#General Support & Feedback

1 messages · Page 3 of 1

static oriole
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it is stil true that the front of the mixer isn't very distinct from the rest thou

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could be both

arctic grail
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im actually fucking stupid

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i though it worked without it because it seemed centrifuge and wire-making-thingy powered without sticking the wire out of the right side

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shit is working now thanks

static oriole
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wonderful

lone sage
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Hi guys, my friend and I are working on a large gas turbine. I built it today, connected it to my benzene production. put in a titanium rotor, with an ev dynamo hatch. I connected it to a ev battery with the appropriate crystals. However, it just says idling and even gives a rotor efficiency of -1%. any clue on how to fix this?

livid void
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can you show the rotor?

lone sage
livid void
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no i mean press shift on the rotor

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to show the stats

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wait just to be sure, what version?

lone sage
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1.13.1

livid void
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ok so that's 1.6.4
that's strange, never seen that

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does removing and placing back the rotor fix it?

lone sage
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we rebuilt the whole thing multiple times sadly

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would it help to make an ev rotor holder?

livid void
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let me see if i can replicate it. ev dynamo right? what fuel?

random ermine
lone sage
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ev rotor holder works in creative world, so well make it in our survival one and hope it works

static oriole
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I mean it makes sense

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trying to use a ev rotor on a hv holder doesn't seem like it would work

carmine glacier
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Anyone has faced with this issue? I'm on the latest GTCEu modpack + updated GregTech mod to the latest snapshot. How I can fix it?

static oriole
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kubejs machines do not work rn

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on 7.0

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the gtm team is working on a fix

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this is why the current version of 7.0 was a testing week

acoustic vapor
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that said once it is fixed, just replace all instances of renderer with model

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so workableCasingRenderer to workableCasingModel

static oriole
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right, i gotta do that for PFT too

acoustic vapor
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it just doesnt do the model datagen rn

static oriole
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i hope there isn't too much i have to change kubejs stuff wise

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replacing the render text is simple

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but if i have to replace a ton of recipes, that would be sad

acoustic vapor
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i think that's it? except for stuff with autogenned recipes, like for the hulls and casings and shit

static oriole
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.chancedOutput('kubejs:redstone_vein_traces', 300, 1) also, the second number is chance boosting right? or is it smth else

acoustic vapor
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unless you already migrated that stuff before

acoustic vapor
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make that 0 its deprecated now

static oriole
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so i whack that out, got it

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ah ok, 0

static oriole
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i hope not

acoustic vapor
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if you haven't already moved it yet for before the 7.0 snapshots (back when it was 1.7.0) then yeah

static oriole
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okay, so what's the new way? since i was using the wiki's way

acoustic vapor
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if what you have works then its fine

static oriole
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ah ok

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im on 1.6.4 thou, just to clarify, haven't started work on moving anything yet

acoustic vapor
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oh

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yeah then you'll have to migrate things

static oriole
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waiting on the full release so oktawia can update crazyae2addons

acoustic vapor
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i'll be releasing gtmutils on CF once 7.0.0 comes out officially

static oriole
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yay

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oh right, also gotta wait on gtmthings

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it has a 7.0 version but it's a few weeks old

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        GTValues.FALLBACK, Item.of('gtceu:steel_rotor'),
        GTValues.LV, Item.of('gtceu:aurum_steel_rotor'),
        GTValues.MV, Item.of('gtceu:aluminfrost_rotor'),
        GTValues.HV, Item.of('gtceu:frost_reinforced_stained_steel_rotor'),
        GTValues.EV, Item.of('gtceu:source_imbued_titanium_rotor'),
        GTValues.IV, Item.of('gtceu:void_touched_tungsten_steel_rotor'),
   
