Posts by MauveCloud

    On an unrelated note, I've put together a list of oddities I've noticed in GregTech. I asked about justifications for a few of these a while back in a separate thread, shortly before GT5u came out. Now instead of only being able to work around them with MineTweaker, I can consider trying to make a Pull Request to address some of them. However, first I want to ask again if anyone can provide justification for them, to dissuade me from doing so.


    1a. It takes 10 times as much time and EU to smelt steel dust in an EBF compared to smelting wrought iron to get steel (setting aside the time it takes to prepare the wrought iron and oxygen)
    1b. It takes almost twice as long and more than twice as much EU to smelt one pile of aluminium dust in an EBF than to smelt three [green] sapphires or three rubies (which will provide enough nuggets for one ingot).
    1c. An MV-tier fluid extractor can get liquid aluminium, steel, tungsten, etc. from many different items, including ingots and plates, but even an IV-tier fluid extractor is unable to process the simple dusts (unless the blast furnace requirements are turned off in the config, which also allows smelting the dusts in a simple furnace).


    2. Cobaltite ore, which can be smelted directly to cobalt ingots for a tier 3 pickaxe, can be mined with a tier 1 pickaxe, while the Garnierite ore above it in a Nickel mix vein, which smelts to nickel ingots for a tier 2 pickaxe, requires a tier 3 pickaxe to mine.


    3. The GT chainsaw shears leaves with apparently no way to turn that feature off, but won't shear vines or sheep. Having the chainsaw double as a branch cutter (when used directly on the leaves) would make more sense to me.


    4. Most machine components of a given tier require a specific cable type (with the strange exception of allowing either annealed copper or regular copper cables for MV), instead of allowing any of the appropriate-tier cables to be used. However, the required cable type isn't always the optimum for that tier (e.g. gold cables have higher loss/meter than silver cables, even if they carry more amps), or even the right tier (a ULV machine hull requires lead cables, which carry LV, instead of red alloy cables; an IV machine hull requires tungsten cables, which only carry EV on their own (even if 4 amps), even though osmium and platinum cables carried IV even before graphene cables were given a recipe; an LuV machine hull requires 4x tungsten cables, which carry 16 amps at EV, while several cable types exist that carry LuV: Naquadah, Niobium-Titanium, Vanadium-Gallium, and Yttrium Barium Cuprate; there are currently no cables that directly carry ZPM or UV, but those machine hulls require 4x and 16x osmium cables respectively, which normally only carry IV, instead of using thicker LuV cables or superconductors, or coming up with new cable types to carry ZPM or UV)


    6. LuV (tier 6) machine casings require chrome plates, which are much easier to obtain and manufacture than the tungstensteel plates required for IV (tier 5) machine casings (since chrome can be extracted from more common ores and requires fewer processing steps than tungstensteel).


    7. Graphite is an allotrope of carbon, yet by default there isn't a simple processing recipe for getting carbon dust from graphite dust (even though ashes, dark ashes, coal dust, and diamond dust can easily be converted to carbon dust)


    8. An HV-tier centrifuge or electrolyzer can store 64,000 mB of fluid in the input slot (and presumably also the output slot), but an HV-tier fluid canning machine can only store 48,000 mB of fluid.


    9. Multiblock machines have no progress bar to show how close they are to finished with the current operation.


    10. What is the point of having double, triple, quadruple, and quintuple ingots and plates? They have lower maximum stack size limits, so there's no storage advantage, and using the triple ingots/plates as intermediate steps for dense plates etc. actually ends up taking more total EU.


    11. Many crafting recipes that only use 1 or 2 component types plus hard hammer and/or wrench can also be made in the assembler, but some can't, e.g.: IC2 basic machine casing, some of the casings made from frame boxes and plates, coil blocks, fusion casings, and the upcoming turbine casings.

    Thank you for the explanation of that configuration option! Now I understand it properly.


    About the ME Export Bus:
    Usually it works very well to export from the AE2 Network into the upper side of the GT Machines and import using the ME Import Bus placed to their bottom side.
    Just the Oblitterator does not accept cobblestone for some reasons at any side from the ME Export Bus. But placing cobblestone manually into the Oblitterator works fine.
    The ME Export Bus shows "Device online" so it should work properly.
    I'll do some more tests when I'm back at home.


