Posts by MauveCloud

    While their usages are unmentionable.
    Rubber tools can be crafted.
    Shall I mention a rubber drill tip is of a particular interest?


    I was aware rubber hammers/mallets could be crafted, though I'm not sure they offer any advantages over wooden ones.


    Wait, which build of GT5 allows crafting a rubber drill tip? With 5.09.22, I've got the "show all meta-items" option turned on, and I don't find a rubber drill tip shown in NEI. Epoxid, Polycaprolactam, and PTFE, yes, but not rubber.

    Is red/black granite pickaxe removed? It is shown in the listbut cannot find a way to craft it.


    iirc, red/black granite tool heads have been uncraftable since the beginning of GT5, and the same applies to wood and stone, unless added via Minetweaker script (vanilla-style wooden and stone tools are still craftable, though).


    I'm not sure if GT4 allowed crafting red/black granite tools, but the changelog made no mention of that, so probably not; it did mention adding the red/black granite, so presumably it didn't exist to make tools from in GT1-3.

    Oh I'm sure there's a way through IC²'s config, but just not through Minetweaker, where there is only a class to add a recipe for each IC² machine, yet that class exists for most all MFR machines (contextually; i.e. for the grinder, theres a class to add a grindable and remove a grindable) and likewise for Buildcraft (Refinery$AddRecipeAction.class and Refinery$RemoveRecipeAction.class, etc.), yet for IC² there is only a MachineAddRecipeAction.class as well as other contextual class files that only add to existing machine recipes. This may be due to how IC² machines handle recipes, but I would assume that if it's possible for most of the buildcraft and mfr machines, it's possible for IC² as well. You get what I mean? I'm not saying there are ways around it, just that it would be less work if integrated.


    I did a little poking around the IC2 code with jd-gui, and it looks like IC2 doesn't provide a method for Minetweaker to call to remove a machine recipe, while Buildcraft and MFR might have been persuaded to add such methods at some point. You could try posting a message in the suggestions section to encourage adding the ability to do that (I doubt Blood Asp's justification for not allowing code-based machine recipe removal in GT would be significant for IC2), but the IC2 devs seem to mostly be focusing on the 1.10 port, while MT3 is still in 1.7.10.

    Was more talking about the IC² Recipes and those other mods that don't have as verbose configs as Gregtech. That's why I used Minetweaker3.jar as an example... ch-ch-ch-chilll


    Oh, sorry, you hadn't made that clear. I'm not sure about other mods like BuildCraft, but fwiw, I think IC2 processing recipes can be changed without even using Minetweaker, based on these lines in IC2.ini:

    Code
    ; To modify recipes or add custom recipes, copy the corresponding .ini file to
    
    
    
    
    ; "minecraft/config/ic2" and modify it.

    I thought I already mentioned that GT5u currently doesn't support machine recipe removal, but even if Blood Asp can be convinced to add support for it, I don't think it would work well to make it possible via "recipes.remove" (which seems to be what you're suggesting, apologies in advance if I'm misunderstanding) - many items in GT can be made on the crafting table, but more efficiently in machines, so Minetweaker would need to be able to disambiguate which recipe you're removing, which would be simpler to do by using Extruder.remove, Wiremill.remove, etc.


    BTW, as far as decompiling java code, I find jd-gui easier since it doesn't require extracting the class files ahead of time. However, Minetweaker has a GitHub repository so you don't actually have to use a decompiler for it: https://github.com/stanhebben/MineTweaker3

    1. There is small glitch in multiblock structures which uses additional things (eg. pyrolyse oven with circuit) - there is no visible slot for that item, however shift-clicking puts that inside controller, but hides a part of proper machine layout. Its only a .png / .jpg file to modify or its need coding?


    Those are .png files, the defaults are here: https://github.com/Blood-Asp/G…extures/gui/multimachines


    The slot can be hovered over as well to see where it goes and place a circuit (or other item to configure the multiblock, if appropriate) manually. I added some gui textures to the bdcraft patch for GT5u at http://bdcraft.net/community/p…es-rel/gregtech-t170.html that make the slot separately visible for most of the multiblock machines (there might be a few I missed), but for some it might be difficult to fit both a visible slot and a machine layout at the default 256x256 size for those gui images.


