Posts by immibis

    Nooooooooo!!!! Add something to make potassium other than ender pearls.


    Can't you just macerate cobblestone, craft sand into sandstone then pulverize that sandstone? Or did he remove niter from it entirely?



    AFAIK not currently possible.

    Hi,


    1) Using redpower with this mod, and the ore-dictionary equivalences, I think that rubi/sapphires/green sapphires are very common compared to gregtech spawn rates. I think its unbalancing the item crafting making them MUCH cheaper compared to some IC2 vanilla stuffs. Now, I have 10-14 diamonds (normally used in important stuffs in IC2 like bigger batteries and weapons, so they was "my treasure"), but now I also have 2 stacks of rubies and 2 of sapphires, making IC2 batteries and equipment very easy to craft (due the spawn rates of redpower). Can you nerf your equivalences with rubi/sapphires and diamonds used in IC2? maybe "a block of rubies" = "1 diamond" (example) for the recipes?


    Unfortunately there is currently no way to remove items from the ore dictionary without breaking recipes everywhere.


    Hi,
    2) what's the purpose/usage of unificatortargets configs? can you explain it more? (other explanation). Because wiki is not updated and what I find here is not clear to me.


    It tells GregTech which mod's items things should make.




    Edit2: Have you thought about making the Gas turbine a multiblock structure? Using the casings in a 3x3x4 blast furnace style. Different casings equate to different pressure of the gas contained, allowing for varying EU/t output scaling from 130-600ish (Consuming more gas)


    I just wanted to add that this is what I think of when I think of these turbines (although I haven't tried them in-game yet):

    This is a mockup of a gas turbine engine from Space Station 13. For those who haven't played it (or only played it since they stopped having gas turbines as engines):
    Left is a square of reinforced floor, with a pipe and a vent to let gas in from somewhere else, and a reinforced windows on 3 sides keeping the gas in.
    The next two "blocks" are the turbine itself (technically the left one is labelled "compressor" but who cares). The red line is the power cable. The turbine actually consumes energy as the compressor speeds up until it reaches ignition (this was made for fuel+oxygen as the input gas, but IIRC you could also make it work by forcing inert gas through it)
    Then a vent to space (of course the atmosphere would also work, if this wasn't a game set in space).


    Edit: if you have played SS13 when it had gas turbine engines, don't complain that the gas will escape through the unblocked side of the input tile, or that it's an inlet not a vent, or that they worked better with the output connected back to the input through a CO2 filter because of the higher temperature - that's why it's a mockup, not an actual fully-working engine.


    The Problem with RP2-Gems is that I do not want to disable them. I would rather like to see them being seperate objects. So that I can't use Gregs Gems for RP2-Gemtools or RP2-Gems for the Fusion-Reactor and such. There spawn-rate is just too different to make them interchangeable. And the problem is I have no clue if I might need that much Gems later.


    Me too, also for silver (Factorization vs GregTech/TE), lead (ditto) and bronze (Forestry vs IC/everything else).
    Perhaps when I'm back home I should see if it would be possible to make a config that lets you remove certain items from the ore dictionary.


    For those of you arguing about gems, use the custom ore generation mod.


    I used that mod to make ore generation more realistic, you can use that mod to make the gems rarer or whatever so it's not unfair.


    I've tried that on a private server, but it looked way too complex to configure with custom ores, so I didn't use it.


    Few things I wanted to share with you Greg now that I have had a lot of time to dig into the mod:
    - Chrome seems to be a bit rare more rare then say iridium and for sure platinum. Redstone takes to much and Ruby requires a special biome and it seems the ruby has seems slightly nerf since the first time using the mod.


    It takes 6 stacks for a HAMB, which is a lot but isn't that much when you have automated miners. (Although I've mined about a solid 100x100x12 chunk down near bedrock by now)
    With RP2 rubies it's suddenly a LOT cheaper.



    - Platinum seems pretty special resource, Downside is I'm getting it way to often to the point I would say 10 to 1 iridium. Not sure if you wanted it that high but I feel like processing Sheldonite with merc cells really make to much for what it can do.


