Posts by MauveCloud

    I've been hesitant to use a modpack. Presumably the benefit is that it comes pre-configured for balance and inter-mod conflict resolution, but I see a drawback: having as many mods as the two you mentioned would prevent me from using the high-resolution texture packs that I like. Are there any small modpacks (say, about 20 or fewer mods, not counting utility mods) that include GregTech? If there are, I might be willing to try one of them.

    At the moment, I'm using just GregTech 5, IC2 (since it's still required for GregTech), and AE2, plus utility mods like NEI and Waila, in single-player peaceful, and I'm somewhat daunted at the moment looking at the recipe for the "basic" steam turbine (I've been playing this world for about a week, I've set up 4 small coal boilers powering 5 bronze steam machines, and I've got a bronze plated blast furnace and a high-pressure coal boiler that I'll be using to supply steam to the turbine). Now I'm wondering about how other people deal with this, so my questions are:
    1. Does anybody else play GregTech in single-player?
    2. How many mods (not counting utility mods) do other people use alongside GregTech?
    3. Is it more common to configure other mods to try to balance with GregTech (beyond just disabling oregen), or to use them to soften some of GregTech's difficulty? (e.g. using Railcraft tanks (or maybe Extra Utilities drums) to store steam, using Buildcraft pumps and pipes to supply the water to the boilers, or even using a Tinkers' Construct Smeltery for the early metals like iron, copper, tin, and bronze - I wouldn't expect the smeltery to handle all of the GregTech metals, even after compensating for the Aluminum/Aluminium spelling discrepancy mentioned on the FTB GregTech mod compatibility page)


    Note: I realize this thread might fit better in the GregTech subforum, but I don't get a "new thread" button there (not sure why, or even why the GregTech subforum is still under "addons" when it has become more of an overhaul than an addon). I didn't want to ask these questions in the main GregTech thread, because then replies to my post would likely get buried by other posts in that thread.

    I saw the thread about those before, I'm not a fan of either meme, those only cover the weeds (I downloaded them to make sure), with no way to distinguish growth stages (which admittedly is much less important for weeds), and I don't need them because the bdcraft textures for IC2 already include weeds.


    I was talking about GregTech-specific crops like flax, blazereed, and tearstalks. I could probably adjust the colors from the bdcraft stickreed textures to get decent-looking textures for withereed, diareed, and blazereed (and from ferru/aurelia for argentia/plumbilia), but others, like the flax and tearstalks, are too different from the crops that come with just IC2 for that to be an option.


    As I was writing this reply, it struck me that I might be able to re-use some textures from the bdcraft patch for the "Magical Crops" mod, so I'll take a look at those, though I'd be surprised if I found textures usable for all of the GregTech crops.


    Edit: I looked at those textures, and even with the older textures, many of them are just bushes with colored symbols representing what they dropped, which might be consistent with how the default textures of the "Magical Crops" mod (which I haven't used) work, but really wouldn't look right for the GregTech crops.

    Is there anybody who can point me to (or perhaps make) a resource/texture pack (preferably 64x or higher) that includes textures for the crops added by GregTech? I know of some GregTech texture pack patches (and I'm currently using the BDCraft texture patch for the mod), but they focused on things like ores, ingots, plates, and machines, and didn't include the crops. I've been unsuccessful at tracking down when new crops were last added to the mod, and from what I've read, mods for older versions of Minecraft would use multiple block/item textures per image file, so an older texture pack might have enough textures that I could cut out of such combined image files to use for GT5 - I think that would be easier for me, since I haven't tried to make my own textures before.


    I just did a brief test, and apparently you need to set the value to true in Unification.cfg (e.g. B:ingotBronze_false=true) to tell GregTech to avoid unifying the item. However, an alternative that would fit better with this thread would be to add some Minetweaker scripts so that the TFC recipes you're concerned with can use the unified items.

    Or you can even use a mining laser on the netherrack. I can state from personal experience that it's about as fast as lasering through sand.


    Also, pahoehoe lava is made by cooling regular lava, not heating it, and it would make more sense for it not to harden at all in the Nether.

    I have a few questions about your suggestion:
    1. What if somebody wants to use a windmill in a world that has no bedrock? (I wouldn't expect the End to have wind, but I think there are mods that open the overworld to the void)
    2. How will fence-type blocks from other popular mods (e.g. the metal post from Railcraft) be handled?
    3. Can the lower-tier windmills also be supported by higher-tier materials (e.g. a wooden rotor windmill on a steel fence)?
    4. Will nether brick fences be usable for any of the windmills?

    It probably becomes a water bottle because there's no defined item for a biogas bottle.


