Posts by MauveCloud

    Hello. I want to add in recipe all plates from GT. The problem is that plates have the same id with other things like dusts. How can i add all plates?


    Ps Sorry for my eng).


    If Minetweaker allowed looping over a range of integers, that could be used to limit it to the plates (since afaik they're in a contiguous range of metadata values), but that wouldn't cover plates from other mods that GT plates might unify toward (e.g. Railcraft steel plates), and afaik Minetweaker hasn't actually added that functionality. I think you'd be better off going through the "Materials" enum and making a script that adds the various plates by ore dictionary to a new "plateAny" ore dictionary entry.
    However, I find it hard to imagine a recipe for which it would make sense to use all plates from plastic to tungstensteel interchangeably.

    One thing I've wondered about for a while but have never tested:


    let's say a recipe uses 4 EU/t. This is technically ULV. When running it on LV does it pull 16 EU/t and run twice as fast or does it do something more weird and pull 32 EU/t? That is to say: does overclocking always double the original recipe's EU/t requirement and not round to the voltage tier?


    ULV isn't counted for recipes. I ran into that a few months ago when asking about centrifuging impure redstone, which takes the listed 34 seconds per operation in an LV centrifuge, despite being 5 EU/t. Also, several of the machines that are direct substitutes for IC2 machines use less than 8 EU/t at LV (e.g. compressor, extractor, electric furnace - listed here since NEI doesn't show voltages and timings for them) but aren't overclocked in an LV machine.

    Ideally you can have lots of 21/31 2x2 plots to just crossbreed new seedbags, which would be safer as they are guaranteed to not go over 23 growth (and your crops stats would always be near perfect).


    I might try the 2x2 plots (with water at the center of each group of 4 such plots?) in my next game, but since I already had 9x9 fields (with water at the center of each), I split each of them into four 4x4 fields.


    Although, I'm used to crossbreed and spread fields on the go (while always scanning them and destroying any growth >21 crop).


    That gets frustrating when 40% of the crops produced by crossbreeding will be outside the target 19-21 growth range (and therefore need to be destroyed), and I think a mistake while doing that was what cost me half my aurelia crops yesterday, though I couldn't figure out what happened to the rogue crop.


    This can be done at the very early stage too since the scanner doesnt need the crop to be mature as you probably know.


    I think the IC2 Cropnalyzer has had some changes recently, so it might not need that either now.


    P.S. I'm curious: do you use default textures or a resource pack for your crops? With default textures, it's hard for me to see the difference between the last two stages of coppon, and with Soartex textures, it's hard for me to see the difference between the last two stages of stickreed, so I've been using Sphax 64x textures for the IC2 crops and the 32x textures by IChrisI that I adapted to 1.7.10 for some of the GT crops.

    SpwnX, I don't think I really understood until just now what you meant about nursery plots. I had been breeding my crops in-place to fill each field (once I had enough with high stats to make an "X" shape in the field), but that has an additional risk of producing growth 24 or higher crops if I fail to destroy some growth 22 or higher crops (e.g. by accidentally skipping them when scanning new crops) and crossbreed them, or if I end up with a crossbreeding spot with three growth-21 crops around it. You were talking about having separate plots with breeding stock, and once those got to 21/31 (or so), using crops crossbred from those to populate larger fields (without further crossbreeding), right? I think that would be both safer and less frustrating than the way I had been doing it before.

    Try it in creative.
    Though, if you surround your microwave with blocks/pipes/wires, then it can't have fire :)


    Okay, sand to glass works, without any risk of fire from that (which means the wiki is inaccurate). With birch logs, it doesn't process them, and only puts fire in adjacent air blocks with some types of blocks directly below (which can be itself for an air block above), and even when there's fire directly above it, that doesn't seem to be capable of destroying the microwave (and yes, I made sure machine flammability is enabled in GregTech.cfg). A nearby wire/cable exploding from the fire spreading to it can destroy it, though.


    Edit: tried a few other things, and the microwave also works for converting clay balls to brick, clay blocks to hardened clay, cobblestone to smooth stone, and at least some gem ore blocks (except for diamond ore or gem ores backed by netherrack, which cause fires). Using a block of netherrack causes it to explode.