    )) // 
   ``` I hope they update the wiki or give examples of the new ways and what to change
static oriole
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        UHV: "rotor:neutronium",
        UEV: "rotor:activated_netherite",
    })``` oh, that's very simple
dusty isle
tepid flint
marble anvil
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Heya fellas, I just made this multiblock, it's in the game and all is well (for the most part) feelsgoodman , however nothing from GTCEu Modern shows up in JEI, this isn't my first rodeo, so I know it relates to the multiblock that I just added, which is the only logical conclusion. The exact error is in the comments of the Pastebin link.

lost mortar
random ermine
random ermine
random ermine
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you're doing .where('X', thing(..)).or(..) instead of .where('X', thing(..).or(..))

tepid flint
random ermine
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👍

fading ember
livid void
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Or is cosmic frontiera

fading ember
fading ember
marble anvil
# random ermine parenthesis mistake

I fixed it on all the files, however, the problem remains. I noticed a pattern when I checked the logs, the new error only relates to multiblocks with custom frames added via GTCEu + KubeJS. This may be pure speculation, but it's the only connection they have.

marble anvil
random ermine
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first of all, please update to GTM 7.0.2 (or whatever latest is)

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second, that's a different error

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and is caused by you doing Predicates.any instead of Predicates.any()

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what code editor do you use?

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the standard is VSCode with ProbeJS for the type infromation

marble anvil
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VSCode

random ermine
marble anvil
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So basically, within the new update, workableCasingRenderer was changed to workableCasingModel and add () to end of Predictates.any

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Sweet, thank you very much for your time

feral star
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i downloaded GTCEu Modern 1.19.2-1.2.3.a and my minecraft instantly crashed with this error.

Mod list:
CrashAssistant-forge-1.19.2-1.20.1-1.9.12
gtceu-1.19.2-1.2.3.a

livid void
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don't play modern on 1.19.2

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play on 1.20.1(forge) or 1.21.1(neoforge)

feral star
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ok thx

carmine glacier
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@random ermine, hi and sorry for ping.

Just trying to remove from my already generated world oil spounts via datapack (#1363478345656041873 message) and it's not work.

Also, new generated chunks contain this weird oil spounts.

Idk, looks like datapack activated, isn't it?

random ermine
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gray means it isn't enabled

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do /datapack enable <<that>>

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and restart

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worldgen datapacks can't be loaded with /reload

carmine glacier
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I tried it, no result

random ermine
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run it and restart the game

carmine glacier
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I tired disable/enable

carmine glacier
random ermine
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yes

carmine glacier
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I tried do all what you said and still gray text

random ermine
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ermh

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what's the error

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I see the command returned an error

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I don't think you actually enabled it

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it'd say "Pack 'file/disable-oil-spouts' is already enabled!" if it worked

random ermine
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👍

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though

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you're still just running /reload

carmine glacier
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Nope

random ermine
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ok?

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now restart the server

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existing oil spouts will not disappear

carmine glacier
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/save-all and then /stop, now waiting...

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Strange, still gray

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Okay, nvm.

random ermine
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ok it mighhht just always be gray

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does it show up if you do /datapack list enabled

carmine glacier
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Yeap

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But why in new chunks oil spouts still generating

random ermine
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are you sure they're new?

carmine glacier
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Yea

final herald
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is anyone else having issues with the distillery not running recipes at all anymore?

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was working for me on the beta but full release not anymore

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only tested so far on the single block distilleries, havent tried the multiblock

pulsar barn
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yoo i could use some help. it seems that some of my machines are crashing the game?

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i made them with kubejs

static oriole
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for multiblocks you need to change some stuff