    Haven't tried mining it since the rarity changed, and our server admin doesn't want to reset the end again, but 4 ore:1 iridium still seems like too much. If it was my choice I'd make it not give iridium at all, just make it replace iridium in some of the crafting recipes (like circuits already are)



    - Energy Flow Circuit for just 1 Plat vs 4 iridium ore seems a bit cheap. The recipe is just to elementary at this point I could make tons and tons of stacks.


    Energy Flow Circuit is probably too expensive anyway.



    - Sheldonite in the end... Most overpowered resource in the game. Nerfing it would make life shitty since you don't get much but iridium and 12 plat per 4 ore. That is pretty frigan insane... But rather then nerf the ore I think we should change game world mechanics in the end... I don't think you should be able to in anyway fly with a normal jetpack... I think you need a special upgraded one that might work a bit better in the main world and that works like a normal one in the end.. I think we need something very end gameish to make this pack... So the only way to get around in the end is to make long long cobble structures or work on this new jetpack.


    Turtles, that is all. Platinum shouldn't be that valuable IMO anyway, since it shouldn't give you iridium directly from the ore.



    - Titanium is a tad rare not the worst thing ever like Chrome and not sure what you consider it vs chrome but its still pretty rare depending on the users biomes to get bux.


    Titanium is easy-ish, if you're in a Plains or Forest biome. I don't like how several ores are biome-specific, it makes it even harder to choose a location for your base and doesn't really give you a choice of biome (you MUST settle near Plains or Forest, or you can't get aluminium). It also makes it really really hard to get rubies, since then you need to find Plains/Forest near Desert. Consider beekeeping biomes as well and it's almost impossible.



    - Once again Lithium you have made it a LV source but it's used in a MV component for literally every recipe from MFE's to Mining Lasers. It stores more energy then the MV Lap Pack. But yet you keep using it as an LV Pack. I think it's time to switch her into a MV.


    Yep, that makes no sense.

    A possible way to implement that would be if the option to craft Tin Buckets was enabled in the IC2.cfg file, GT would disable the Alloy Furnace and Macerator uses of Buckets.


    The macerator recipe is added by GregTech.
    The alloy furnace recipe can't be removed without Eloraam's permission or a lot of guessing. (Edit: Or a new forum that the IC2 devs can't lock threads on)
    Many servers in 1.2.5 and earlier disabled tin buckets anyway because of that.

    I love the mod, but I think that after the ordeal with Soaryn, and removing tin buckets and balanced bronze [4 ingots should make 4 ingots, 4=4, not 2] I will discontinue using your mod :( , at least until a config option is provided for tin buckets and 3 copper + 1 tin = 4 bronze [3+1=4, not 2], but I will miss corundum crystals, and my rock-cutter... ;(


    There's already one for bronze.


    Edit: Speaking of bronze, I would much rather GT removed Forestry bronze from the ore dictionary and replaced Forestry's ore-dict recipes with ones that can only use Forestry bronze. That way everything but Forestry has to use IC2 bronze, without arbitrarily doubling the bronze you need for everything in Forestry.

    If you need emeralds for datachips, make a small scrapboxinator machine. I got 32 recyclers running nonstop and have emeralds for everything i can use for. Sapphires and rubies are all used (lapotrons/chrome). Also i'm getting titanium which makes me free from centrifuging bauxite.


    I have a scrapboxinator machine (although it actually uses a dispenser, because why bother making a scrapboxinator when dispensers already do that for cheaper?)
    I also have ~1.5 stacks of emeralds from automated mining under extreme hills, but I would have quite a lot more (maybe 6-9 stacks) if I had RP ones.
    I never said anything about titanium.

    You would still need a crapton of rubies for chrome. 3456 rubies for fusion reactor coils


    That's 54 stacks. It's still a crapton, but it's a much smaller crapton with RP rubies than with GT rubies.
    Relatively mundane things like matter fabricators and lightning rods no longer require a crapton at all.