    You mean you want to remove the assembler recipe for an empty circuit board? That's not a question of a missing modifier, GregTech's API simply doesn't provide a way to do that, so a Minetweaker script won't work. recipes.remove is for removing crafting recipes, not machine-processing recipes, anyway. However, you can disable the assembler recipe for the empty circuit board in the "assembling" section of GregTech/Recipes.cfg by changing "I:gt.metaitem.01.32719_32=32" to "I:gt.metaitem.01.32719_32=0" (should be about line 8768 )

    it took on the meta item entry funny enough. Had the file was still a .txt instead of a .zs dunno why it wouldn't take the ore dict version


    The ore dict version needs to use the "ore:" prefix, not "gregtech:" prefix, so it should have been something like this:
    mods.gregtech.FormingPress.addRecipe(<gregtech:gt.metaitem.01:32710>, <ore:plateSilicon>, <gregtech:gt.metaitem.01:32716>, 220, 32);
    However, I've looked at the source code for GTTweaker's ore dictionary support, and it merely translates it internally to a GregTech item, and only if it's a single GregTech item in that particular ore dictionary entry. If you try to use it with one of the "AnyCopper" or "AnyIron" ore dictionary entries, or an entry configured to unificate to a non-GregTech item, that will lead to problems, so I'm disinclined to trust GTTweakers oredict support.

    This question would fit better in the "Agriculture Engineering" section, but there are some weird rules regarding revealing crossbreeding details. It's generally encouraged to experiment with crossbreeding instead of having people just give you the answers. The tiers and attributes listead at http://ftb.gamepedia.com/Crops_(GregTech) and http://ftb.gamepedia.com/Crop_Breeding_(IndustrialCraft_2) will give you a decent starting point, though.


    However, you could also try the Crop Nei Plugin which would allow you to find out some good crossbreeding combos, without it being on the forum where the results could be considered spoilers for others who might still want to experiment.

    I am try to re-create the recipe for basic circuit boards just using a silicon plate and etched medium voltage wiring. What is wrong with this script and where do you get the names to use for the items and recipes?


    mods.gregtech.FormingPress.addRecipe(<gregtech:gt.metaitem.4950:32710>, <gregtech:gt.metaitem.4950:17020>, <gregtech:gt.metaitem.4950:32716>, 220, 1920);


    1. There is no gt.metaitem.4950 - presumably 4950 is the id your game assigned to the item, but that will vary depending on what other mods are installed, etc., and what you need is the internal name. In this case, what you want is:
    mods.gregtech.FormingPress.addRecipe(<gregtech:gt.metaitem.01:32710>, <gregtech:gt.metaitem.01:17020>, <gregtech:gt.metaitem.01:32716>, 220, 1920);
    1920 EU/t for 11 seconds, huh? Expensive way to bypass needing polyethylene. To each his (or possibly her) own, I guess.


    2. I know of two ways to get the internal names: A) command /mt hand (faster if you use creative mode to get the items into your hand, and if you have the console log open, you can copy/paste from there), B) NEI Integration mod (can show things in the NEI menu in survival mode, since they don't need to actually be in your inventory, but also needs some config changes to make it show internal names and ore dictionary names, and F3+H in-game to make the NEI entries show metadata)


    This seems like unrealistic expectations. MOX does not behave identically in a fluid reactor as in an EU reactor: in an EU reactor, MOX increases EU output linearly with reactor temperature, while its heat output remains the same. In a fluid reactor, MOX increases heat output by double as soon as the reactor temperature goes above 50%, so it's not surprising that a design that works at lower temperates explodes at higher temperatures.



    2. I get an error on cooldown second 20 for the following setup.
    DETAILS - Reactor: 0003030C0A140D0C0A03000C0D0C0D0C0D14030C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D140D140D140D140D14
    Initial reactor heat at 0, but does not seem to matter
    Pulse configuration is set to 5,000,000 as suggested for no timing.


    ERROR: Error at cooldown tick 20
    java.util.MissingFormatArgumentException: Format specifier '%.2f' [java.util.Formatter.format(Unknown Source), java.util.Formatter.format(Unknown Source), java.lang.String.format(Unknown Source), Ic2ExpReactorPlanner.SimpleSimulator.doInBackground(SimpleSimulator.java:255), Ic2ExpReactorPlanner.SimpleSimulator.doInBackground(SimpleSimulator.java:14), javax.swing.SwingWorker$1.call(Unknown Source), java.util.concurrent.FutureTask.run(Unknown Source), javax.swing.SwingWorker.run(Unknown Source), java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source), java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source), java.lang.Thread.run(Unknown Source)]Simulation took 0.23 seconds.