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afaik, singleblocks have further issues rn thou

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change .workableCasingRenderer( "gtceu:block/casings/solid/machine_casing_solid_steel", "gtceu:block/multiblock/large_miner", false ) to .workableCasingModel( "gtceu:block/casings/solid/machine_casing_solid_steel", "gtceu:block/multiblock/large_miner" )

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(changing workableCasingRenderer to Model and removing the boolean at the end)

pulsar barn
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uh

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sending le'test

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@static oriole it appears that it didnt work?

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oh im stupid

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ignore this. i forgot to change it for a second set of code

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mb. im legally blind sometimes

static oriole
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that's a lot of const use, goodness gracious

pulsar barn
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and i added my own, unholy creation

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them fuckers, as you can see. have perfect OC's

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heheha

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YUHUUU it louanched

static oriole
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may I ask why you are doing all the hatches/busses seperate isntead of auto abilities? you aren't even limiting them (unless set preview does more than just sets the amount on the jei preivew and actually limits them)

pulsar barn
static oriole
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i see

pulsar barn
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i have no idea (almost) what all of that does

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all i know is that i got funny, POC cubes

static oriole
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        .rotationState(RotationState.NON_Y_AXIS)
        .recipeTypes('pressurized_fission_reactor')
        .generator(true)
        .recipeModifiers([GTRecipeModifiers.OC_NON_PERFECT])
        .appearanceBlock(() => Block.getBlock("kubejs:fissile_reaction_safe_casing"))
        .pattern(definition => FactoryBlockPattern.start()
        .aisle("BCCCB", "CDDDC", "CDDDC", "CDDDC", "BCCCB")
        .aisle("CEFEC", "DGGGD", "DGGGD", "DGGGD", "CDHDC")
        .aisle("CFEFC", "DGFGD", "DGFGD", "DGFGD", "CHEHC")
        .aisle("CEFEC", "DGGGD", "DGGGD", "DGGGD", "CDHDC")
        .aisle("BCICB", "CDDDC", "CDDDC", "CDDDC", "BCCCB")
        .where("A", Predicates.blocks("minecraft:air"))
        .where('B', Predicates.any())
        .where('C', Predicates.blocks('kubejs:fissile_reaction_safe_casing').setMinGlobalLimited(12) // Corrected line
        .or(Predicates.abilities(PartAbility.IMPORT_ITEMS))
        .or(Predicates.abilities(PartAbility.EXPORT_ITEMS))
        .or(Predicates.abilities(PartAbility.OUTPUT_ENERGY).setMaxGlobalLimited(8))
        .or(Predicates.abilities(PartAbility.MAINTENANCE).setExactLimit(1)))
        .where("D", Predicates.blocks("minecraft:tinted_glass"))
        .where("E", Predicates.blocks("gtceu:kanthal_coil_block"))
        .where("F", Predicates.blocks("kubejs:base_fission_casing"))
        .where("G", Predicates.blocks("minecraft:ice"))
        .where("H", Predicates.blocks("kubejs:fissile_heat_safe_casing"))
        .where('I', Predicates.controller(Predicates.blocks(definition.get())))
            .build())
        .workableCasingRenderer(
          "kubejs:block/fissile_reaction_safe_casing",
            "gtceu:block/multiblock/fusion_reactor",
            false
        )``` this is one of my multis
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still for 1.6.4 ofc, as you can see with workableCasingRenderer

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also not using auto abilites as you see

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but that's because I want to heavy limit them (jei preivew looks ugly for some reason without them being limited in this one case)

pulsar barn
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thats a fission reactor yoo

static oriole
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indeed it is

pulsar barn
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wanna see smth scary?

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underpaid superconductor

static oriole
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you wanna see smth real crazy?

pulsar barn
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boom. that mf requires neutronium

static oriole
pulsar barn
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now that is just overkill

static oriole
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that's the best part

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also, purple tools are peak, can't wait till I can do the same with armors

pulsar barn
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..

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wtf do you need that powerful turbines for

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what are you powering? a 5090?

static oriole
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lasers

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freaking laser beams

pulsar barn
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makes more sense

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but uh

static oriole
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this is more realistic

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PFT is supreme wackyness

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and i love it

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makes me able to make a parallel pyro oven and a parallel cracker

pulsar barn
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that is 137.4 Petajoules

static oriole
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yummy

pulsar barn
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enough to vaporize a medium-sized city

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or about 12 nuclear bombs of ~15 kiloton strength

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it could also, power the entirety of ireland for over a year

