Many of the ideas you mention are already included in the overhaul mod GregTech 5 Unofficial (it's quite a bit more than just an add-on to IC2, even if it still technically requires IC2) - it has machines for crafting circuits, requires them for advanced circuits, and has higher tier circuits.
Posts by MauveCloud
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The wiki doesn't really detail how Thermal Dynamics fluidpipes behave with each fluid. It says that the fluid transfer rate is inversely proportional to its viscosity, but how can we calculate it ? What is the rate for Steam for example ? Water and lava, hydrogen ? Does it know the viscosity of every GT Fluid ? I'm looking for a mod that has friendlier pipes than GT (sorry) but can still transfer the huge amounts of fluids required, but I can't find a suitable one.
I can't answer how it calculates it, though possibly you could look for source or try decompiling the mod if it isn't open source. However, as for whether it know the viscosity of every GT Fluid, the Forge Fluid Registry stores viscosity (and a few other details, like luminosity) for every fluid. NEI Integration has config options to be able to see this. However, GT gives most fluids a default viscosity based on their state - plasmas have viscosity 10 (though listed as Gaseous, presumably because the Forge Fluid Registry doesn't support "Plasma" as a state), gases have viscosity 200, and liquids have viscosity 1000 (edit: including things like glue, that one would expect to have higher viscosity). I also noticed that Chlorine is marked as liquid instead of gaseous, which I will file as a bug after looking through for other anomalous entries. -
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Cure? Not yet afaik. However, it's a known bug: http://bt.industrial-craft.net/view.php?id=1959
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I'm kind of surprised that GT 5U doesn't do this. I'm just getting into creating my first Multifarm, and the Assembler recipe for tubes requires Medium Voltage. Not directly, it's just that the recipe requires molten glass, which in turn requires MV, like almost all molten materials except rubber and tin. Just building a Themionic Fabricator instead was a lot easier, since I've yet to achieve MV tech. The fact I could bypass this felt like a bit of a cheat.
The less-expensive Forestry gear recipes are disabled. The Thermal Dynamics cheaper gears, which duplicate Forestry's recipes, are not, but I assume that's because GT 5U isn't really aware of Thermal Dynamics. I'm using Thermal Dynamics for fluid pipes that are better behaved than GT's.
Molten glass requires MV? That is something I had not taken into consideration when I came up with the idea. However, looking through the recipes, I find an exception to that: quartzite dust can be fluid extracted for 72 L molten glass at 28 EU/t, though much slower than most fluid extractor recipes (600 ticks!)I've never noticed GregTech to automatically remove the Forestry gear recipes (though I don't have Thermal Dynamics installed). The identical recipes might be why the Forestry gear recipe seems to be disabled.
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mods.gregtech.Centrifuge.addRecipe([<gregtech:gt.metaitem.01:2822> , <gregtech:gt.metaitem.01:28>] ,null, <gregtech:gt.metaitem.01:4822>,null,null,[10000, 10000] 7, 5 );
You need a comma after the output chance array.Also can't get the alloy smelter to output the proper amount of redstone alloy, override is taking place but I still only get one ingot.
mods.gregtech.AlloySmelter.addRecipe(<gregtech:gt.metaitem.01:11308> * 4, <ore:ingotAnyCopper>, <minecraft:redstone> * 4, 800, 30);
Override is taking place? I seriously doubt that - you'd run into https://github.com/GTNewHorizo…tryExpansion.java#L29-L30 with that recipe. GTTweaker did not consider ore dictionary entries that resolve to multiple GT items, like "ingotAnyCopper", when that class was written. It tends to be safer to use specific items in machine recipes. Also, I notice in your script you have extra lines for ingotAnnealedCopper and dustAnnealedCopper - if the ore dictionary handling were done right, those would be redundant, as "anyCopper" already includes annealed copper.One other thing: if you increase the voltage required to make red alloy to 30 EU/t, that will make it impossible to produce in the steam alloy smelter, which can only handle recipes up to 16 EU/t (even though it consumes steam instead of EU).