    With GT installed, cobblestone is blacklisted in the recycler by default (as are most other forms of stone, wood, and dirt iirc) - it will go in if you place it manually and get processed, but it has a 0% chance of producing any scrap (that's what the blacklist means for the recycler), which is why it won't accept it from export buses, pipes, hoppers, etc. (although I think if there's already some in there that was placed by hand, it will accept more from automated sources)


    Edit: if you're just trying to get rid of excess cobblestone, there are alternatives that can more easily be automated: if you have BuildCraft, you can set up a chest with a Wooden Pipe, Redstone Engine, and Void Pipe; if you have Railcraft, you can build a Void Chest (not 100% certain it can accept items from automated sources); you obviously have AE2, so you can build a Matter Condenser.

    I have a small issue: I have set "HideRecyclingRecipes=false" in the GregTech.cfg but the Obliberator does not show any recipes - and it doesn't accept anything from AE2 through the ME Export Bus.
    I'm playing with GregTech v5.09.21 and AE2 RV3 Beta 6, which works fine except that issue.
    Has anyone else the same issue or an idea how to handle it?


    I think you're somewhat misunderstanding the configuration option. That's not for showing what can and can't be put in the Recycler machines (including the Oblitterator, which is just the highest tier of the recycler, which makes scrap faster than other tiers), but for showing or hiding recipes for getting raw materials back, such as by putting machines and components into a pulverizer or arc furnace.


    As far as it not accepting things through the ME Export Bus, I can think of 4 possibilities so far based on the information you've provided:
    1. The items you're trying to use are blacklisted for the recycler (you can try putting them in a vanilla hopper, and if they still don't go into the Recycler/Oblitterator, they're probably blacklisted, unless #2 below also applies)
    2. You're trying to feed them into the output side (or maybe the front) of the Recycler, without using a screwdriver to make it accept input through the output side (I don't think the screwdriver will help if the export bus is on the front of the recycler).
    3. You've got the export bus misconnected or misconfigured.
    4. You've hit a compatibility issue between AE2 rv3 and GT5e (iirc, GT5e has only been coded for compatibility with AE2 rv2 stable)

    I hope the 1.8.9 version of IC2 isn't forcing you to use the fluid reactors instead of EU reactors (I haven't played it myself). I feel the same way about the excessive lead cost, as I mentioned here: The new 5x5 IC² Reactor
    It takes almost 5 times as much lead to make a fluid reactor as an EU reactor, yet even the best fluid reactor designs barely provide double the EU output when using superheated steam (which also seems excessively difficult to set up) as one can get with a good EU reactor.

    Strange. Last I knew, components heated in an EU reactor could not be cooled in a fluid reactor and vice versa. Was that changed recently? If so, it might be considered a bug that should not be relied on.

    IIRC on Kirara, it wasn't a specific area but they said try not to go past a certain distance from spawn, and based on # of players you could get an average area per person. It came out to many square kilometers each. On a related note, I calculated in a post last year that the rarest veins, like Platinum, would be expected to have one in a square area of 55 chunks on a side, or a circle of radius 31 chunks, which is just under 0.8 sq km (for default GT oregen). Of course expected isn't guaranteed, so each sq km lessens the chance that someone will get screwed, at least in the overworld.


    Shows how little I understand about playing on servers. :)
    I figured there'd be some assignment or claiming of mining areas to prevent them from running into each other.


    That calculation still makes it rough for mining in the End without end asteroids, since iirc the end island usually only extends about 200-300 meters north-south and east-west.


    There is a small chance to get small amount of uranium when macerating red granite. Then either centrifuge uranium dust or use uranium as nuclear fuel to get plutonium. Doable, but probably just for fun.


    Let's see, a 1% chance to get a small pile of U-238 when putting red granite or red granite cobblestone in a universal macerator (not sure how I failed to notice that recipe), then a 2% chance to get a tiny pile of plutonium-244 by centrifuging the dusts? That doesn't sound fun, that sounds masochistic. However, I suppose if one were playing on a server with limited mining area and was having very bad luck finding any uranium or pitchblende veins (and for whatever reason couldn't trade with other players to get uranium or plutonium), it might be necessary to get it that way.


    P.S. I don't really have much interest in playing on servers, but I am a bit curious how much area is typically allotted per player on servers for mining GregTech ore veins.

    1280 Plutonium would require 6 * 9 * 400 * 1280 = 27648000 (or ~422 full chunks) red granite.


    I know this is a significantly belated question, but temporarily setting aside the more efficient choices like plutonium ore (which only generates by default in GT 5.08, not in GT 5.09) or thermal-centrifuging depleted uranium rods, how does one get plutonium from red granite? Maybe recipes have changed, but in the current build of GT 5.09, I don't see a way to do that.

