Posts by immibis


    So what happens if I craft circuits? (Edit: You said dusts, ingots and gems)
    Will there be a separate block that unifies whatever you put in it?

    The Reactor outputs 16*2048 EU/t with the regular Fuels. The Reactor itself fills up to 1000000EU before outputting EU-Packets.


    @Pump: How often do I have to tell you that it wont work as there is no API for that? I know I could Overload the Pump, but then one cant use it with the Miner, so I would have to overload the Miner, what I dont plan to do soon.


    You could check if there's a pump, and water under the pump, and if so then remove the water and add it to the machine - of course, then the pump isn't really doing the work, you're just faking it.


    This is why my matter fabricator is encased in reinforced stone :P



    I want to play minecraft with mods like this.



    I did not ask to play minecraft:greg edition.


    Yes you did.


    Introduce a turbine like the railcraft ones, that uses steam (lots and lots of steam), and have the fusion reactor be able to produce an absurdly large amount of steam. This would allow for the fusion reactor to operate in a more realistic manner.


    Small problem: The fusion reactor is one block (since the coils do not produce steam) so it has 6 sides. One gold waterproof pipe can carry 40 steam units/tick, so you can output 240 steam/tick.
    The Railcraft steam turbine uses 160 steam/tick and produce 50 eu/t.
    So your hypothetical steam fusion reactor can't produce more than 75 eu/t.


    Edit: Manganese dust is mislabelled as "Mercury dust". It can be converted into "tiny piles of manganese dust" and has the symbol Mn.

    51.0.3:

    • Fixed config sections and renamed many options. Existing configs should auto-convert.
      If anything is left over in the 0/1/2 sections, it's not used and you can delete it.
    • Added max tesla range option (default 100)
    • Fixed cooldown when the world time is changed.


    Edit: The config conversion worked fine for me, but as usual, you should back up your world and config just in case.

    Still nothing about sheldonite?
    Our server admin says there is no config option to disable its generation, only one for asteroids (but sheldonite also spawns on the main island)
    If you haven't yet, Greg, go to the end, kill the ender dragon and then see how much you can get in one hour. (remember to bring a jetpack and a pumpkin and lots of random blocks)
    (Edit: Also Rei's Minimap and far view distance)

    hi,
    I think that the rock cutter is too powerful, with 1 hour of mining, I get almost 1 full gold chest of redstone :S and its too easy to maintain (electricity only)


    There's usually one on the horizon with far view distance. Also try Rei's Minimap.


    Edit: Quoted the wrong post, I meant to quote the one where Greg said asteroids were hard to find.

    The End has a (nonasteroid) Probability of once every ~4 Chunks to generate it. You normally get 6 of them per vein. => ~twice as much Iridium in the End. You can always turn that Worldgen OFF.


    It's much easier to get it from asteroids, even though it's technically rarer. I thought the default config was supposed to make it hard to get end-game stuff?
    It's also not about the rarity of sheldonite, it's about how long it takes to find and harvest it.

    I thought the Code is enough, so that I dont have to comment it.


    No... it gets you ridiculous (for GregTech) amounts of iridium, and there's no config for it. It's faster than the matter fabricator, iridium mining and probably the mass fabricator too.
    Even if it was nerfed from 1 to 1/4 iridium per block as someone said, it's still faster. It completely destroyed the balance of iridium on the server I play on, since it's so easy to get. (Edited: There's not a lot of it, but it's very easy to spot)



    And its called Sheldonite, cause its IRL Name is Cooperite.


    Lol...

    I haven't made it to the testing this mod yet, but there are few things I'd like to share.


    When the mod crashes because of ID conflict, id does write NOTHING to its config file, so player have to create new instance of MC only with IC2/core and the mod to get a config to edit. Now the config itself, sections named "1" and "2"? Something like "Blocks", "Items" and "Other" would be much better (now are blocks mixed with other options).


    Unfortunately changing that is likely to break compatibility with existing config files.


    Edit: I mean the second part - the bug where it writes nothing to the config can be fixed.

    Idea: The uranium centrifuge recipe could produce uranium, thorium and plutonium ingots instead of cells. Uranium ingots would not be able to be macerated to uranium dust as that would cause an infinite loop. This would fix the stacking problems. Thorium and plutonium ingots would be new items that could be placed in cells.


    Edit: Greg, no comment on sheldonite ore being OP?

    My industrial grinder suddenly decided not to work. It has access to a constant 128 EU/t, on a direct line from a charged MFE 3 blocks away. It has water and ore, but it won't process them or use any power.


    I've tried replacing the grinder, part of the machine casing, the cable and the MFE. None worked.


    Screenshots to show I'm not derping and giving it 127 eu/t or anything:


    Edit: It was fixed by moving the cable to a different side.


    Edit 2: Me and my brother now have full quantum from less than two hours of mining asteroids... (Hint: Turtles, jetpacks and pumpkins really help)

    Is it intentional that you have to choose between the two ways to put uranium into cells? Either centrifuge it (giving extra thorium and plutonium and tungsten) or make it into near-depleted uranium cells and recharge them? (Or just put it into cells, but that's worse than either)
    It would be nice if there was a way to extract uranium into near-depleted cells, plutonium, thorium and tungsten.

    Greg is defending his work from people he does not want to deal with. Simple as that, as the creator of content, he could simply not release it to the public at all, would you prefer that? Greg is not hurting "the end user" if the intended audience does not include those that use that damn pack, and he is certainly not being a pussy by defending his work.


    Not releasing it to the public is unrelated to allowing it in Tekkit.
    Greg is indeed hurting the end user - unfortunately for us, he has the right to hurt the end user.
    This did happen to me - the server I am playing on used to be a Tekkit server, and they didn't rename the folder it was in when they switched, so GregTech refused to load and the map had to be partially reset to generate new ores.


    Also, why would Tekkit even want GregTech? They have easy-mode mods like EE, and GregTech is the complete opposite.