Posts by MauveCloud

    Actually Tetra is pretty easy to find outside Extreme Hills and can also be found in Green Hills if playing with Extra Biomes XL. Also for your power needs Lignite is nice since it spawns in huge vein quantities and burns longer than Charcoal I think. I'm not on my server atm so going off of memory here so try Green Hills since it often spawns in villages along with Bauxite.


    No, in 5.08 lignite burns 3/16 as long as coal/charcoal (or the same as planks) in a furnace, and gives 1/4 as much energy in a GT boiler. It's been a bit since I've looked at lignite in 5.09, but the changelog says it the burn value was rised 3x, which would make it burn 9/16 as long as charcoal in a furnace, and possibly 3/4 as much energy in a GT boiler.


    Also, for finding tetrahedrite veins, you can also find them in the Nether (and it's fairly common for there to be Netherrack at layers 80-120 for it to generate in), and they're more common because there are fewer vein types that are valid for the Nether (although I discovered that Biomes O' Plenty (which adds more biomes to the Nether in 1.7.10 at least) somehow interferes with that and causes overworld vein types to generate in the Nether)

    I'm in the Low Voltage electrical age, struggling to get the infrastructure together to construct my first battery. I've got one Basic Steam Turbine and 5 machines at this point, of which I can only really run one at a time.


    What I'm not really understanding is where I should be advancing in terms of fuel sources. I'm constantly running out of charcoal. I'll be mid-project and I have to put the parts aside so I can collect charcoal from my burner pit and go out and chop more wood to refill it. I've installed 7 solar boilers, which has helped, but it's clearly not a long term solution.


    I'm barely putting out 32 watts. I could build more turbines, but I'm not producing enough steam to run a second turbine. I could build a Large Boiler, but how am I going to keep it fueled? Running a couple of medium-voltage machines would be 8x my present fuel consumption, and high voltage is of course 4x that. It'd take an entire charcoal pit full to run a single high voltage machine for a few minutes.


    See if you can ramp up your wood production via Forestry multifarm (or another mod if you prefer) and build your charcoal pit bigger before building a large boiler. However, for getting into MV and HV you might consider transitioning to biogas (via IC2 fluid/solid canning machines and distilleries first, then pyrolyse oven and distillation tower later).

    FWIW, having torches in the off-hand is also problematic when using the mining laser. Personally, I still think it's better to allow the drill to place torches. That way, you only need one hotbar slot to either mine with left-click or place a torch with right-click. Then, if other hotbar slots contain items that do other things on right-click (such as a universal fluid cell, like STrRedWolf mentioned, a mining laser, a Railcraft crowbar, etc.), you won't risk unintentionally placing a torch as well when using those.

    It gets worse: the MV-tier macerator specifically requires an industrial diamond (a diamond gem hammered from diamond ore won't work), and making a diamond or tungsten grinding head for HV, EV, or IV-tier (dunno about the extra tiers added by the latest 5.09.xx builds, since I'm playing in 5.08 ) also requires an industrial diamond in the middle, though the diamond grinding head recipe uses diamond dust in the corners.


    Finding obsidian in chests only works with village blacksmith chests (unless you have other mods that add extra types of chests; e.g. I'm not that familiar with the contents of various Thaumcraft worldgen chests), and dungeon chests are one variety that doesn't include diamonds in the loot list.

    I know of two ways to get the proper internal name for an item/block (there might be others that I don't know about):
    1. MineTweaker/CraftTweaker's "/mt hand" to get the exact internal name of the item/block plus metadata and even NBT tags.
    2. NEI Integration config file options (if you're using 1.7.10 - you can set it to always show internal names, only when F3+H advanced tooltips are shown, only when shift is held, or a combination of the two), or JEI (if you're using 1.8.9 - F3+H advanced tooltips automatically shows internal names as well as ids and metadata).

    Consider making steel one first because it has processing time 20s instead of very long 40sec per ore.


    That would require making a blast furnace to make the steel, which Gus_Smedstad want to wait until after macerator for, presumably so that fewer ore blocks are required.


    Here are a couple of alternatives:
    1. Check loot chests (stronghold, desert/jungle temple, or village blacksmith) for diamonds.
    2. Check village blacksmith chests for obsidian - with that, you can make coal chunks and compress them (even with just a steam compressor) into industrial diamonds.

    I haven't paid much attention to other resource packs, but the BDCraft patch for IC2 has an updated version for MC 1.9/1.10:
    http://bdcraft.net/community/p…industrialcraft-t155.html


    As far as Soartex, iirc the 1.10.2 builds of IC2 haven't added that much in the way of new textures compared to 1.7.10, you could probably re-use textures from an older Soartex download. You might need to fix some filenames/paths and copy some model and blockstate jsons from the ic2 jar assets folder to get them working, but that shouldn't be as bad as making completely new textures.

    Thanks for finally providing a reply to this thread, but I already went back to 5.08 a few days ago. (with a custom build for myself to address https://github.com/Blood-Asp/GT5-Unofficial/issues/718)


    Railcraft for 1.10.2 without GregTech in the mix had no such trouble (though it had a weird "spectral chest cart" thing that produced outlines I could see through solid rock even after removing the mod - see https://github.com/CovertJaguar/Railcraft/issues/956), and I got lag like that with my list above that didn't include Railcraft. On the other hand, with none of the machines (such as boilers or tanks) re-added, I'm not sure the 1.10.2 version of Railcraft is worth using yet.

    Steam Machines do not store "Steam" internally; when Steam is pushed into them it is cut in half and converted to stored energy. I don't know how that shows up on an energy scanner panel.


