Posts by GregoriusT

    Does anyone know any Void type mods besides Mystcraft that is really great to have a lag free build world? I wish someone would make a really cool IC Machine that would teleport the user to just literally to maybe a new world without any structure for pure build.


    Stupid Idea I'm sure for most but the more gregtech machines and automation we do the more laggy it gets in FPS. Be nice to double if not triple it in a void world.

    My Machines currently cause graphical Lag (Clientside), with many Texture updates. I suggest to turn it OFF if you dont have a fast Graphics Card.

    You can stretch it miles by using small electric buffers although it's much more expensive and one way direction..I found it hard to automate with them as I still couldn't find a good replacement of insertion pipes and diamond pipes (if the sorter could sort up to 5 outputs that would be great)..

    The Sorter can act as Insertion Pipe. Just empty Filter inside it and the Machine at the Blue Facing. All what doesnt go in, will go into the direction of the Red Facing.

    Fyi, you can put anything in the centre of the structure for ind. blast furnace, but if you put lava, you get better heat capacity, not only 4 ind. blast furnaces, you can even share the casings with other machines like industrial grinder, implosion compressor (if the structure is correct), and IIRC weeks ago when Greg implemented the grinder he said about sharing the casings with 4 controller boxes.. so yeah it's perfectly intended and normal..

    Completly Intended as you said. Even though I didnt really expect a Blast Furnace between two other Machines. Its still Legit.

    Hate to report this again but once again IC has fixed the armour bugs but it seems that its not working in GT once again. Full Suit and spawn a zombie or 10 and you will get owned fast. Without GregTech you take no damage.

    Hate to say that again, but the QSuit-Overload is Disabled in the default Config, because of THESE Problems. Btw. The QSuit-Invincibility is (or was? I think I changed that default) also disabled per default-Config.

    There are little problems in synchronization in smp sometime old text is displaying for other players (especially text card)
    Also can't close Information Panel by Open EQ Key deffault: E, (only by ESC).

    Dont forget NUMPAD1 for Arrow Key Users like me. Its really annoying to have to use ESC to leave the Screen. Could you check if the Textfield is clicked (in Edit Mode), before overriding the Keys?

    What´s about some kind of "patch" for 1.2.5, that only adds oregen from gregtech(And, maybe, emerald generation, too). That would be very usefull for me, and I think some others playing still on 1.2.5(#Redpower).
    Why that would be good?
    It would allow people to explore landscapes in 1.2.5, and still be able to find Gregtech Ores there. Maybe, they should just drop the ore block, to make it the smallest amount of data that would work.

    Sorry, but neither have I the remainings of that old Source, nor I have a running instance of MCP for 1.2.5.



    V2.60d
    Fixed Double Chests and my Automation Devices
    Fixed Critical Bug in my Item Overloader, which caused many Problems, including the ones with Language Packs. (I had internal Problems, which I fixed somehow hardcoded), the one Problem RichardG had is not Part of this fix, as I have no Idea, what Errorlog he got as I overload Uranium Cells in @postInit and not as static Method. Probably MiscPeripherals just got loaded before IC², what could've caused the Problem.

    What you mean about the API being wrong is RawCode's suggestion of having output values as a float. I implemented it halfway through but didn't have time for it to be in the 1.110 release and scrapped it for now.

    NOOOO don't scrap RawCodes Suggestion! Please continue that. It would fix all that.


    And I think I confused my "pointing out whats wrong" with a full Thread. ^^'

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

    Do I really? I doubt it as the Buffer (like everything else) always uses a directional output, unless ISidedInventory isn't implemented for said Container.

    Can you please explain this? http://pastebin.com/6dwCQist This is just a sample of 1 second of my logs. It seems to be getting worse as time goes on.


    EDIT: Even on Reboot....

    I guess the brand new experimental Event System of IC²s EnergyNet stroke again. Things like this are perfectly suited for the Bugtracker.