static oriole
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let's see my crazyness for PFT, fully gregified bees, a custom tier materiel for every tier (up to luv rn), fission multis for hv-uhv power, a custom materiel for the assembler matrix making it like 50 times more difficult to make, custom tools/pipes, and I made the active transformer at iv

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instead of zpm

pulsar barn
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:O

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we need RHF for LV trust

static oriole
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behold, the luv tier materiel

pulsar barn
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excuse me what

static oriole
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an alloy of palladium, liquid ender pearls, cerium, rhodium, and polarity flipped busmuthite

pulsar barn
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we NEED this on curseforge NOW

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this looks fire

pulsar barn
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or actually busmuthite?

static oriole
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custom ore

pulsar barn
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a

static oriole
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ah yeah

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i misspeled it

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i do that a lot

pulsar barn
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seam

static oriole
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heh

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has content up to end iv rn

pulsar barn
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i see yrou'e working on LV content?

static oriole
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LuV yeah

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finishing up bees and working on fission breeding

pulsar barn
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bruh you misspelled smth then or you didnt update the desc

static oriole
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didn''t update the desc

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haha, wouldn't even have noticed that

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I forgot to make a recipe for a core machine as well, so the next update is gonna be like tmmr

pulsar barn
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:o

static oriole
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there we are

static oriole
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@pulsar barn sorry for the ping, but updates been pushed and updated the description

pulsar barn
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YOO

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mb

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also im ascheeb.

static oriole
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thank you so much for seeing that, I really would not have updated the description

pulsar barn
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np :3

lost mortar
arctic grail
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my tin wires burnt
are they supposed to be made of something else?

random ermine
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1x tin wires can support 1A of power

arctic grail
random ermine
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you have 11A there

arctic grail
static oriole
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yes, or use a different wire

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as some have higher amps

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a crude example

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(btw, you can use higher tier cables/wires just fine)

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it's the power in the cable/wire

arctic grail
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made some nickel wires

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hope they will do

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they look goofy af

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fixed shit myself

last cobalt
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bit curious
what is the best way to remove something from worldgen
i figured out some stuff through datapacks
but i also see some methodes through kubejs
what is lighter?

i also remember that generating custom viens was really heavy i assume i didnt do it properly. so what is the proper way right now?
i saw something that there were some changes

arctic grail
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what does thing mean?

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"not enough output"

static oriole
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power

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it has power in it's buffer

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jade shows the buffer

azure basin
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Hello, is it intentional that SMD and advanced SMD resistors get absolutely zero use in circuits after the nanocircuit SoC recipe is unlocked in LuV?

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The nanocircuit theme is the last theme to use resistors of any kind.

wispy fable
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I added a multiblock with coils, though is there a way to specify a temperature needed in a recipe? Otherwise there would be no need to upgrade them.

static oriole
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.blastFurnaceTemp(3600)

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although, that might just be a multi using ebfOverclock

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worth a shot thou

wispy fable
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nah doesnt work sadly

wispy fable
static oriole
wispy fable
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okay, ill see if adding the .machine holder and ebfoverclock thing helps, thanks

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it worked, thanks!!

static oriole
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noice

woven dragon
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Is there a way to generate multiple ore veins instead of one in a chunk?