    I beg to differ. From https://github.com/Blood-Asp/G…ine_Bronze.java#L106-L109


    Code
    @Override
        public long maxSteamStore() {
            return 16000;
        }


    That looks to me like it's storing steam internally.

    That's a possibility. IndustrialCraft machines all have energy buffers, but it's visible so it's clear that the energy is going to charge the buffer and not being thrown away. I can see how the Gregtech Steam machines might have a internal energy buffer but it's not visible. One video I watched showed some sort of display-panel cover that showed stats for the various Gregtech machines as they were operating, but I don't know what that is, and no doubt it requires electronics.


    I don't recall a purely-GregTech way to do that as a fixed display, but maybe with Nuclear Control. However, the Portable Scanner (or Debug Scanner in creative mode) can show details like internal steam/EU buffers of GregTech machines in chat.


    I'm not sure what half the things in the steam GUI do, and online documentation seems to be sparse. I guess the top right box in the coal boiler is just to hold dark ashes?


    Yes, though you get plain ashes rather than dark ashes if you fuel it with charcoal or coal coke.

    Are you sure it's the alloy smelter using steam when it has no operations going? I'd never found that to be the case. (although it's a bit hard to tell early-game, as the only way to prove it is to use a scanner, which requires either MV tech or creative mode). However, the boilers keep going as long as they have heat even if nothing is using the steam, and they vent excess steam when their buffers get too full. I think the alloy smelter has some sort of hidden internal buffer of steam, which might be what's confusing you.

    I'm not entirely sure about the "intended solution", but as far as the charcoal pit being realistic and not wanting it to need the brick base, keep in mind that a max size charcoal pit (605 logs) can produce about 14 stacks of charcoal (give or take) in a total of 25 minutes or less (including the repeated setup and tear-down), which comes out to 1.67 seconds per charcoal, which is much faster than using a furnace, and almost as fast as a pyrolyse oven at minimum valid voltage (without nitrogen input). The only catch is that automation options are somewhat limited.


    Yeah, extreme hills often have exposed coal veins.

    Let's see:
    1. if you have Railcraft installed, you can use the Coke Oven to make charcoal (it still takes some brick, but not as much as a large charcoal pile, and you can use things like wood or coal dust/crushed coal (from small coal ore) as furnace fuel to make the brick)
    2. GregTech generates large veins of coal between layer 50 and 80 (see http://ftb.gamepedia.com/GregTech_5/Mining_and_Processing for an explanation of how GregTech mix veins generate), and the ore blocks can be hammered for pieces of coal to use for torches.
    3. You can also make torches with sulfur (overworld sources tend to be deep below ground, so not really a good early-game choice), phosphorus (generates in Apatite mix veins, from layers 40-60), or sticky resin (though IC2 normally hides this recipe). Other mods might add more choices.
    4. If being unable to burn logs into charcoal in a furnace still bothers you after reading the alternatives above, you can find "disabledrecipes" in GregTech/Recipes.cfg and change "B:wood2charcoalsmelting_true=true" to "B:wood2charcoalsmelting_true=false"

    Update: I was looking at usages of iron plates in JEI, so I could come up with a non-conflicting custom recipe for the iron trapdoor (which doesn't exist in 1.7.10, so GT doesn't change the recipe yet), and I'm finding some really bizarre usages of them, in place of more valuable items (e.g. in place of the advanced circuit in the recipe for the MFSU). However, this might only be an issue with the custom build of GT 5.10 I made, so I will see if it still happens with the semi-official build from Blood Asp's thread, and file a bug if it does.


    Edit: it happens in Blood Asp's GT 5.10 build as well. Writing up bug now.

    I find myself pining for GT5 large ore veins, as well as some of the more interesting components and machines it provides, but I don't want to go back to the 1.7.10 version. I had trouble with the changes to the plastic and rubber processing that were added between 5.08 and 5.09, but since I've taken a break from the mod, I might be able to deal with them now. I know there's GT 5.10, but some of the mods commonly used with GT 5 haven't updated to MC 1.10.2 (or are still in early alpha for that version, and thus are hardly worth using, such as Railcraft, which doesn't include the large tanks or any of the machines), and I'd be surprised if there are any modpacks for MC 1.10.2 yet that include GT 5.10.


    So far, I'm looking at using the following mods:


    Are there any mods others can suggest adding, or mods I should avoid due to compatibility issues or being overpowered compared to GregTech?

    I drifted away from using GregTech several months ago to play Minecraft 1.10.2. I know GT 5.10 exists, but I've been hesitant to try it. There's one thing that might entice me, though: the GregTech crops. Are those ready to activate as soon as IC2 2.6 re-adds crop support, or will they need to be re-added to GT 5.10?


    Edit: also, about this issue that I mentioned over a year ago in the GT6 thread.

    FWIW, I solved this mystery: the formula you quoted is from line 70 of the decompiled GT_Worldgenerator.java, but at line 32 it creates an instance of the subclass with chunk coordinates multiplied by 16, so it's not checking chunk centers against that formula, it's checking the northwest corners. -8/16 == 0, but -16/16 == -1.


    Greg mentioned a way to fix that in this post, which still hasn't been implemented in GT5u:

    MATHS!!!


    ((tChunkX/16)+402653184) % 3 == 1 && ((tChunkZ/16)+402653184) % 3 == 1

    Shouldn't they be exploding since they can only accept 32 volts?


    The OP hasn't specified what kind of power source the cables are connected to. If it's something like a BatBox or Radioisotope Thermoelectric Generator, that won't put enough power on the cables to cause luminators to explode, even if the cables would be able to handle extra power.