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Hey, im trying to figure out what is causing U and ctrl click at item hang - at least i found that is GT: all mods loaded without it makes U and ctrl works fine. Firstly ive suspected TinkerConstruct; but after second try of half loading way of loading i have Forestry, Metallurgy, MFR and Nether ores as suspicious - for now. Any ideas what can cause that crash?
Edit: Nope, a mod installed earlier hangs everything now... Is there a way to fix that, other than "dont use U and ctrl", or i must running blindly unitl updates for all mods to something higher?
Context please? I'm guessing you mean "U" as in looking up item usage in NEI, but I could be wrong, and I don't remember ctrl click doing anything special in that mod. (I was also going to ask whether you were using the 1.10.2 version of GregTech, but since afaik MFR and Nether Ores have not been updated past 1.7.10, that is unlikely) -
I looked at https://github.com/Blood-Asp/G…/common/GT_Pollution.java today to check if I'd have to be worried about acid rain damaging a glass roof over my machines (I don't, it's not one of the blocks affected), and I noticed some oddities:
1. Line 145 causes an early return for Blocks.stone, so acid rain won't actually erode plain stone.
2. Line 184 only checks for air immediately above and line of sight to the sky, so if I have a glass roof several blocks above, so presumably acid rain could still erode cobblestone or gravel even if it isn't actually landing on the blocks. Is that intentional? -
Still not working I ran the code, get bauxite with stone dust. I went into the recipes.cfg under the true or false recipes for the pulverizer, did for the macerator. I even changed the voltage a bit and it finally went thorugh. What it the difference in the config between the true or false sections and the 400=400 sections? Also in the line of code "<gregtech:gt.blockores:822>" what is the section "blockores" called and how do I determine it for other items?
Searching the code on GitHub, it looks like the 400=400 section (called "pulveriser") is for the GregTech pulverizers (macerators), which allows changing the durations of the recipe (or setting it to 0 to disable), while the true/false section (called "pulverization") is for the Thermal Expansion pulverizer.There are two ways I'm familiar with to find the correct internal name for items: 1. NEI Integration mod (though it requires some config editing), 2. /mt hand command (this has the advantage of also showing any NBT tags the item might have, but requires you to obtain the item first, such as by going into creative mode)
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Okay I fixed the code but and it worked but I had a few things wrong
mods.gregtech.Pulverizer.addRecipe([<gregtech:gt.metaitem.01:5822> * 2, <gregtech:gt.metaitem.01:822>], <gregtech:gt.metaitem.01:2028> , [10000 , 1000] , 30, 2);
Produces 2 crushed bauxite ore and 1 tiny bauxite dust (10%) chance from 1 titanium ore. I see where I messed up and fixed it with this
mods.gregtech.Pulverizer.addRecipe([<gregtech:gt.metaitem.01:5822> * 2, <gregtech:gt.metaitem.01:2028>], <gregtech:gt.metaitem.01:822> , [10000 , 1000] , 25, 2);
However this does not show up at all. I think it may be related to the fact that in my current game both tiny bauxite dust and bauxite ore have similiar meta ids (both end with 822) however
when enter the full meta ID(Ie 4969:822) I get a null error. Is there a way I should change my syntax using this method?Or am I doing it the hard way and I should use mt.hand to get the item id.....