chrome basin
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hey i am currently making a modpack with gregtech and im wondering if i could use the textures from the mod to retexture them as broken machines (blocks added via kubejs that do not work and need to be repaired , these will then be found in custom structures )

marble anvil
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As GTCEu uses ldlib, can I use photon's particle system with multiblocks?

mighty harbor
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remind me again, 1.21 doesnt support kubejs right?

GTCEuStartupEvents.registry('gtceu:material', event => {
    event.create('rose_quartz')
        .gem() 
        //.element(GTElements.C) 
        .color(0xFF7989)
        .flags(GTMaterialFlags.GENERATE_PLATE,GTMaterialFlags.GENERATE_ROD)
    event.create('kovar')
        .ingot()
        .components('1x iron','1x nickel', '1x cobalt')
        .color(0x9BAD97).iconSet(GTMaterialIconSet.DULL)
        .flags(GTMaterialFlags.GENERATE_PLATE,GTMaterialFlags.GENERATE_ROD,GTMaterialFlags.GENERATE_RING)

causes an error, although this script does work on 1.20

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kube compains of the "GTCEuStartupEvents"

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wait... this means i cant add machines in 1.21#

marble anvil
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Is there a way to use custom particles and such added via Photon? I know that GTCEu also uses ldlib, so I think so.

reef crane
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how do i stop 2 ore veins spawning in the same chunk

azure basin
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What are SOLDER_MATERIAL, SOLDER_MATERIAL_BAD, SOLDER_MATERIAL_GOOD used for? The question was asked in #modern-dev-talks almost a year ago but was never answered.

static oriole
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nothing

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they are there because they were gonna mean smth

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but were never implemented

atomic aspen
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are there any mods that are compatable with gtceu modern that add space exploration?

static oriole
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ad astra

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everything else is either abondnded or still way to heavy in alpha to use yet

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(looking at you horizons)

atomic aspen
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amazing!

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i tried 50 billion other gt modpacks and i liked gtceu modern way more than anything

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the guide book is soooo newbie friendly

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i love it dearly

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but i missed space exploration

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thank you!

static oriole
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🫡

ruby relic
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GTCEu 7.1.2, Minecraft 1.20.1
Trying to change the Fe-Eu ratio to a value higher than 16 will get clamped to 16 as Minecraft boots up.
I'm wanting an FE>EU of 256/240 due to a mod which makes it too easy to generate FE.

acoustic vapor
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you can PR it if you want

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just change those values to have a higher max

ruby relic
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makes it a full 2147k

acoustic vapor
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i can set the max to be like, 1000, or something

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that work?

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or do you want to PR yourself

ruby relic
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eh sure, i'll ask to pr
would rather the limit be unlocked

acoustic vapor
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i'll do it

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pr made

acoustic vapor
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that, i think, seems a lot more reasonable

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don't want steam multis to outpace electric options

static oriole
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I mean fair, but still true

fossil sorrel
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Is it possible to add particles to a custom multiblock with kjs?

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Like how the EBF shoots out smoke

marble anvil
static oriole
marble anvil
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There goes that idea

static oriole
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I mean it still works, but it's not gonna be updated

fossil sorrel
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It might be possible but really hard

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Not worth the effort, I'd rather make an addon

mystic needle
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it does that on and off without me interracting with it Concern

marble anvil
zealous ether
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i just wanted to hop on quickly and ask if theres any documentation on upgrading the version of gregtech modern, as im currently on version 1.6.4 and want to upgrade it to 1.7 the problem im having is that i have a modpack with a lot of recipe changes and custom multiblocks and i've read in the changelog that there where some changes that could break a lot of previous stuff.

azure basin
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Question for the vanishingly small number of people who manage balance in GregTech: Modern but also visit this channel on the regular:

Is there a reason that Octane, an important ingredient in High Octane Gasoline, can only be acquired through Light Fuel distillation?
HoG is a powerful fuel, and in the base mod it's important to make it last from HV all through IV. Despite this, Octane tends to be a bottleneck if you're not exactly following the correct combination of petrochemical cracking to maximize your octane output.

