Posts by MauveCloud

    Yes actually; COG (and PFAA) were deliberately made natively compatible with GregTech back in 1.6, and if GT detects COG it disables its own ore generation and lets COG take over.


    As far as I can tell from the source code (see https://github.com/Blood-Asp/G…ad/GT_Worldgenloader.java), it detects PFAA automatically, but not COG by itself. Also note that GT only disables overworld ore generation when PFAA is installed, and actually adds some mix veins to the Nether that would normally be overworld-only.

    Hello Blood Asp, can You add "Huge HP Fluid Pipe" with 384000 L/sec, because Large Heat Exchanger with 8000 L/sec Hot Coolant give 320000 L/sec Superheated Steam?


    Two difficulties I anticipate with that suggestion:
    1. The large high-pressure fluid pipe is made from a huge tungstensteel fluid pipe and two Insane Voltage Pump covers, implying it acts like the pumps are pre-installed at each end, but it might not make sense to add a recipe with more than two pump covers.
    2. If I understood the recent discussion about output hatches correctly, they only output half their capacity per second, meaning that you'd need 8 max-tier output hatches to handle 320000 L/sec, at which point it seems ridiculous to insist on being able to run it all through a single pipeline.

    With a different world, I trimmed my stickreed supply down to two 4/5/0 crops, and timed how long it would take for anything (even weeds) to appear on the crossbreeding plots, and got 10 timing points ranging from 23 seconds to just over 19 minutes. I think I'm better off if I spread it into a full 80-crop field, then take them home to scan, and re-plant the best 40 (and repeatedly crossbreed 40 at a time). It might take longer overall, but at least that way I won't be just sitting there staring at a few crossbreeding plots, waiting for something to grow there.


    I've been using the latter method with some help from NEI's highlight mode, but now I'm wondering: is it possible to use NEI's regex search to highlight scanned seeds based on both the growth and the gain stats? (since they're on successive lines of the tooltip)

    Where can I find a power-converter mod to work for MC 1.7.10? I've searched for PowerConverters, uploaded it and it doesn't work. I've downloaded Crossover Mod, but it doesn't work- it crashes my MC. I think these are the old ones, but I can't find any that will work.


    Please help. Thanks for the info above. I didn't know about the Tools Mod!


    You're somewhat hijacking the thread when you could have started a new thread, but I'll try to help anyway.


    What types of power do you need to convert, and do they need to be the output or the input? (since you posted this in the IC2 forums, I presume the other side will be EU)


    There was a related thread over a year ago, which mentions some options for converting EU to RF (and I think some also work the other way if you need it): Best option for EU to MJ?
    Despite the title, CraftyFellow actually needed to convert EU to RF (he hadn't noticed that Buildcraft had switched from MJ to RF)


    I'm not sure where you downloaded PowerConverters from, but last I knew (which was before CraftyFellow's thread above was started) this one worked for 1.7.10: http://www.minecraftforum.net/…iginally-by-powercrystals , though I'm told it has a bug when used on servers. Also, if you decide to use this mod instead of one of the alternatives mentioned in CraftyFellow's thread, I recommend using the CurseForge link so you can make sure to download a build marked as "release" rather than "alpha".

    Could you provide a picture of the top of your EBF? I think using a heat proof machine casing in place of the muffler hatch, or having the muffler hatch pointed the wrong way, could produce the effect you describe, without showing up as an error on the console.

    It seems that Enriched Narquadah causes some "potion" effects upon mining. Unfortunately those effects seem to be too many at once and the game crashes with a "java.util.ConcurrentModificationException" upon player ticking.
    Here is the crash log: http://pastebin.com/LaENBE5E
    Is there any way to either turn off those effects one by one within the config file so that I can mine that Enriched Narquadah without crashing the game or are there some special equipment parts or enchantments that negate the potion effects of the Enriched Narquadah?


    It's been a while since I've dealt with enriched naquadah, and even then it was blocks I placed via creative mode so I could find out the mining level, but I think you can prevent the potion effects from starting by wearing a hazmat suit. Something along the lines of a Forestry Miner's Backpack, which tries to grab the ore blocks before they go into your regular inventory, and can transfer the contents directly to a chest without going through your normal inventory, might work as well, but I'm less certain about that.

