Posts by MauveCloud

    Yes, the dispensers seemed to go off twice for each bucket I poured into the cauldron (and the cauldron looked like it went down by halves instead of thirds). In case it makes a difference, I'm doing this in single-player survival with GT5u, and I built the underlying structure with cobblestone instead of iron blocks or that one piece of red wool in your images (which I don't understand).

    I tried this today, and when I put dusts in all 3 dispensers, I got quite a bit of impure dust back. Using only one avoids that, but there's one thing you didn't mention that might affect that: did you leave the comparator and repeaters in their default modes, or did you adjust them?


    Edit: I tried adjusting the settings of the comparator and repeaters myself, and it didn't seem to make much difference. Also, I watched carefully, and it actually returns a total of six dusts per bucket of water I put in the cauldron - either 5 plain dust and 1 impure or 4 plain dust and 2 impure (I think the 5:1 is more common). That makes the impure dust return seem like less of an issue, though getting 4 or 5 plain dusts per water bucket might be considered a bug that we're exploiting.

    So I've been playing around with the customisable ore gen in the configs. The issue is that I only got the first ore mix (custom ore mix 00) to spawn in the overworld but the rest (01 to 09) aren't. I've attached the copied config file for WorldGen here can someone tell me what went wrong haha


    Btw I tried to change the Overworld_false to Overworld_true for the custom mixes and it didn't work. It's still in there.


    I think you must have changed something since getting mix 00 to appear, because in the attachment you have "B:Overworld_false=false" for that mix, which would prevent it from spawning in the overworld. For the others, you need to avoid changing the left side of the equals, so replace each pair of "B:Overworld_false=false" and "B:Overworld_true=true" with one "B:Overworld_false=true" for those mixes.

    That would be Bricks block and stone brick blocks, but to create a coal chunk that using then, you will need an Assembling machine, or at least, it's how it shows on NEI.
    Obsidian allows you to create it on the crafting table, way earlier in the game.


    I don't think stone bricks will work, even in the Assembler. However, a block of iron or a "Bricks" block can also be used on the crafting table, it's just that, like I said, those recipes are hidden from NEI unless you disable that annoying "hide secret recipes" option in IC2.ini.

    Under GT5, do I have to use diamonds (either directly or to craft a pickaxe for mining obsidian) for creating my first macerator?


    You do need diamonds for a steam or basic macerator, but there are other ways to get them:
    1. Several vanilla-generated structure chests, including village blacksmith chests, have a chance to include them.
    2. There are a couple of alternatives to obsidian for making a coal chunk to compress into an industrial diamond, which are normally hidden from NEI, though I don't understand why, since I don't know of an in-game way to find out about them.
    3. GregTech adds a "diareed" crop, though this would probably take too long to be practical for making your first macerator.

    Actually on that note: I noticed that even without optifine the fusion reactor gui has an NEI button but the mouseover highlight is shifted to the left a bit and you can't click on it to see the recipes. I had to go to the wiki. Is this intentional?


    I don't know whether that's intentional, but I know another way to see the fusion reactor recipes in NEI (even though I'm a long way from actually being ready to build a fusion reactor) - I can start with recipes for a neutronium ingot, find the fluid solidifier recipe, click on the molten neutronium, click the right arrow to see the fusion reactor recipe for molten neutronium, then click on the arrow in the recipe to see other fusion reactor recipes.

    Ores that are actually from other mods depend on those mods for the worldgen (and can usually be prevented from spawning by editing the configs of said other mods, but exactly how that works will likely vary from mod to mod), and there should at least be a different ID for each set of ores from one mod, even if they're not distinct between ores within one mod. GT ores in NEI can be distinguished by their metadata, but for use in WorldGeneration.cfg you only need the last 3 digits of the metadata. This wiki page might help you: http://ftb.gamepedia.com/GregTech_5/Mining_and_Processing

    Also I have been using worldedit to clear blocks (I'm putting together a small whitelist and one of the members wants it for building fast) but even then spotting a specific vein turns out to be tricky. I've yet to find a way to clear all blocks except a specific ID using cofh or worldedit.


    I'm not sure finding a way to "clear all blocks except a specific ID" would help, because of this:

    All GregTech (ores) are non-ticking MetaTileEntities, defined not by block ID or metadata but by TileEntity data.

    I haven't actually tried this yet, but there are some things you haven't explained:
    1. What should be put in the dispensers? The bucket? The impure dusts? If so, which dispenser(s)?
    2. How does it refill the cauldron if none of the dispensers are facing the water source to collect it?

    Honestly I'd expect to have a policy stating that "You have to have mods X,Y,Z to run this script" should be in a header or something.


    I second this.


    Additionally, it would help if some of the more cryptically-named items from other mods are explained either in comments near the recipes that use them or by putting them in values with more intuitive names. Looking at the recipes in Mods-Get-Gregged/Collected-Scripts/IndustrialCraft-2/IC2.zs, I can fix some of the recipes that currently use items from other mods, and look up things like gregtech:gt.metaitem.01:32405 (large steel fluid cell), but I don't want to have to install GraviSuite just to find out what GraviSuite:itemSimpleItem:6 is.