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Is there supposed to be a challenge of some sort, some kind of oversight, or an issue deemed so inconsequential that it wasn't ever worth addressing?

valid junco
static oriole
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nope, just the cracked fuels

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and i dont see a pyro oven recipe for light fuel either

valid junco
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ohh wait - that was the other thing Toluene

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yeah - for Octane I think you just need a dedicated light fuel cracking setup

azure basin
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Is there any way to automatically unclog a clogged machine?
Machines' input slots and Input Busses' slots cannot be pulled from, so if I have a more advanced automation scheme that tries to automatically create some intermediate component type for a given material but that TagPrefix/form doesn't exist for the material, the machine gets clogged with no way to unclog it.

For example, most materials that have Ingot forms also have Rod forms, with one exception being Polybenzimidazole. If I insert a Polybenzimidazole ingot into a Lathe, unlike most other ingots it will not be processed. Is there some way to extract it if it was mistakenly inserted other than manually waltzing over and pulling it out?

static oriole
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not with base gt

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would have to use smth like id

azure basin
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OK, is there some way to get a machine to pull directly from an ME network without having to go through a buffer inventory like an input bus?

static oriole
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could you robot arm on the face a me interface is on?

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or is that not what you meant

azure basin
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no I just want to have a machine see the available contents of an ME network or inventory, and if possible operate on them - if not then I want it to leave those items alone and not pull into some unextractible inventory (Input slot or input bus)

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IIRC the ME Stocking Input Bus can do something similar, but it pulls items directly into itself and doesn't return them

static oriole
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stocking doesnt take

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its like a storage bus

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just sees

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and then uses if it can

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normal me inputs take thou

azure basin
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so if I have a multiblock lathe with an ME stocking input bus attached to a network with polycaprolactam ingots then it won't pull those ingots into itself?

static oriole
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it will not

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it will see them as aviable but it will not say "Hey, this is mine, you can't have it"

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just make sure to turn on autopull if you aren't manually filtering

static oriole
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yes

azure basin
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OK, this solves my problem perfectly. Thank you.

static oriole
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glad to help

stuck obsidian
#

How would I go about making an assembler recipe using crafting components in KJS? I assume it's not as simple as just using the crafting components as an ingredient?

sinful fern
formal bear
#

im having the hilarious issue of gt extended chemistry and gt community additions conflicting, and while that is the mods' fault is there a way to apply a duct tape kind of fix? the issue being that both are registering the same material(not sure which one, probably one from the periodic table), this only started once they both were updated for 1.7

static oriole
formal bear
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dust property

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java.lang.IllegalArgumentException: Material Property dust already registered!

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i had the same problem when updating between my own scripts and gtec, but those i can edit

static oriole
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annoying, hopefully you find a fix

sinful fern
#

Does anyone know why GTM's auto-generated recipes appear like this?

stuck obsidian
tepid flint
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for that material

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since as far as i know the recipe length is calculated from protons

sinful fern
sinful fern
sinful fern
wispy fable
#

how do I exactly use the ui I made in the ui editor?
ive put it in gtceu/gui/recipe_type with the correct name
(i btw just added slots without specifying anything, dont know anything about it as it lacks any good documentation)

reef crane
#

is there a way to generate all the parts (plates, gears, etc) for all materials automatically?

neat lynx
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you could make a small function that adds the flags automatically

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not sure about retrofilling existing materials

reef crane
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how do i do any of these

wispy fable
# reef crane how do i do any of these

check https://gregtechceu.github.io/GregTech-Modern/Modpacks/Materials-and-Elements/Material-Flags/ for help.
generally, the flag name represents what it generates, and you can use the function .flags(...) in the material creation script (NOT the element script!).
the function / constant the other person mentioned is rather simple too. If you want to add specific things to every material you want, then consider doing so via
const xyz = ([GTMaterialFlags.GENERATE_xyz, GTMaterialFlags.GENERATE_xyz...]) and so on.
then just use .flags(xyz)

halcyon vault
#

Also apologies if this isn't the right place for this ^^;

static oriole
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thanks a bunch