    Don't forget the microwave not only cook food, but any non metal and non flammable.
    It is the most efficient way to smelt sand into glass.


    Really? I'm surprised that works for sand, because of what the GT5 wiki says:

    Quote

    Putting in an non metallic, non food item will set it on fire.


    I presume that means it sets the microwave on fire, since I don't see how the item inside could be set on fire, even if normally flammable (and btw I would expect bamboo to be flammable)

    Sorry, jerky is MC slang for 'rotten zombie flesh'


    That can get a bit confusing when there could be a mod that adds food that is officially called "jerky" (in fact, I searched the FTB wiki, and apparently TiCon allows making several kinds of jerky on the drying rack).


    Anyway, rotten zombie flesh (called zombie brain when using the PureBDCraft resource pack) can also be centrifuged for methane, though less per item than other foods.

    Wonder if a microwave works and, if so, how much EU it uses?


    Unlikely, since the microwave is only for food items. However, if it does work, it would be 128 EU (reference)


    Also lastly, any use for Lutetium?


    Fusion reaction ingredient (one of the steps toward making neutronium).


    EDIT 2: HEY, is there a most-efficient way to turn jerky or other food into methane for a net gain in energy?


    What mod is your jerky from? Anyway, most food items (e.g. pumpkins, fish, mushrooms, etc.) can be centrifuged at LV for 20 EU per L of methane produced, 1 L of methane has a fuel value of 45 EU per L, and even an HV gas turbine produces 30.5 EU per L of methane with default efficiencies.

    I've started a few other worlds, and I ran into an issue where trying to use Geologica ores with Gregtech and vanilla/mod ores disabled in COG tabs left me with no lapis or lazurite ore in the overworld (technically I could get some lapis from bees or possibly the End). I've reported that in the PFAA thread, and noogenesis says it will be fixed in the next release, so in the meantime I'm temporarily switching back to a world that uses only GT5u, GemBlocksForGreg, IC2, and some utility mods (and even uses the "force adventure mode" option and finite water).


    Now I'm starting to think it's better to have some redundant ores (by leaving vanilla/mod ores enabled in the COG tabs and/or mod configs) than to end up with certain ore types missing. (I imagine Chocohead would agree with this, based on the first line of his signature)


    Here's my new list for a couple of weeks from now, or when PFAA updates, whichever ends up coming first:


    Thoughts?


    Edit: tweaked mod list a bit.

    I knew about the growth 24 part, and I thought all my crops were 19-21/29-31/any (I had already determined that going for exactly 21/31 would take too long), though the weeds proved me wrong (I used the portable scanner on a few of them, and saw growth values from 20 to 31, which makes it unlikely that it started from a weed from empty cropsticks, since those appear at 0/0/0). I also just realized that I might have left the high-growth crop in place when I only got rid of the weeds, but I checked the remaining aurelia crops, and none of them had growth higher than 21, so now I'm a little confused - I thought high-growth crops would only act like weeds, but not change to the "weed" texture.


    weeds only spread to other cropsticks.


    Don't they also convert adjacent cropstick-less farmland to grass?

    I think you can also output from the fluid canner using the auto-output function.


    That didn't work a few months ago, but I just checked in creative mode, and apparently it does now. (although maybe I had been using the wrong auto-output button before, since the textures I was using didn't include the tank/crate indicators, and the tooltips hadn't been added)

    I went back to an older world yesterday, and did some breeding of my Aurelia crop to fill a 9x9 field (with water in the middle), which I thought was all growth 19-21, but after breeding some coppon, I went back and half the aurelia field was weeds. I think next time I'll go for quantity instead of trying to get the best stats. (and also use smaller separated fields to limit weed spreading - it can't spread to stone-type blocks, right?)

    Fluid canner compressed air cell output go into wrong slot #183

    Then, how do you extract Azote (nitrogen) gas from air?


    That's not really a bug. See here:

    The peculiarity of the Fluid Canner is that it doesen't have any "input" or "output" slots, but only one single slot where up to 16000L of fluid can be stored. This means that the same fluid can be inputted via pipe and outputted by filling an Cell, and vice versa. In fact, any other machine that has fluid slots can't output the inputted fluid without processing it. To export a fluid, however, an Electric Pump attached to one side is required.