Posts by MauveCloud


    Exactly - the Pyrolyse Oven is meant to be an MV machine as shown from its recipe. I mean to use it to improve my charcoal production over the 12 coke ovens + charcoal like igniter that I currently use that is still very manual, such that I can produce a more steady stream of MV amps. However, if it means that I have to craft a HV precision laser engraver, forming press, assembling machine and chemical reactor in order to craft the necessary infrastructure for to produce Kanthal, I find it rather extreme; I had to push my current steam setup to the limit to produce the energy and dig through the world for emeralds for the data control circuits. A Vacuum Freezer should be more advanced tech than a Pyrolyse Oven and should therefore be harder to manufacture, however I don't think it makes much sense for the former to be necessary to produce the latter. Just my two cents.


    You make a good point there. And now I notice that the Oil Cracking Unit, which has a controller made with HV components, uses rings of cupronickel Coils. WTH? The other multiblock machines that can use kanthal coils, the EBF and the Multi Smelter, can use cupronickel and nichrome coils as alternatives, with changes in functionality (different heating capacities for the EBF, and different numbers of concurrent smelted items for the multi smelter), so maybe something similar could be done for the pyrolyse oven, e.g. allow biomass and simple charcoal production with cupronickel coils, but require kanthal to get the efficiency/speed increase from adding nitrogen, and require nichrome for making heavy oil.

    It isnt MV Tier. It just requires very little power to operate.
    I built mine right after upgrading my EBF.


    Actually, the tier of the pyrolyse oven is a little weird - even though the multiblock requires Kanthal coils like sprAngles mentioned, the recipe for the control block uses good circuits, MV pistons, and an MV pump. The recipes for making charcoal and coal coke (and creosote oil) in it require MV power, but you can make IC2 biomass in it using LV power, while making heavy oil from wood in it requires HV power.


    P.S. The appropriate chemical formula for Polytetrafluoroethylene (PTFE) is (C2F4)n, not just C2F4.

    I'm confused by the math involved in the output of large turbines - the tooltips for the turbine items give the output for plasma and gas in EU/t, which might be multiplied by the efficiency of the turbine item (also the wiki indicates the optimal flow is the nominal output divided by fuel value), which indicates I should get at most 76800 EU/t using an osmium huge turbine in a large plasma turbine (equal to the output of 2.34 single-block Mark III plasma generators) and 1920 EU/t using it in a large gas turbine (equal to the output of 3.75 single-block turbo gas turbines) - I'd expect the real EU/t to be less once the optimal flow is truncated to an int. However, in https://github.com/Blood-Asp/GT5-Unofficial/issues/505, leagris says she gets 154419 EU/t with an HSS-G large turbine item in a large plasma turbine and nickel plasma, so obviously I'm misunderstanding the math. Is there someplace that explains it better, like maybe a Google spreadsheet listing the different EU/t outputs, optimal flows, and expected lifetimes for different turbine materials, sizes, and fuels?

    1. Is it normal that a processing array containing 16 basic centrifuges only takes 60 Redstone at once? I'm guessing this is because the recipe requires 10 Redstone per Centrifuge and because of the way its coded it caps at 64?


    Yes, unfortunately that's a known issue that's impractical to fix: https://github.com/Blood-Asp/GT5-Unofficial/issues/320
    On the plus side, I think when it does that it only consumes EU for the 6 working centrifuges, rather than for all 16.

    gah, now i can't get advanced pumps to work... using GT pipes (wood through tungsten) for water. solar panel... downgrading until it doesn't blow up. please, do not tell me it has to be over an actual water block base block and consumes it so that infinite water source is broken now... if so... i might just trash mod and be done with even bothering with it anymore... there's a difference between "more difficult" and straight up masochistic.


    I'm afraid so. Why do you think the tooltip text says "The best way of emptying Oceans"? Other pumps will work for infinite water, though (unless finite water is enforced by another mod, such as the options for CodeChickenCore), such as the IC2 pump (which pumps starting from the corner, so putting it above the middle of a 3x1 water source won't be safe), and the Buildcraft Pump (which I think can be configured whether to consume water source blocks, so it might work even with another mod trying to enforce "finite water"; also, it can be powered by a redstone engine, which doesn't require fuel or even sunlight to operate, and still provide enough water to run a large boiler, though possibly not fast enough to keep a set of electrolyzers (in processing arrays) for a fusion reactor going - I haven't calculated yet how much water that will take). There are also rain-collection systems in the Forestry and Railcraft mods, to avoid relying on water source blocks.