    I'm playing with a lot of mods that I have arranged myself. And yes, you're right, one of them - WaterPower - added that Industrial Steel stuff and its recipes. That might have caused my issue with Tungstensteel now.
    Is there a simple way for me to add a recipe to the mixer, that mixes one steel dust and one tungsten dust into two tungstensteel dust? Otherwise I'll do that with a recipe adding tool that adds recipes for the the standard crafting table.
    And I'll inform the mod author of WaterPower about that issue.


    I hadn't heard of WaterPower before, but it's very strange that it would add industrial steel to the EBF but not consider tungstensteel.


    Anyway, to add recipes to the mixer, you'll need GTTweaker.

    Thank you for the hint with the buses! That works well.


    But unfortunately there must have been a recipe change for Tungstensteel Ingots somewhere. When I add both tungsten ingots and steel ingots into the import bus only the steel ingots are processed - into industrial steel ingots.
    And I'm getting only three recipe pages: one for small tungstensteel dust, one for tiny tungstensteel dust and one for normal tungstensteel dust. Therefore the question remains how to get the Tungstensteel Dust.


    Are you playing a modpack? As far as I can tell, there is no material called "industrial steel" using just GT 5.09.21 and IC2. Such a modpack might also have a special way of making tungstensteel dust, which would be unknown to those not using the modpack. There's also https://github.com/Blood-Asp/GT5-Unofficial/issues/480, which I am currently unable to replicate.

    Hi,
    I'm just trying out v5.09.21.
    I'm a bit confused about the Electric Blast Furnace at the moment. The first thing that seems weird to me is that both the Input and Output Hatches look now like liquid input/output stuff and do not have more slots for input or output anymore.
    Have I missed there something?
    Also I have seen that hot tungstensteel ingots are now made from tungstensteel dust and not from tungsten ingots and steel ingots anymore. But there is no recipe (at least for me) to mix tungsten dust and steel dust together to get tungstensteel dust. Should there be a recipe for that, maybe in the Mixer? Or should it work like before and i have just missed something in my EBF configuration?


    To input and output solid items, use buses instead of hatches. Hot tungstensteel ingots can still be made from tungsten ingots and steel ingots, it's just that the recipe for doing that might not be the first one that comes up in NEI. You've got 4 pages of recipes for hot tungstensteel recipes, right?

    I don't know why 2.3.187 is giving you those errors, but it's somewhat questionable to run a server with it given that it's still in a very early beta state.


    2.2.820 is for Minecraft 1.7.10, though, so I'm not surprised that the server wouldn't start when using it.

    How should I learn about recycle value of different materials?


    NEI Show no recycle data. I think it should, or rules for item→scrap chance be documented.


    You mean for the Recycler? That's documented here: http://wiki.industrial-craft.net/index.php?title=Recycler
    Not much point in documenting it via NEI, because the scrap chances don't vary based on item value. Except for blacklisted items, every item or block has a 1 in 8 chance of producing scrap. Last I knew, you could determine if an item was blacklisted by putting it in a hopper pointed at the Recycler, and blacklisted items wouldn't go in (at least with a GT5u recycler).

    I call this a bad joke + a bad PR Joke... And it makes me think really bad about all involved people...


    I'm inclined to agree with you now. Additional evidence: Aroma released a new build of the Uncomplication mod to bring back the old EU, even though the 1.8.9 version of IC2 hasn't actually released yet, so I don't know how that would be usable.

    Lastly, but not least, do please consider that 1.9 may be around the corner for modded Minecraft so instead of just having to do 1.8.9 coding, you'll have to do some additional coding for 1.9 as some modders did say they were skipping 1.8 and going to 1.9! It'd be nice to see IC2 in the currently released version of Minecraft! :D


    What do you mean "around the corner"? Forge for 1.9 has been out since March 18th, and according to https://bot.notenoughmods.com/1.9.html there are already 97 mods released for 1.9.

    I don't think EU is the only unique thing that IC2 has, though I'll admit I'm not that familiar with some of the other tech mods, so I could be mistaken about some of these things. Here are some things I can think of:
    1. plates and item casings (technically Railcraft uses plates, and GregTech isn't completely a separate/independent mod yet, but most other tech mods just use ingots afaik)
    2. mining laser (horizontal mode is handy for making tunnels or for quickly mining soft blocks like dirt, sand, or netherrack)
    3. hazmat suit (for protection from radiation, fire, and lava)
    4. GUI-slot-based nuclear reactors
    Edit:
    5. Crops