Don't use block ids. Tiny bauxite dust and bauxite ore don't just have similar meta ids, they have identical metadata, but different internal names, so your new recipe is for pulverizing tiny bauxite dust into 2 crushed bauxite ore and a 10% chance of titanium dust. I presume you want to pulverize the bauxite ore block? Try this:mods.gregtech.Pulverizer.addRecipe([<gregtech:gt.metaitem.01:5822> * 2, <gregtech:gt.metaitem.01:2028>], <gregtech:gt.blockores:822> , [10000 , 1000] , 25, 2);
That will only give you the stone-based bauxite ore, though. For the other substrates:
mods.gregtech.Pulverizer.addRecipe([<gregtech:gt.metaitem.01:5822> * 2, <gregtech:gt.metaitem.01:2028>], <gregtech:gt.blockores:1822> , [10000 , 1000] , 25, 2); // netherrack
mods.gregtech.Pulverizer.addRecipe([<gregtech:gt.metaitem.01:5822> * 2, <gregtech:gt.metaitem.01:2028>], <gregtech:gt.blockores:2822> , [10000 , 1000] , 25, 2); // endstone
mods.gregtech.Pulverizer.addRecipe([<gregtech:gt.metaitem.01:5822> * 2, <gregtech:gt.metaitem.01:2028>], <gregtech:gt.blockores:3822> , [10000 , 1000] , 25, 2); // black granite
mods.gregtech.Pulverizer.addRecipe([<gregtech:gt.metaitem.01:5822> * 2, <gregtech:gt.metaitem.01:2028>], <gregtech:gt.blockores:4822> , [10000 , 1000] , 25, 2); // red granite
mods.gregtech.Pulverizer.addRecipe([<gregtech:gt.metaitem.01:5822> * 2, <gregtech:gt.metaitem.01:2028>], <gregtech:gt.blockores:5822> , [10000 , 1000] , 25, 2); // marble (if you're using a new enough version of GT to have it)
mods.gregtech.Pulverizer.addRecipe([<gregtech:gt.metaitem.01:5822> * 2, <gregtech:gt.metaitem.01:2028>], <gregtech:gt.blockores:6822> , [10000 , 1000] , 25, 2); // basalt (if you're using a new enough version of GT to have it) -
If you give it two MV energy hatches, it overclocks the recipe to HV tier. See http://ftb.gamepedia.com/Energy_Hatch
Did you take that into consideration in your calculations?
With an MV battery buffer, it's better to use a single MV energy hatch. -
The "Show new posts since last visit" link works for me, unless there haven't been any new posts (in which case, it shows me that "no results" message, leaving me annoyed that it showed me the link - I mean, is it that hard to program the forum to suppress generating that link if there haven't been any new posts since my last visit?)
I haven't tried the "Mark all as read" in a while.
I'm using Firefox, in case that makes a difference.
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I've noticed some things in http://ftb.gamepedia.com/GregTech_5/Mining_and_Processing that seem inaccurate, and I wanted to check before editing the page:
1. About the purpose of small ores: "GregTech Iron Ore(s) cannot be mined with a Stone pickaxe, you need Iron or Bronze to mine them."
That's true for iron, banded iron, and yellow limonite ore, but pyrite and brown limonite ore can be mined with a stone or flint pickaxe. I'm curious: are any small ores really critical, or would it be possible to play with small ores disabled in the config?2. "If Custom Ore Generation or Per Fabrica Ad Astra: Geologica are installed, GregTech will disable its own ore generation and use COG or PFAA generation."
I've searched the GitHub source, and I can't confirm that GregTech can detect Custom Ore Generation by itself (without PFAA).3. "Hammer, Forge Hammer: The simpler form of the Macerator, it smashes ores but does not double them. It's fast, but it's effectively useless after you have electric machines."
The forge hammer is not all that useless in the electric machine stage until you have a universal macerator, sifter, autoclave, and implosion compressor - it uses EU instead of tool durability, is faster and cheaper than a macerator for converting crushed ore to impure dust (or purified ore to purified dust), and produces more gems from some gem ore blocks than furnacing them (though less than the sifter or autoclave/implosion compressor). I'm willing to ignore its use for making long rods, converting stone to cobble, and converting cobble to gravel for purposes of this wiki page, since those don't count as ore processing. -
To disable GT machine recipes, use the Recipes config file.