    Ok, so, WHICH of these Solar panels do i need to connect to my Macerator for GT to work? Also, i tried the battery method, but apparently Energy crystals don't provide high end power to battery buffer... so, what is used to power a high end battery buffer to test the bigger stuff?


    http://ftb.gamepedia.com/Battery_Buffer#Batteries lists which of the standard IC2 and GT batteries are which tier for GT - for the GT batteries listed in multiple tiers, small ones are LV, medium ones are MV, and large ones are HV.


    Suggestion to modder working on this... Because of all the various machines that are incompatible with one mod to another that these mods are commonly used with (IE - IC2, Thermal Expansion ect) perhaps a method or caption to say "This is part of GregTech" or some such to differentiate between the various types? Will most certainly be making the suggestion to other tech modders. Very frustrating not knowing what is compatible with what.


    There are very few add-ons that provide machines or generators for GT power, so it's generally safest to assume generators that are not from GregTech itself will generate IC2-style power (unless they provide other forms of power, e.g. Thermal Expansion generator will produce RF rather than EU, although I think GT5u has a config option to allow RF as input)


    Using a portable scanner as per a youtube video i saw to see if its getting power ect. nope, no power. Tried transformers... problem is... which is GT transformer and which is IC2 transformer and what order to convert the energy to test that way? again... they're both labled transformer, there's different varieties of each one (LV, MV, HV, UV, LPZ ect), but other than names (which if you are new to all this effectively... you don't know the names and what's associated with what...) to differentiate.


    If you have NEI, they should show what mod they're from while they're in your inventory at least, and in the list at the right. You can add the mod called WAILA ("What Am I Looking At") to see what mod blocks placed in the world are from.


    attached pic of various solar options (i want something i can set and forget. not have to go back and reload or refuel ect... thus... the attraction to solar power... difficult to get to, worth it when done)


    The non-3d ones near the end with the 8V, LV, etc. labels in the textures are the GregTech solar panels. I think I once tried putting a solar panel directly on top of a battery buffer and it didn't seem to work, but I've definitely gotten solar panels to work when placed on top of horizontal 4x cables feeding into a battery buffer. You might reconsider using solar panels as your main source of power once you notice that the recipe calls for two circuits for 1 EU/t output, and the recipes for each higher tier solar panel requires enough of the previous tier solar panel to match the output level, unlike steam/gas turbines and diesel generators, which just require higher-tier circuits, motors, etc. rather than multiple lower-tier generators in the recipe.

    Obviously not hooking something up right... all i can figure now, i even deleted everything, installed each mod in a new folder started on a new profile in a separate location... obviously things are not as easy as they once were... guess you can't just throw a universal macerator / Furnace ect down with a 2 ultimate hybrid solar panels and have it start working? :Solar Panel: :Electric Furnace: :Solar Panel: like so. have input go in top and output in the bottom. Even tried to connect fiber cable to underside from Solar Panel and see if it needed energy input from bottom and nothing...


    Ultimate Hybrid Solar Panels are from the Advanced Solar Panels mod, so they make normal IC2 power, which most GregTech machines can't use directly. As shown in the images at the bottom of the "Electricity" wiki, you need to use an IC2 energy storage or transformer block connected to a GT transformer block, then GT cables with sufficient voltage and amperage (if you're using the GT transformer in step down mode, it will output 4 amps). Well, you can also place the GT machine to get the output directly from the GT transformer block without using GT cables in between.


    On a separate topic, I think I mentioned before that I've been contributing to the BDCraft textures for GregTech, but I've come across some metaitem textures that I'm having trouble identifying what they're used for:

    World i'm on does not have rain ect. Using Mystcraft and made my own world (stable) with no weather to specifically counter that problem.