    Okay, this is an actual bug, which I will try to fix when I'm feeling a little better (migraine right now, sorry :( )

    First off pardon for asking any really stupid questions. I can normally figure things out on my own or with research but this is something I just can't seem to get.
    What is the point of having the IC2 machines that can produce power when the IC2 power cables are disabled and hidden?
    I did find in the topic about the Electricity wiki, which wasn't linked so I assume this is the one mentioned. I have no real problem with the explanation of why the GT5 machines don't use IC2 EU. It's the Energy Conversion part that I have a problem with. It shows IC2 cables being used.
    So is there some other cable I'm missing that GT makes that will connect to IC2 generators? I've tried all of the insulated cables, at least as far as a 1x size, to connect to the Generator and nothing.


    1. IC2 power cables can be re-enabled in the config.
    2. Alternatively, IC2 power producers can be placed directly adjacent to IC2 energy storage/transformer blocks that feed into GT transformer blocks which power GT cables.


    Edit: I'm not certain Blood Asp's suggestion of a GT transformer directly next to the IC2 generator will work, but it shouldn't hurt anything to try it, and if it doesn't work, you can add an IC2 transformer or energy storage block in between.


    Edit #2: Apparently it does work. I guess I'd made some false assumptions based on that Electricity wiki page - evidently the IC2 transformers/energy storage blocks are only needed in the shown setup because IC2 cables won't connect to the GT transformer.

    Hm... quick question: I basically use batteries as step-down transformers. Any issues with this?
    Example: MFSU -> MFE -> CESU -> Batbox -> machines, no transformers needed! Unless I'm wrong, in which case half my base dies...


    Your wording is slightly ambiguous. If you mean you charge battery items (energy crystal, advanced RE-battery, RE-battery) in the next higher-tier EU storage block, then manually transfer them to the matching-tier EU storage block, which seems tedious, that should be safe. If you mean you have an MFSU directly powering an MFE and so on, that will trigger explosion(s) (I just tried it myself in creative mode with the latest IC2 for 1.10).

    Some of what you request can be done with GregTech configs, without even needing Minetweaker scripts:
    1. Re-enabling IC2 machines can be done in the "disabledrecipes" section of GregTech/Recipes.cfg by setting their entries false (so they're no longer disabled)
    2. Changing "B:steel_true=true" to "B:steel_true=false" in the "blastfurnacerequirements" of GregTech/MaterialProperties.cfg will allow steel dust to be smelted to ingots in a regular furnace. iirc, the IC2 induction furnace just uses vanilla furnace recipes, which takes single inputs, so combining iron and coal dust wouldn't work in it. The GT alloy smelter should be able to handle such a recipe, though.
    3. A few of the IC2 machines that aren't disabled by default have harder recipes that can be turned off in the "harderrecipes" section of GregTech/Recipes.cfg, but some components like the IC2 basic circuit would still need a Minetweaker script to restore the original IC2 recipe.

    However, PFAA adds a lot of new features. It's conflicting with other mods. It isn't crashes, but, for example, causes lags sometimes (0 FPS).


    I don't think that's so much conflicting as intensive worldgen - PFAA replaces pretty much ALL stone with more specific types (and ores). Also some sand and dirt blocks (and possibly a few other block types) get replaced with PFAA blocks. Most ore-adding mods only replace a small fraction of the stone with ores.

    FWIW, PFAA (Per Fabrica Ad Astra) already has "polluted soil" that dirt/grass (or even farmland, according to the changelog) transforms into when within a few blocks of PFAA oil, though afaik it doesn't offer a way to reestablish the dirt or slow walking.

    1. The 1.8.9 and 1.9 versions of IC2 are still very much works in progress, so issues like this are to be expected.
    2. I ran the 1.9 code through a decompiler, and it looks like it might also be checking the new shield slot for hazmat-type armor (which isn't really appropriate, but suggests a temporary workaround). AFAIK, there's no "hazmat shield" yet, but you could check if any of the other hazmat armor pieces can be placed in the shield slot, and if doing so keeps you safe from radiation.