    Code
    PeripheralRTG.URANIUM_TOTAL = Items.getItem("reactorUraniumSimple").getMaxDamage() * PeripheralRTG.OUTPUT * euOutput * 20;


    Not sure what you mean

    Is it really working like that? If so then it should work, as Nuclear Control has no Problems with it. (Currently not able to look at NC Source to proof it)

    Also, whatever is broken with the API and uranium... what is actually wrong with uranium? Why didn't you report it on first case?

    You have set Uranium to 1 and Config to 5. But it should be Uranium = 5 and Config = 1. Otherwise my Thorium Fuel wouldnt work as it permanently gets multiplied with 5, when I want it to be 1.



    And I made a Support Thread, where I asked why it is broken like that. Its not a Bug, its just a bad implementation.


    Oh and gotcha reading my Thread. :D

    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)

    1. Seems to be the old IC2-Bug with Cables. Or you did something else wrong.


    2. Do you have 1.109 or the official 1.110? If one Mod is not updated to the 1.110 and has an IC2-API, then wrenching Stuff is broken.


    3. You forgot to count cable loss. Do really that much people take EU-loss on Cables not as a serious Problem?

    Lmao, He has a recipe for water tiles to cells I guess and I want him to add a recipe for cells to water tile I guess.

    You can pump Water into Electrolyzer. Doing so causes Watersources to be generated inside the H2O Slot, which can then be used in that Recipe. Same with centrfuged Lava.

    Hey Greg, Could you add methane and hydrogen as "Liquids" (flagged as a gas of course) so that they would work similarly to steam (from railcraft)? i would like to be able to pump gas to power my base. :D Also, your mod is my favorite by far out of all the ones in FTB!

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

    probably bug, i assume due to a similar reason why if you break one side of the chest the stuff will drop, the other side, it will not drop

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

    I am still waiting for them to allow coolant to be pumped into the nuclear reactors, Would be great if you could have a helium coolant system (i guess use pressurized water for non-gregtech reactors), and have a closed cycle steam system to run turbines.

    I guess you will never be able to pump Coolant into Reactors, as the Steam just goes the same Pipe out as the Coolant goes in.

    Yea sorry I didn't explain the entire problem.

    Why dont you read the Q/A? Its a REQUIREMENT to read it, before posting anything here. My Prof was right. One cant stop people from not reading things like Q/A's. It's usually called the "read the fucking manual"-Problem.

    Second possible problem(don't know if it's intentional): When I remove the electrolyzer with the wrench it just disappears completely.


    I also got this crash error later, i don't know if it's gregtech or related:

    Install notes say AFTER YOU INSTALLED IC2 PROPERLY. And you didnt do that. You installed another Mod, which breaks IC2s API, remove the depricated IC2-API of said IC2-breaking Mod.

    Just did... My ratio is set to 3:4 MJ:EU... Liquid Transposers only need about 80 MJ per water fill, which is ~107 EU... Each water bottle produces 1000EU. Forestry engines consume 6 EU for 2 MJ's... Since they can be upgraded to reduce their consumption, you can save energy on that end.


    So really, you gain about 900 EU for each refilling action. It's quite a bit of resource cost, but definitely worth the investment...

    Tincells 1000 EU
    Water Buckets 500 EU


    Tincells are not worth it, because Tin. And that Construction doesnt seem to be cheap enough in comparsion to unmanned Water Mills.

    Right now even the IC2 pump uses less energy to fill a bucket than a Water Mill can produce, yet no one considers it to be OP. Heck, even with the Thermal Expansion (which adds the Liquid Transposer that can fill buckets at low energy costs and insane speed).

    Why arguing with Mods? Vanilla Minecraft has a magic Dispenser, which can put Water Sources into Buckets, and even the other Way around.

    As for balance within IC2, it won't change anything. Geothermal Generators are a lot more powerful when combined with Buildcraft, I don't see why Water Mills wouldn't be allowed a similar advantage.

    I disagree. The IC²-Pump gives you a +50% Energy Bonus on the Lava.