    I don't know if that's reliable. What Mystcraft does to prevent weather might not correspond with how GregTech checks for weather conditions. I know putting a roof (which can be glass) above machines works, though (at least for normal Minecraft weather - I haven't tried it with the localized weather and stormfronts mod).

    there's a few GT Advanced machines that do not have the 4th and 5th tier machines listed in NEI...


    Some of the 4th and 5th tier machines are named differently. If you search using the tooltip of the lower tier machines, you can find them. For example, the basic macerator has a tooltip of "Schreddering your Ores", so if you search for "Schreddering", you can find the 4th tier is called the Universal Pulverizer and the 5th tier is called the Blend-O-Matic 9001.


    hook too many / big of a solar panel and machine blows up (it's getting power)...


    There are other things that can cause a machine to blow up, such as rain and lightning (and as I found out the hard way some months ago, setting up your machines in desert or savanna doesn't automatically mean they'll be safe). I suggest you look through http://ftb.gamepedia.com/GregTech_5/Electricity and you can use a debug scanner (or portable scanner if you prefer) on a machine to check if it really has power.


    So, i even went as far as to look up ore blocks and give myself new ore blocks... still... nothing... they just sit there... what am i doing wrong? or is there something going on unexplainable?


    Perhaps if you were more specific as which ore blocks you're putting in which machines, we could help.


    Well, I think, somewhat of all three.
    But I would mostly like to see a little extension to the GregTech blacklist addition logic that tries to reach both goals - preventing a too cheap misuse of cobblestone and other too easy to obtainable stuff as input for the recycler but also on the other hand still a more expensive way like some kind of required pre-processing to get rid of those origin materials if I'm willing to pay the prize.
    What I told about stone dust there just should be understood as an example of what I mean - some kind of required pre-processing to increase the prize of too cheap origin materials as "feed" for the recyclers.
    Because if there is such a way, then I don't have to circumvent GregTech's blacklist logic.


    You might be interested in IC2.ini's recycler whitelist option then, which allows you to specify certain items as the only items to produce scrap in the recycler, and the blacklist is ignored when the whitelist is used. I had a weird idea a while back to whitelist gregtech:gt.metaitem.03@* (crates of any 16 dusts, gems, ingots, or plates of the same type), though I never really made use of it.

    Some time ago, you were able to put cobblestone in the hammer machine to get gravel and put that in the recycler. Dunno if you still can do that.


    Cobblestone can still be hammered for gravel. Being able to put it in the recycler would depend on that "easystonerecycling" option I think - it probably wouldn't be recognized as "stone" material that gets blacklisted regardless.


    Well, it is ok if cobblestone or stone itself and maybe some other too easy to obtainable materials are blacklisted because of a too simple way to directly feed the recycler with them as long as there is a way to process them into something, maybe a combination of those materials, that the recycler finally accepts.
    For example, why not require cobblestone to be macerated to sand and sand to be macerated to stone dust (or pulverized to stone dust with small chances to get tiny piles of some rare earths/precious metals) and only accepting stone dust as resource item/block for the recyclers?
    In that case you need a high amount of energy to use cobblestone as origin material for the recyclers. Sounds that fair enough?


    I'm still confused here. Could you please clarify whether you're 1. questioning the logic of GregTech's blacklist additions, 2. trying to use the recycler simply to get rid of your excess items, or 3. trying to circumvent GregTech's blacklist additions? (btw you don't get stone dust from macerating sand, you get it from macerating/pulverizing plain stone, blocks made from plain stone rather than cobblestone, or cobblestone slabs)

    Well, as I mentioned it before, that does not make much sense to me. Shouldn't the recyclers be a reasonable way to get rid of materials and resources I don't need?


    The problem with that is that a recycler doesn't just get rid of materials. It converts non-blacklisted materials to scrap with a 1 in 8 chance, and that scrap can be used either to reduce the cost of producing UUM or to make scrapboxes, which can be turned into various things, from cheap items like sticks, wooden tools, and leather to valuable items like diamonds and processor boards (the cheap items are more likely).


    Instead of creating a machine producing them infinitely a machine that only converts them vice versa or that at least consumes the source materials would have been way more reasonable.
    A converter machine for example should require a source block/liquid (either stone, cobblestone, lava or obsidian), energy and water to do the conversion.
    That way I reach both goals - an easy way to get obsidian (cobblestone just needs to be mined) and no misuse of my machine.