    As far as working only for IC2 machines, that's only partially true. The semifluid generator and fluid heat generator are the only ones that can use the biogas directly, but there are ways to convert IC2 power to RF for machines from Buildcraft, Forestry, Railcraft, etc. (as covered in this thread: Best option for EU to MJ? - even though it says to MJ, it turned out the poster really needed RF)

    Here are some problems I see with it:
    1. Especially given how new you seem to be to this forum (12 posts as of me writing this reply), I doubt many people would trust your copies of 7za and wget, or that "START.cmd" downloads and sets up other commands automatically.
    2. It downloads the archive, then deletes the api and dev jars, so it's slightly wasteful. (admittedly, I'm not sure it would be practical to program getting the regular jar file by itself using just a .cmd file)
    3. It uses a hard-coded path for where to put the extracted jar (though easily editable by those who understand .cmd files), so it's not immediately usable for those who have set up Minecraft in an alternate folder (I use MultiMC, but even with the default launcher, it's possible to specify an alternate folder for storing files for a given profile).
    4. Some people (myself included) will want to view the changelog first to find out if it's worth using and safe.

    According to comments at http://minecraft.curseforge.com/mc-mods/220845-toomuchloot, Forge doesn't provide a way to change the loot in Nether Fortress chests, so I doubt IC2 does that. It's possible for other mods to affect worldgen in the Nether (e.g. Biomes O' Plenty, Nether Ores, GregTech), and there might be some that add their own custom structures in the Nether with customizable chest contents, but that won't affect chests in vanilla Nether Fortresses.


    The comments for that TooMuchLoot mod mention a "Loot++" mod, which I found here: http://www.curse.com/mc-mods/m…25880-loot#t1:description
    I tried it briefly, and it seems to at least pick up the defaults for nether fortress chests. I tried it in one of my existing MultiMC instances that had IC2 installed (build 683) plus a few other mods, and apparently IC2 doesn't add anything to Nether fortress chests.

    The textures are different from those used for weeds (weed.1.png through weed.5.png). The files I'm curious about (in the assets/ic2/textures/blocks/crop folder) are infested.1.png through infested.5.png. The last one looks like maybe it's supposed to represent a caterpillar crawling up one of the crop sticks (though possibly it would look like several, due to the way crops are rendered in the game with 4 copies of their textures).

    Recently, while rearranging files in my local copy of the Sphax texture patch for IC2 to compensate for the changed names of crop textures, I noticed it included images for "infested" crop sticks, although they seemed to be scaled copies of the IC2 base textures with no details added. Now I'm curious: is it possible for crop sticks to get infested and trigger those textures? and if so, what causes that? If not, was it possible in an older version or is it a pending feature that hasn't been implemented yet?

    It produces 1 mB (millibucket) at a time. Watch the tooltip for the internal tank that shows how many millibuckets are there. Once it has 1000 mB, then it will fill a fluid container; Universal fluid cells can hold partial amounts, but it will only fill that way if you have a single ufc in the slot.

    Literally everything is based off cobblestone being 1, and iridium being whatever it is set in the config. So yes, they are based off how common they are in the world, and how they're crafted if they aren't naturally generating, but it is dependant on what iridium is set to how the scaling works.


    You should also mention that scrapbox probabilities are apparently included, but I think there's more to it than that - diamond ore (which naturally generates unless a mod like GregTech disables it) and Forestry empty cans (which only require tin, which can come from a scrapbox) are not scannable for me, but sticky resin (which afaik can only be obtained by tapping rubber trees or harvesting stickreed) is.

    Okay, I've decided to consider Advanced Genetics and Peaceful Plus overpowered, and I'm adding GregTech and Thaumcraft plus some cross-functionality mods, so now I have the following jar files in my mods folder:


    appliedenergistics2-rv2-beta-8.jar
    bdlib-mc1710-1.6.5.52.jar
    buildcraft-6.4.1.jar
    CodeChickenCore-1.7.10-1.0.4.29-universal.jar
    ExtraCells-1.7.10-2.2.55b85.jar
    forestry_1.7.10-3.4.0.7.jar
    gendustry-mc1710-1.4.8.65.jar
    gregtech_1.7.10-5.07.07.jar
    industrialcraft-2-2.2.684-experimental.jar
    magicbees-1.7.10-2.1.22.jar
    mapwriter.2.1710.1.jar
    MouseTweaks-2.4.4-mc1.7.10.jar
    neiaddons-mc1710-1.12.4.16.jar
    NEIIntegration-MC1.7.10-1.0.7.jar
    NotEnoughItems-1.7.10-1.0.4.83-universal.jar
    OptiFine_1.7.10_HD_U_B5.jar
    Railcraft_1.7.10-9.5.0.1.jar
    Squeedometer-mc1.7.x-1.0.3.jar
    Thaumcraft-1.7.10-4.2.3.5.jar
    thaumcraftneiplugin-1.7.10-1.7.jar
    thaumicenergistics-0.8.9.0b-rv2.jar
    ttCore-MC1.7.10-0.1.0-67.jar
    Waila-1.5.9_1.7.10.jar
    WailaHarvestability-mc1.7.x-1.1.2.jar
    WAILAPlugins-MC1.7.10-0.0.1-13.jar
    Wawla-1.1.1_1.7.10.jar