    Okay, I've come up with an initial plan for dealing with most of the tool head and cable materials that aren't available by default (and a few tool heads for which the material is already available, but the tool head recipes are missing by default):



    I haven't decided yet on details like durations and voltages for the processing-recipe materials, and I could still use some help figuring out what distributions would be good for the added ores (I'm leaning toward using COG for this, but I'm not that familiar with it yet, and if someone provides reasons to stick with GT's ore generation instead, I'll re-evaluate).


    Edit: I could also use some help with the materials that require fluids (HSLA steel from steel + oxygen in a blast furnace, and vinteum gem from vinteum dust + water in an autoclave), since I haven't found documentation to explain how to specify quantities for fluids in processing recipes.


    Edit #2: I did some searching in COG's default config for GregTech, and discovered that it generates small copper ores, but not small iron ores or small tin ores, and also decided it's not worth my effort to edit it to make it usable with my other changes. If someone else is willing to provide a COG xml that goes well with my other changes, I'd be willing to consider it.

    I added a config to disable and hide all IC2 cables. they get replaced by GT cables in all IC2 recipes. should there be other mods using IC2 cables, minetweaker is needed.


    I checked my config, and I'd already set that option to true (in my "personalized" instance), but I hadn't noticed before that it also took care of replacing the cables in the recipes (and even wires, for the IC2 coil). Thanks for that.

    Since nobody provided justification for the GregTech details I expressed confusion about, I plan to tweak the configs and set up some Minetweaker scripts to address them, while still hopefully maintaining balance. See below for details.


    0. I have already written a MineTweaker script to rename GT machines, so that A. There are "intermediate" machines instead of jumping straight from "basic" to "advanced", and B. where practical, the title shown for the NEI recipes that can be handled by the machine are also part of the machine name (the electric furnaces, ovens, and microwaves are exceptions, because the recipes are shown as "smelting"). I'm a little disappointed at not being able to change the names shown when accessing the GUIs of the machines, though.


    1. I will set all the blast furnace requirements to false in MaterialProperties.cfg, but make most of the relevant dusts more challenging to initially obtain, e.g. only via mixer (for alloys that are normally craftable via shapeless crafting) or only via centrifuge and/or electrolyzer (for other metals). If the normal way to initially obtain the material is via the blast furnace (e.g. steel, nichrome, tungstensteel), that's already challenging enough. (Done)
    2. I will remove the furnace recipes for smelting ore blocks, crushed ores, and mixed dusts (e.g. limonite, chalcopyrite) into ingots/nuggets, so that they have to be processed to dusts first (mostly restricted to plain dusts, but allowing a few impure dusts with lower output, so that it's still possible to make a cauldron). (Done) Maybe even remove things like "iron ore" and "copper ore" from the oregen, but leave the small ores of them.
    3. I will adjust the machine component recipes to make all cable materials of a given tier viable options for the components of that tier (though not directly mix-and-match in a single recipe), except for ZPMV and UV (which have no matching cables), which would be handled with 4x LuV cables and 16x LuV wires respectively. (changed my mind after realizing how many machines this would affect)
    4. I would like to make as many as possible of the materials that tools and/or cables can be made from be theoretically obtainable (without actually installing other mods, like Thaumcraft or Metallurgy, or using cheats/commands). However, for most of them, I have no idea what ore distributions and processing recipes would be good for them. I was thinking about using COG for this, but found that its default config file for GregTech is a lot more complicated than I anticipated, and for all I can tell, it might even partially address this already.
    5. I would like to disable crafting of the following items/machines, and preferably even hide them from NEI: IC2 cables, the straight IC2 "generator" (IC2 machines that are normally crafted with the generator sometimes drop a generator instead depending on what they're hit with), and anything from IC2 that already has a GT analogue (e.g. the drill and chainsaw). I will probably need some help coming up with alternate recipes for the ones that don't have GT analogues but have crafting recipes that rely on some of the items I plan to disable. I'm also willing to consider new recipes for other items/machines (that don't rely on the to-be-disabled items).


    Also, I plan to try to find a good seed this time, instead of letting the game choose the seed itself randomly. Is there anything I should try to have near spawn besides swampland (for putting a farm above, and a base below the farm so the machines can be in spawn chunks) and extreme hills (for a good chance of having stone high enough for a tetrahedrite vein to spawn in, and exposed stone for small ores)?


    There are a few other confusing details I've noticed:
    1. The GT chainsaw shears leaves (and I haven't found a way to turn that feature off), but it won't shear vines or sheep.
    2. Each rotor usable for a pump has a second non-craftable version that is gt.metaitem.01 instead of gt.metaitem.02. Are these non-craftable versions available as chest loot or something?
    3. The GT Portable Scanner doesn't show the growth stage of a crop.


    Please let me know if you can help with any of the above, if you notice any problems with my ideas, or if you have any questions related to the above.


    P.S. Since I haven't gotten any replies yet to GT5u storage organization tips?, I will probably go ahead and install AE2 again (and maybe ExtraCells), but disable its quartz worldgen in favor of GT ores (whether via GT's worldgen or COG's), and try to refrain from installing the other mods I did before.