    As far as it not consuming the source materials, the rock breaker machine does consume redstone to make obsidian, and cobblestone/plain stone generators can be made in vanilla minecraft that don't consume the source water and lava blocks (though they're probably not as fast).

    All pure Cobblestone (and Sand, and Gravel) derivatives are also blacklisted. No good.


    As far as I can tell, sand isn't added by that GT_RecyclerBlacklistLoader class, but I tracked down why it's blacklisted - in the Materials enum, it's given a subtag of "NO_RECYCLING", and so are snow, ice, water, stone and glass. Thus regardless of the config options in disablerecipes, anything GT recognizes as being made of those materials will be blacklisted for the recycler. I think items that are less than 1 ingot worth of material (such as nuggets and small and tiny dusts) are also blacklisted, which would make it a bit overwhelming to look through the entire blacklist.

    Materials, such as Desh, already has this bit enabled (see: https://github.com/Blood-Asp/GT5-Unoffic…rials.java#L229). For such materials GT register recipes regardless of whether the mod is installed. For example, GT variants of ores from Metallurgy mod (Celenegil ore, Ignatius ore, etc.) has processing recipes even if Metallurgy isn't installed. But GregTech doesn't show these ores (in creative or NEI), while Metallurgy (in this case) isn't installed.


    Materials (about which I'm asking) doesn't require any other mod. How to enable processing recipes for ones? (In other words, is there way to change materials' type bit without recompilation of mod?)


    AFAIK, GregTech doesn't provide a config for changing the type flags (there is, however, one for hiding unused ores, and if that is false, Celenegil and Ignatius items show up in NEI even without Metallurgy installed). However, https://github.com/Blood-Asp/G…nums/Materials.java#L1260 shows that it is a public non-final field, so presumably it is possible to write an add-on to change materials' type flags.

    *Added Fluid Filter cover(shutter cover that only lets pass fluids it is set to. set by right click with fluid container).


    I just tried this on a pipe connected to the output of a distillation tower, setting it to only allow Biogas (since I sometimes find water stuck in the pipe section just before the RC tank I use to buffer the biogas), but it stopped the distillation tower from outputting any biogas (it also consumed the biogas from the universal fluid cell, which was a bit surprising but not a big deal).


    Edit: After looking at the source for the fluid filter cover, apparently the lack of chat message identifying the fluid to be filtered means I hadn't clicked the universal fluid cell in quite the right area (hard to aim when it doesn't give me the lines like I get when holding things like the cover, a screwdriver, a wrench, etc.). However, after setting it to water, getting the chat message, and adding water to the pipe, it does not allow the water to flow through the filter into an adjacent pipe.

    Also the ic2.ini has a quite different blacklist for the IC2 Recycler. There is no cobblestone in the blacklist, for example.


    By the way: I couldn't find a blacklist for the GT Recyclers anywhere in my GregTech config files. Is that blacklist hardcoded or should I regenerate my config files for GregTech?


    It's not entirely hardcoded, but it's less intuitive to find the options. They're in the "disabledrecipes" section of recipes.cfg. You can look at https://github.com/Blood-Asp/G…yclerBlacklistLoader.java to see what other items are blacklisted when those options are enabled. Those are in addition to any items blacklisted in IC2.ini.

    Is it possible to repair GT 5 Meta tools?


    Sort of. GT electric tools at least can be put in a disassembler, as long as they haven't completely broken, to get back some or all (depending on the machine tier) of the components used to make them, though afaik it doesn't provide a way to determine ahead of time how much time (and EU) it will take for a given disassembly.


    By the way, are there any plans to add Chrome-Vanadium-Steel? It is a more or less common Steel IRL for tools for example. This could also add a bit more use to Vanadium, as its only use so far is for Vanadium-Gallium wires/cables.


    GT 5.09 has Vanadiumsteel (which includes chrome in the mix).

    Thank you all!
    That explains it to me why I can't use cobblestone to get scrap - although it doesn't make much sense to me to blacklist them. Maybe to prevent a too easy way to get scrap...


    Exactly. If it weren't blacklisted, you could set up a Rock Breaker machine feeding into the recycler, and very quickly get absurd quantities of scrap, with full automation.