Right, I just need to give the new recipes different durations. Since I'd been planning to make the new recipes output 1 tube per operation (which I had temporarily forgotten about), that gives me a simple way to deal with that. Also, for the gem-based electron tubes, I can have them useflawedchipped gems. -
It does change the cable loss to be higher:https://github.com/Blood-Asp/G…taTileEntities.java#L1249
I wonder why that line doesn't show up when I search GitHub for "mHardcoreCables" then.Edit: I just discovered that this idea from several posts back doesn't entirely work:
I've thought about adding a progression gate to the Forestry multifarm with Minetweaker scripts so that most of the electron tubes require fine wire instead of just ingots (some of the gems used for certain electron tubes don't have fine wire versions defined), and an assembling machine so that the total (primary) material amount is the same. Maybe also red alloy instead of redstone.
https://github.com/Blood-Asp/G…cipeLoader.java#L492-L504 adds assembler recipes for the Forestry Electron Tubes using ingots/gems, which Minetweaker scripts are not be able to remove. The full idea would require a custom build of GT. However, disabling the crafting recipe for the thermionic fabricator is still possible so that the assembler is required as a progression gate for the electron tubes. -
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Im not sure, but ive found mine in nether.
Quartzite is not supposed to generate in the Nether, unless you're using PFAA (since it generates its own versions of most overworld ores, but not all - so some extra vein types are enabled in the Nether, such as the quartz mix vein that includes certus quartz and quartzite instead of nether quartz). However, if you're using Biomes O' Plenty, you might have encountered https://github.com/Blood-Asp/GT5-Unofficial/issues/726 -
I was thinking that while in the recycler GUI it might be nice to have items tooltips indicate if they are blacklisted or not.
IDK whether Minecraft allows tooltips to change depending on whether a certain gui is open, but I know a trick for checking if an item is blacklisted: put it in a hopper feeding the the recycler. If it stays in the hopper, it's blacklisted. IIRC, you can override that by putting one in the recycler manually (only do this if you want to get rid of excess items for whatever reason and aren't concerned about the power consumption, since you'll still have no chance of scrap), and then the hopper will feed more of the same item into the recycler. -
Citizens of Minecraftia, welcome into the GregTech! ... Lower the gates!
Imho in fact best option is to make automatic tree farm using MFR or Forestry for LV and MV with automatic transportation of BC pipes / Thermal Dynamic pipes (which are quite expensive - needs blast glass out of lead, obsidian and tin) / MFR conveyors. Ofc those three mods depends on RF, so you will need a mod which allows convertion of power - like RotaryCraft (quite hard) or Power Converters (quite easy). Personally ive altered a bit configs of ore generation so its a bit easier to find any ores in my world, but still all productions dependencies were the same - ive always tryied to have surplus charcoal just for generation of RF to gather trees. At begining it was quite boring - waiting for trees to grow, then make charcoal out of them, and then make a bit steam to push forward. At least everything depends at your play style - at that you wish just have fun, mid-hard farming or 'tru' GT (as SirSengir noticed that about two years earlier).
Technically you don't have to "convert" power to RF - you can use direct RF generation such as a BC Stirling Engine, a Forestry Peat-Fired Engine, or a Railcraft Steam Engine. On the other hand, once you've progressed far enough with GregTech EU generation, I can understand wanting to convert instead, which GT5u provides in the configs, and RF output is enabled by default in 5.09+.I thought automated tree farms (MFR especially) were too powerful when i made a pack last. MFR also had serious world destroying bugs so I'll likely never use it again. Instead use a robot from a computer mod and spend the time making a tree farm program. Make the time barrier to the powerful tree farm not be based on some arbitrary collection of materials but how clever you are.
I haven't tried MFR tree farming, but I've seen reddit posts claiming it's a lot faster than Forestry tree farms. I've thought about adding a progression gate to the Forestry multifarm with Minetweaker scripts so that most of the electron tubes require fine wire instead of just ingots (some of the gems used for certain electron tubes don't have fine wire versions defined), and an assembling machine so that the total (primary) material amount is the same. Maybe also red alloy instead of redstone. Your idea of a robotic tree farm is interesting, but would it really be a question of writing one's own tree farm program, or finding one with a web search? -
Lignite is common, I won't dispute that - random weight 160, and vein density of 8, so it's an attractive option when not using a mod to automate tree farming. However, burning longer than charcoal? That is what I'm disputing. Charcoal in gem, crushed, impure dust, or plain dust form has burn time of 1600 and boiler energy of 160. Lignite has burn time of 1200 in 5.09 (experimental) and boiler energy of 120.