Posts by hoho

    Eh, you might be able to get away with it, the loss is only 0.5 EU/block, and it rounds down. As long as you don't have loss in the other cables leading up to the machines, it should work and allow you to power just one of the machines at a time.

    Even if it would work (can I disable outputs of a spiltter cable individually?) then it would still mean I'd have to have a significantly bigger build instead of the current relatively compact one.

    What's the problem? are they draining your energy all the time?

    It's not that and I like that they require constant energy supply. Just that my current setup has two devices sitting on a single 128 EU line and I'd like to have a way to turn them on and off individually. When both already have stuff in them it's impossible to do anything and I'd have to break one or provide an alternative energy source.

    Not only do you need 128 EU cable connected you also have to actually deliver a CONSTANT 128EU/t to the device. If you even have one tick where you only deliver 127 EU it'll restart (eventually when running it non-stop, there is a small buffer in the device). Basically you can't have any other devices on the 128EU output.

    Whenever a miner retracts the mining pipes, about half of them vanish. A stack of 64 pipes goes in, yet only 33 are returned after mining has finished. I've had a quick browse around this thread, the gregtech wiki and the config files, but I haven't seen anything that explains this behaviour.

    That's a bug in IC2 itself. It's fixed in a version that hasn't been released yet.

    Suggestion: An energy orb that can store infinite eu.

    Main problem with anything infinite is they leave zero room for advancement. I'd like if there would be a future possibility to make even more powerful things. Can'g get much better than "infinite", though.

    Probably because you use factorization mod?

    Yeah, that one adds insanely big silver veins.
    The way I do my mods is every time I put the pack together I use notepad++ with "search in files" with every metal name to see where it's used and leave only one mod to generate each ore so that I won't have several types of eahch of them.

    Install mods by yourself, don't be a lazy fück.

    Installing is the easy part, finding all the mods and downloading their latest versions and configuring them to work well together is what's tedious and takes time. I'm running at 50 mods + another 5-ish that MC doesn't register and last time it took me about 3 hours to make everything work well (a couple of ID conflicts, fixing ores to not generate duplicates, treecapitator to accept all axes, metallurgy to generate only stuff I need, ...). Though interestingly I haven't really had any compatibility problems between mods when doing that for about 15-20x since 1.2.5.

    Recipes Suggestion:
    Grinder: 64 Coal --> 64 Coal Dust + 1 Thorium Dust (I know the grinder haven't currently the ability to detect a numbers of items in a slot but ...) You know why Coal-based power plants are more dangerous than Nuclear one , with the radioactivity point of view ? Because Coal contains a lot of Thorium ^^ (say it to Angela :D)

    It would be a nice option but at least I have spent my entire coal supply to make diamonds. A stack of coal = 1 diamond :)

    In my mind, you should add a fourth Nuclear Fuel to your list: why ?

    Such as? I actually haven't heard any other material being used in fission reactors besides uranium, thorium and plutonium in some designs.

    Next Machine Suggestion: Particle Separator.
    How would it works ? As a Mass Spectrometer ( http://de.wikipedia.org/wiki/Massenspektrometrie , especially for you, in german ^^), but sharing materials into different Isotope as a way of Extracting/Centrifuging/BetterThanGrinding elements.

    I'm quite sure mass spectrometer can't really separate the elements, it just enables an easier way to detect individual elements in a mix of many.
    Though that doesn't mean yet another device could be added even though I think having two is pretty good already.

    Btw, I've had a "fatal error" with Google Chrome twice today (only on the forum). Has it happen to someone else ?

    I've been using Chrome (and Chromium on Linux) for years and can't remember when it crashed the last time.

    You do know that all the stuff in Metallurgy 2 is optional. All you need for getting Platinum in your world is the base file and Precious Ores file. If you don't wanna have Vanilla spawns change then there is a configuration for that in the config file.

    It's also possible to do as I did:
    install the base + precious ores and disable EVERYTHING besides platinum. Works fine so far.

    I've seen that "hurting the end user" argument thrown around a bit, but people using it always seem to overlook that taking a mod author's hard work and then using it in the way they are trying to justify hurts the mod author, too. When they see their work being distributed without permission (or even specifically against their wishes, if they clearly stated on the download page that they did not want it included in a mod pack), it can hurt their motivation. Perhaps drive them to make bees into creepers, or even make them not want to develop mods anymore!

    Fact is hat greg and vast majority of other people doesn't know how Technic/Tekkit works and how the mod-choosing is done. It's extremely rare to read anything but false information about the modpack and those threads that got linked are simply full of it.


    They DO NOT add mods without authors consent. Not after the previously privately shared pack was made public by yogscast without even asking from the pack authors. Writing premature blockers to disallow using it with the modpack is only hurting the end users and ultimately the mod author themselves, not anyone else. If you know for a fact that there is a single mod in any of the current technic/tekkit versions that hasn't got that permission I and the pack authors would definitely like to know. Though you'd have to go ask from the mod authors personally as to my knowledge those of them who don't generally allow incorporating their stuff to packs have been asked by technic/tekkit authors and they have received the permission.


    Disclaimer: I used to be a technic user for a few months almost a year ago until I started making my own personal modpack I only share with my GF. If someone else would share the pack (hey, it's pretty decent at 50 mods and properly changed configs to make everything work nice!) and it would gain anywhere near the popularity I'd be in exact same position as Tekkit/Technic is at the moment. I'd get blamed for stealing and all sorts of bad stuff without having done any of that.

    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.

    I've been using only thorium lately in my reactors as it's way easier to manage thanks to giving off far less heat. The way I produce it is by creating near-depleted uranium cells and centrifuging them. You get those by compressing uranium dust. One dust gives 8 near-depleted U cells when surrounded by empty cells. Two of those gives a single thorium cell. So a single uranium dust gives 4 thorium cells. I don't use uranium dusts in the centrifuge as that produces a ton of regular uranium cells that I don't have much to do with. I macerate ores and use industrial grinder on ore blocks.

    tekkit stuff:


    Would you mind putting an expensive alternate recipe in, or another possibility to get iridium.

    Platinum is one source for it. Though you'll need some other mod to add it to world (e.g metallurgy)

    I will only remove that Blocker as soon as Kakermix asks, so a logical result of that is NEVER!

    Do a bit of research on the modpack. They do NOT add any mods without mod author's consent after the pack became public. Only thing you achieve with the blocker is pissing off the end users and they will be pissed about you, not Kakermix or Tekkit.

    hmm.. I know that forestry will wreck your save game but IIRC, GregTech won't do anything to the savegame right? you are only blocked to play minecraft if there's tekkit..

    Yes, forestry silently wrecked the save file. GT simply refused to load the game. Out of those two evils not starting is obviously lesser.

    Quote from "ErusPrime"

    I also like the look of gregtech but I will not support any mod developer that continues to segregate the community by forcing users to choose how to play the game

    This a bazillion times.

    You don't really need to use tekkit.. you can make your own server without it or even FTB..


    Currently I know of two mods that at one point have had the code to either break the game or player's world when they detect the use of technic/tekkit (GT and forestry). Problem with both of them has been they fail to detect if user has installed it manually or was it added by modpack authors (impossible to do anyway). Also both of them have made it impossible to use the mod even if you use a whole different minecraft folder if it happens to be in a path that contains technic or tekkit in it's name.


    So yeah, breaking stuff for end-users just for having another modpack installed is evil.