    I have a few questions as well:
    1. Does anybody have suggestions for config changes (beyond the simple disabling of redundant ores) I could make to improve balance between GregTech and other mods? I'd prefer to hold off on making/downloading MineTweaker scripts for now, but I'm willing to edit the config files for mods
    2. I've played ThaumCraft a bit by itself in a separate instance under MultiMC, and I noticed that mining shards from infused stone works with just a wooden pickaxe, yet GregTech allows them to be used to make level 3 or even 4 pickaxes, which seems a little overpowered, given that GregTech ores usually require a matching-level pickaxe, unless they're small ores, which can be mined with the next lower tier. Is this something I should be concerned about, or does it become insignificant later in the game? (e.g by high-tier electric tools from GregTech overshadowing the shard-based pickaxes or by shards becoming more valuable to use for Thaumcraft activities instead)


    Edit: I've also re-noticed the "hideSecretRecipes" option in IC2.ini, which I had a couple of questions about:
    3. Is there a "legitimate" way a player could discover the hidden recipes? experimenting with the old item-form uu-matter recipes wouldn't have been too bad, since assuming no other items were used in the recipes, that would only be 511 possible arrangements, but for other things, the number of potential recipes becomes overwhelming (e.g. for 300 possible items, 1.9e21 potential recipes)
    4. The "First Steps" tutorial (http://wiki.industrial-craft.n…itle=Tutorial:First_Steps) shows the tin bucket recipe and bronze rail recipe, so why are those two still hidden from NEI/Craftguide by default?


    Edit #2: scratch question 2 above. I hadn't noticed that the shard-based pickaxes now require thaumium rods.

    FWIW, a fully populated RTG provides 32 EU/t, despite the tooltip that say 16 EU/t.


    As far as extending the life of the uranium fuel rods, I think you can do that somewhat by setting up redstone circuitry to run the cells for only part of the time, and I've realized that with the 5x5x5 fluid reactor, it can continue outputting heat (and hot coolant) for conversion to EU via stirling generators even when the redstone signal is off (or superheated steam if you can figure that out - I don't understand how to get superheated steam working properly myself). For example, here's a design I just came up with in my planner:
    000D0D0D0D0D0D0D00000D0D0000000D0D00000D00030303000D00000D00030303000D00000D0D0000000D0D00000D0D0D0D0D0D0D00
    With v1.2.6 of my planner, it looks like if you can set up a redstone signal cycle that goes on for 10 seconds, then off for 24 seconds, that would produce an average of at least 946 HU/s (which becomes 473 EU/t with enough LHEs and stirling generators) and lasts 3.4 times as long as running a reactor constantly.


    Admittedly, that's only 18.8 hours, which compares poorly to the 168 hours (1 week real-time) that carbon wind rotors can last. Potentially longer if you consider the safety features you'll want to pause the redstone signal for longer when the buffers (e.g. in your MFSU(s)) are full, but that's impractical to calculate ahead of time, and maybe somebody else can improve on my design to get longer life out of them.

    Is there actually a compiled build anymore, or do I have to work out how to compile the source off Github?


    Sorry, I hadn't noticed it until now, but the release date is messed up (probably because I forgot to sync the source files until after the release). However, the jar for v1.2.6 has the changes I mentioned.

    The electric RTG only provides 16 according to its tooltip (though of course you can plug a sterling into the heat for 32).


    The problem i see with cycling overclocked vents, is the vents won't let you have stable heat in the MOX reactor, stable heat is key to making MOX worthwhile. With Coolant cells, you can heat the reactor up, then dump *all* the heat into the coolant cell, no heat gain or loss in the reactor, ever.


    I think that tooltip is out of date. I just ran a couple of tests in creative mode (IC2 build 683) using a splitter cable and a simple arrow-based redstone pulse extender to connect an RTG to an MFSU for one minute.
    With the fuel pellets held in hoppers until the test started and an empty buffer in the RTG: 38392 EU (and buffer remained empty while testing)
    With the RTG pre-filled with pellets and buffer full before starting: 39040 EU (and buffer at 19968 EU while testing)
    If it was only outputting 16 EU/t, the MFSU should have had around 19200 EU at he end.


    Also, FWIW, the heat-generator that uses RTG pellets is called the "Radioisotope Heat Generator" in both the US and UK english lang files, so it can probably be called the RHG instead of having to specify "electric RTG" and "heat RTG" .