    I'm not sure if this is something that needs to be changed in IC2 or if it should be adjusted in BC, but I think it's on IC2's side. If it is something in BC then disregard this, but please tell me so I can suggest it over there then.

    Its on IC²s Side, but denied, due to being a not that logical Energy Source. If water would flow Downwards (as Source Blocks), and if pumping it upwards, through a Pipe would need Energy, then it would be logical, but this is Minecraft, where we screw Gravity.

    Since my Automation Devices can transmit Power to Machines (chaining Buffers for example) I know that it can be quite Problematic in things like Power Transportation. If I wouldn't connect my Main Powerline to them in a Parallel Cable, then my Factory would pretty often Stuck at some Points.


    Same Problem with Redpower Machines. If one thing Consumes all the Energy, then one cant disconnect the Machines from each other to make sure, that the other ones get their Energy first, before getting it to the large Energy-eater.


    Thats, why I like and hate the Blutricity of Redpower. Its one Main Network, which is impossible to be seperated from other Networks. And that is what would ruin the control of IC²-Machines and their EU.

    (you can quadruple your energy amount from nukes by hooking up 4 HV cables which connect to HV transformers which connect to MFSU, so lets say the basic 1 hook up output of a 64 million EU reactor, 4 cables = 4 times 64 :p and according to the IC2 developers this isn't an exploit or a bug but a feature.)

    You mean the Reactor Chambers outputting all the EU once per Cable? I'm sure that has been mentioned as a Bug.

    I don't know why but electric translocator all time rotates any of iron chest if attached to red side.
    (All iron chest are rotating after relog on ssp)


    It is possible to make translocators and other things like this compatible with buildcraft item pipes ?

    Possible? Yes. Would I do things like special BC-Item-Pipe-Compatiblity? No.

    I play FTB and i am wandering: why does the basic drill require steel? Steel is a higher tier item of a very different mod, which requires all sorts of nether material to make the furnace, while the basic drill is just a rechargeable pick axe. I'd understand if steel was required for the advance version, but right now it's easier to craft a laser than a drill! Can you please explain the logic of this?

    That Logic is already fixed. Mining Laser is already harder to get. And whats the sense of a Pickaxe as soon as you have the Drill? Yes, ofcourse there is no Sense, so I gave the Pickaxe a sense as lower Tier mining Tool. Also Steel is now Part of GregTech itself (ofcourse compatible with Railcraft), so get an Electric Blast Furnace (no Nether hassle required, but more expensive).


    I did not do much this Weekend, as I had to exploit free, but slow Internet.
    V2.60c:
    Fixed a serious exploit, by replaceing a plus with a minus.
    Added Machine Hulls. They are just like Machine Blocks, but only available as Item (no Block format).
    Added "Machine Parts". They are dropped by wrongly dismantled Machines (Wrench fail or usage of Pickaxe), and are used to create Machine Hulls (but they are pretty cheap).

    I've been crashing whenever I updated Miscperipherals to 2.1 from 2.0b. I contacted RichardG about it. He told me to contact you as the GregTech mod appears to modify the uranium class somehow? Rendering it null? Here is my crash log -> http://pastebin.com/bCjheNgY.


    Here is the quote from RG ->
    JZTech101: i had a look at the code
    appears uranium is null


    i blame gregtech because gregtech overrides uranium

    Not true. GregTech doesn't override Uranium, except in a previous version where it's damage value was stored in NBT.

    I overload it, BUT RichardG doesnt seem to use the IC²-API for getting the Uranium Item (that would work perfectly). He just goes directly into the IC²-Sourcecode.


    And I have to overload it, as otherwise it would produce 5 times less Energy. I already said, that the Reactor API is broken in regards of the EU-Output of Radiactive Items. I overload it as long as that Problem persists, as Thorium Cells worked fine before the API got broken (by RichardG ofcourse, as he said, that he broke it).


    So you can surely blame RichardG for that, as he caused that Problem in the first place, and I just had to fix it somehow.