    And if we want to use RP "emeralds" for datachips do we have to macerate them, electrolyze them and implosion compress them, since they're now green sapphires?

    Slight correction, Eloraam doesn't like people touching her mod in general, not just her code, I'm pretty sure that Immibis did not use Eloraam's code when she shut his addon down because she has her "own plans in mind".


    I did use her code without modifying or distributing it. Apparently, that's a legal grey area, or at least nobody actually knows whether it's legal or not (although many people have strong opinions both ways).
    Also, that argument was mostly about reverse engineering the code in order to use it, not actually using it. Hypothetically, if I'd found some obscure documentation on RedPower's blutricity API and used that instead of reverse engineering it, that argument wouldn'tve happened.


    Quote from Eloraams (sic) Blog


    RedPower is copyrighted material. It may only be downloaded from the links provided here, and may not be redistributed in any form, modified or otherwise, without express permission. Decompilation or reverse-engineering is strictly prohibited. All rights not explicitly granted are reserved.


    Let's see. If GT modifies a recipe, then:

    • Nobody downloads RP from a link that isn't on eloraam.com
    • Greg is not redistributing RP in any form, modified or otherwise.
    • No decompilation or reverse engineering is taking place.


    Modifying recipes, in some ways, is similar to the interaction between RP and TubeStuff. TubeStuff uses RP items in certain recipes, and it does so by reading RP's config file without touching RP itself. GT would be looking through the (shared) recipe list for any recipes involving a block breaker, then deleting them and adding its own. The only potentially-infringing part is gathering the IDs, which as I said can be done by reading the config file.

    And to build it since it's multi-block? And no, the GUI does not provide sufficient information (nor did the Industrial Grinder's GUI).


    The GUI shows each layer from top to bottom - for the implosion compressor, the compressor itself sits on top of a 3x3 hollow cube. The light and dark squares represent standard and reinforced casing respectively.

    1. Ah, see, but I did read the FAQ and the problem isn't the one listed in the FAQ. The problem is that the machine kept taking EU even AFTER I had removed the block from the world. The only 2 ways I found to fix it was to break the wire next to the MFE or by switching redstone output of the MFE.


    2. So I installed a mod that breaks IC2? I am playing with IC2, Gregtech, Advanced Machines, Compact Solars, NuclearControl, GraviSuite, and MFFS. Do any of those break IC2? I don't know how I would find out which one breaks IC2 without sitting here swapping out each mod 1 at a time until I can remove gregtech machines with the wrench again.


    3. So after all is said and done and I read guides and watched videos I still cant' get the electrolyzer to actually produce anything that takes a significant amount of EU. putting in 12 bauxite says it takes 256,000 EU and takes 100 seconds. Does that mean I have to maintain a constant 256k EU at the other end of the line for that 100 seconds? I have a MFE full (600k EU) outputting at 128/t (which is the max for electrolyzer) and after it takes 200k EU from the MFE it resets progress and tells me it's a "insufficient energy line". (The MFE still has another 400k EU stored)


    2. Look in all of your mods (with 7-zip or winrar or whatever), besides IC2, for a folder called "ic2". Delete all the ones you find, except the one in IC2.
    3. It could be cable loss, or some of the energy could be going to other machines. The most reliable setup is to have a dedicated MFE right next to your electrolyzer, facing it, with no cables in between. That way there is no cable loss or splitting of energy and you can easily tell when you have enough.


    Greg, does the electric buffer call getStartInventorySide(ForgeDirection.UNKNOWN)? It crashed TubeStuff which was expecting an actual direction...

    .

    I plan to add those "Liquids". Is there really a Gas Flag? I thought Thermocraft uses a special Case for that.


    Even if they're liquids it would be cool, though not all that useful. Almost everything that can be in cells (except uranium/plutonium/thorium) should probably be a liquid, but that would probably be too much work for not that much use.


    I dunno why its working in Buildcraft, but I guess its a special Case.


    It is a special case in Buildcraft and RedPower and whatever else can access chests.