    Buildcraft 5.0.7 is significantly out of date, to the point that I'm surprised it would even run with IC2 build 821. It might be old enough to use MJ, though. Newer versions of Buildcraft (the latest for Minecraft 1.7.10 is 7.1.16) switched to RF (Redstone Flux, from Thermal Expansion). While we're at it, why are you using TreeCapitator for 1.7.2 with bspkrsCore for 1.7.10?

    @bloodASP do you have integrated galactigreg into the GT5.09 branch?


    Edit: the GT 5.09.xx changlog link refers to it self / the GT 5.09.xx can't be found on the changelog page.


    The link from the changelog contents refers to the same page, but the link that's part of the actual changelog goes to the experimental changelog. As far as I can tell from that, only the end asteroids were migrated from GalacticGreg to GT 5.09, not the ore generation on Galacticraft planets.

    Ok. Which side. on IC2 CropPlugin or on GT?
    Because if i should implement it then you should tell me which classes i need or if i can do it without gt source.


    On GT side. I hadn't realized my statement was ambiguous about that detail.


    Well the problem is i do not have a maven... So i can not really help out with that. Keeping the class in the jar should be fine since the api does not change in the same MC version anymore (does not count for other versions)


    Actually, I tried to set it up as an Ivy repository, since others already in GT had artifactPatterns, which I figured I could easily tweak for the url to the crop plugin jar. However, that caused it to try to access libraries.minecraft.net for it, as well as perform a "HEAD" operation instead of a "GET" operation on the crop plugin jar, which is what got the 403.


    Also by the way you could write a submod for that if you really wanted to. Since its requireing only a interface and you could register that in the Main API Since you can load data outside of the CropSystem. You just need to reference the Crops you are supporting..


    Given that GT_BaseCrop already has fields for the material needed below and for the drops, I think making a submod would actually be more difficult.

    Special Textures&Special Icons nope... I have an API which he can use..
    I told him already about that... (Before i made this post here i think even)


    But Chance calculation is default supporting every mod that is using the IC2 Crop API.


    I'm considering making a pull request for GT5e to add support for the special icons and requirements display. I've got it tentatively working in a local copy (using the downloaded zip; I haven't forked yet), but I added a copy of ICropCardInfo.java to the GT5e source, which I'm guessing isn't the preferred way of doing it. However, when I tried to change the gradle script (which I'm no expert with, I'll admit) to pull the jar from the GitHub release link automatically, it got an HTTP 403 (Forbidden). Can someone help me with this?


    Side question: why were tiny dust images used for Cyprium, Plumbiscus, Shining, and Stagnium, when ingot images were used for Aurelia and Ferru?

    You need also a fluid input hatch in the bottom row with oxygen to create steel from wroug iron. Also you may not provide enough amperage to keep the EBF running. in LV yopu need 3 amps to get to the 96 EU/t needed, but depending on your exact setup you may need more than 3 Amps to be produced/stored for the EBF to run.


    If the OP didn't have a fluid hatch with oxygen, it wouldn't have started processing the wrought iron. Also, wrought iron to steel takes 120 EU/t, not 96.


    However, I looked more carefully at the second screen shot the OP attached, and the output dot of the battery buffer is visible with nothing connected to it. The cables are connected to the input sides of the battery buffer, so none of the power is getting to the EBF. Unlike single-block machines that iirc won't even start processing with an empty internal energy buffer, GT multiblocks will attempt to start and immediately destroy the processed material (I found this out the hard way once with an implosion compressor).

    There's a limitation with NEI and GT recipes that has mildly annoyed me for a while, and I was wondering if it is possible to fix:
    Shift+clicking the "?" button in NEI to populate the crafting table with ingredients fails for GT recipes that include meta-tools or tiered components like motors, electric pistons, or pumps, even when I have them in inventory (an AE2 crafting terminal can populate with meta-tools, but not tiered components).
    I wouldn't be surprised if this has been asked before in the original GregTech thread, but it's hard to search for, since it could be described in different ways.

    Even one LV output hatch can handle 320000 L/sec


    Then what did dohvakin96 mean in this post:

    24000 L cap means it transport 12000 L/s.


    I don't see how that could be referring to the fluid pipes, since their stated capacities are already per second, and that would mean that their tooltips are blatant false advertising.