steam, anyone knows a good, renovable source of energy?
    I'm thinking about making an oil berry farm, any thoughts?


    I think several pages back, somebody determined that oilsands ore isn't plentiful enough for a nitro diesel power system. It takes a while to breed oil berries, and you'll need several full fields of them to make a decent supply of (nitro) diesel. Also, you might need some other crops to cover the "nitro" part of nitro diesel. Personally, I like using pumpkins to make biogas.

    Oh, heck, as long as we're talking arrows, why is it that glass and flint are the only options for arrowheads? We started using steel for arrowheads long before plastic fletching.


    In 5.08, it is possible to make arrow heads out of various materials, including steel. In 5.09.28pre, damascus steel and sterling silver arrows are shown in NEI (at least with "show_all_metaitems_in_creative_and_NEI" true and "HideUnusedOres" false), but no corresponding arrowheads. However, once I set "EnableAllComponents" and "EnableAllMaterials" to true, the arrowheads and arrows of other materials show up. I see the "MaterialComponents.cfg" file has an "enablePerItemSettings" option if you only want a few extra types of arrowheads.


    However, with all this technology, why stop at bows and arrows for weapons? GT already has "rounds" that could be used as ammunition for guns powered by compressed air, nitrogen, gunpowder, or even electromagnetism (at least for ferrous metals). Maybe content packs for Flan's Mod already cover that, though.

    I have a setup for processing ores with a steam macerator and steam furnace, but I couldn't get the gregtech pipes to put fluid into the boilers. I switched them out for buildcraft pipes and they worked fine. With the gt pipes, the water only went into the closest boiler. How do i get the pipes to evenly distribute water?


    Why do you need them to evenly distribute the water? Once the closest boiler is full of water, others should start filling. Just keep in mind that it's safest to connect the water pipes at the bottom (whether they're GT pipes, buildcraft pipes, or any other pipes), since that's the only direction boilers won't output steam to.

    One possibility it's that it's the wrong wrench. IC2 wrenches have a crafting recipe that's almost identical to Gregtech wrenches, and they look similar. The Gregtech wrench is the one with the recipe that involves a hammer. Remove the hammer and you get an IC2 wrench. IC2 wrenches will not break Gregtech machinery such as pipes.


    That possibility is unlikely, since the IC2 wrench can only be made from bronze. A Forestry wrench also requires bronze, though fewer ingots and in a slightly different pattern (at least with IC2 installed; FTB wiki shows it having the same recipe as the IC2 wrench, so perhaps it normally uses 6, but changes the recipe if it detects IC2). Buildcraft wrenches are made from iron ingots and a stone gear. AE2 wrenches are made from certus quartz or nether quartz.


    Looking on the FTB Wiki, I see a few other wrenches: A Charset wrench requires iron ingots and a stick; An Enhanced Portals 3 wrench is made from iron ingots and a piece of nether quartz; Extra Utilities 2: iron ingots, redstone, and some form of red dye.


    As far as I can find, GregTech is the only mod that actually allows crafting a wrench with lead ingots.

    what tool am I supposed to break fluid pipes with? I made small bronze fluid pipes and they dont break with a wrench, like it says to. does the material of the wrench matter? my wrench is made of lead.


    The material could easily matter. I've never tried breaking pipes with a lead wrench, but I notice that such a wrench only has mining level 1, and bronze is a level 2 material.


    Actually, GT 5.09.17 made some tweaks to the outputs of fuel rods and hot coolant, and I haven't updated my planner to account for that. I haven't really looked into those changes much myself.

    ok its finally working. does gt bees add a bee for each gregtech ore because thats a lot of bees.


    Not for every ore, just for about 33 important materials: https://github.com/Blood-Asp/G…isc/GT_BeeDefinition.java
    iirc, Extra Bees from Binnie's Mods already adds some bees you can breed to produce common metals like iron, copper and tin, but possibly not metals that are mostly GregTech-specific, like tungsten or naquadah.


    also when I load up a world, all the gregtech ores spawn, but vanilla ores are all spawning normally too, like iron and diamonds. the config is set to disable them. and thermal expansion ores spawn too. Im wondering if its because of the cofh world generation thing that combines all types of copper and tin? what do I have to do to disable this?


    CoFH world generation could probably do that, but I'm not familiar with it. Maybe somebody else here can help you with its configuration.

    I haven't done much with blockstates and models myself, but for the 1.10.2 version of IC2, I think the changes you want can already be done by adding altered versions of the model and blockstate json files to your resource pack. Have a look through assets/ic2/blockstates and assets/ic2/models inside the ic2 jar file (once you've opened it with WinRAR or 7-Zip or similar)

    162 shouldn't change anything related to scaling, with XML GUIs anyway. In trying to make IC2 handle it properly it appears to have broken ASP, although that was quite a while ago so I would've expected someone to have noticed sooner. Should be simple enough to fix though, the image tags in the XMLs will need basesize=256 as an additional attribute.


    I tried that locally, and it seems to have worked.

    Using "val" naming is also very good for intelligibility, but if an appropriate ore-dictionary exists, than that would probably be better for the reasons above.


    If the ore dictionary registration already exists, I totally agree. Except for outputs or machine-processing recipes. I was mainly asking about the items that do not get registered to the ore dictionary by default. Sorry if that wasn't clear.

    Bug report: this mod does not handle higher-resolution gui textures properly. I initially noticed it with the Molecular Transformer (in survival), and that is what the screenshots show, but I checked the other machines in creative mode, and they are similarly affected. First screenshot is with default ASP textures. Second is with 256x textures from http://bdcraft.net/community/p…ed-solar-panels-t788.html


    I'm using Forge 12.18.3.2221 and the following mods:


    I also tried disabling Optifine, in case that would help, but it did not.

    The simplest way to decipher GT meta-ids is to have GT loaded in the background (with f3 + H on) and look up the meta-id in NEI, it is a long process.
    It would probably be best if you updated the git with ore-dictionaries instead, if you are going through the effort.
    Also, pure ore-dictionary scripts are, mostly, usable in both GT5 and GT6, but meta-items are not, because Greg changed meta-items.


    Many of the GT metaitems are not registered to the ore dictionary by default (at least in GT5; I haven't checked GT6 recently). NEI Integration has a config option to see ore dictionary entries in the NEI listing, without needing to manually use "/mt hand" on each item. Please clarify: are you suggesting the GitHub scripts should start adding them to the ore dictionary? In terms of readability, it seems to me that using some "val" statements to give those items more descriptive names in the scripts would work just as well.