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idk if this is the best place either, but seems to me to be one

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a good place i mean

halcyon vault
static oriole
#

Thanks

reef crane
wispy fable
#

i dont think so, or try using a constant and a forEach function

latent sequoia
#

can me hatches send crafting requests like an interface with a crafting card would?

latent sequoia
#

imma take radio silence as a no

acoustic vapor
#

Yeah they can't sorry

latent sequoia
#

damn

latent sequoia
#

ilmenite + carbon -> rutile, wrought iron, carbon dioxide in EBF isn't working for some reason

#

wait, I don't have a fluid output hatch... srry abt that guys

white jungle
#

Hey everyone! I'm playing GTCEU on 1.21.1, and I feel so dumb lol. I'm trying to go into LV, and I crafted a basic steam turbine generator. I connected a tin cable from that to a basic wiremill. The generator is definitely producing Eu, but the wiremill isn't being powered. I've tried so many different things and I'm going crazy. The actual generator doesn't have a texture (hence why I hid it behind my wall lol), I saw on the github that it was a bug, so idk how to fix that, but does that have something to do with why it's not working? If anyone has any ideas (it's probably the simplest answer hehe) that would be great! I'll paste some screenshots of the different configurations, too

#

each pic has the turbine facing you btw

wispy fable
#

how would i currently go about making custom machine / recipetype UIs, as the ldlib one is notoriously broken with GTWidgets?

placid topaz
formal bear
#

what is the correct syntax for chanced outputs in gt 1.7? i know the chance boosting was removed, but removing that part doest fix it
.chancedOutput('gtceu:rhodium_filter_cake_dust', 2500, 0)

sinful fern
#

.chancedOutput('gtceu:rhodium_filter_cake_dust', 2500, 0, 0) maybe? i dont remember

reef crane
cedar geode
#

fluid_solidier might be it

lime bane
#

Is there any good schematics mod that works with Modern?
Forgematica technically works but the texture don't render properly

#

for instance here, the pipes directly do not render

#

idk if maybe there's a config in forgematica that fixes it

tropic hatch
#

hello
I asked in the wrong channel before so I'll just ask here and hope I'm in the right place..
i'm having a werd issue with the data bank multiblock
it seems to only transmit data every time i turn on the machine and then it stops
which is enough to let my assembly lines to make 1 item and then stop
is there a way to fix this?
am i doing something wrong?
or do i just need to set up an elaborate redstone clock with a control hatch
(I'm playing on 1.20.1)

static oriole
#

what energy hatch

tropic hatch
#

Normal Luv energy hatch

static oriole
#

try a 4a or 16a

#

what does the controller gui say the power use is at

tropic hatch
#

it says zpm..

#

thank you

#

i was just being silly

#

kinda misleading that it still says "providing data" tho

static oriole
#

data stuff doesnt stop like recipes do

#

it buffers

#

think of like a yt video on bad internet

#

it loads a little bit, uses it, loads a little bit

#

never enough but it technically works

tropic hatch
#

wouldn't it be cheaper power wise to slap a redstone clock on the controller hatch with a lower tier energy hatch so it uses minimum power but still works

static oriole
#

yes but 7.1.4 and 7.2.0 stops that behavior

tropic hatch
#

ig I'm playing on a version that allows that
because that's how I've been using it for now

static oriole
#

shouldn't be zpm unless you have a dang crazy setup

tropic hatch
#

I literally have one data transmission hatch and 3 data access hatches

#

two of which are full

static oriole
#

oh dang, Ig I've never really looked at the power cost

#

I did however have a simple redstone p2p on it that turned it on when an assline recipe was runnning

#

and off when not

tropic hatch
#

maybe I'm just playing an older pack/a pack that ups the energy cost?

static oriole
#

to save power

static oriole
tropic hatch
static oriole
#

oh dang, yeah thats quite old

#

why no jurre in that list, the disrepect

tropic hatch
#

it's like
a year and a half old from what I can see

#

the pack I mean

crimson basin
static oriole
crimson basin
#

meh thats unfort

#

its been that since ive started

waxen garden
#

How can I make arrows on the fuild pipes, or got this removed?

vapid yoke
#

this is called shuttering and it means fluids can't flow back that way (only in the direciton of the arrows)

waxen garden
#

ah nvm I figured it out mb

#

Thanks anyway!

noble solstice
#

So trying to get into AE2 for the first time ever since my storage needs are extreme, trying to follow the in game ae2 guide. I keep getting errors in the guide for missing recipes as well as jei not having the recipe on click for a lot of the AE2 items. Am I missing something, is it just stuff I shouldn't be dealing with, am I crazy? Lol. It's a dedicated server run of the modpack. Looks like I'm on MC 1.20.1 with GTCEuModern 1.14.

valid junco
noble solstice
valid junco
noble solstice
valid junco
noble solstice
#

Ok and some of the other stuff just won't be a thing. Thank you for the help I"ll see what I can do to navigate my way around!

spice elbow
#

Im having a hard time getting an answer on wether or not fortune is supposed to work in gregtech CEu modern. I am on version 1.20.1. If it doesnt work is there any way to enable it? I understand gregtech aims to increase difficulty but I would rather have fortune work to be honest.

acoustic vapor
#

fortune intentionally does not work on ores in gregtech modern

spice elbow
sinful fern
static oriole
#

Add back processing array.

#

thing's useless when parallel hatches exist

spice elbow
#

This might be another dumb question. playing gregtech CEu modern on 1.20.1 forge

#

cant find osmium and some posts say there is no worldgen for it

static oriole
#

obtained from rarest metal mixture from the platline

#

the dust that is, then you smelt it

spice elbow
static oriole
#

🫡

#

it's not always clear

open oak
#

Guys, does anyone know what else needs to be added to the project (1.20.1) to prevent the game from crashing due to a mixin error?hash

#

Caused by: org.spongepowered.asm.mixin.transformer.throwables.MixinTransformerError: An unexpected critical error was encountered Caused by: org.spongepowered.asm.mixin.throwables.MixinApplyError: Mixin [gtceu.mixins.json:client.GuiGraphicsMixin] from phase [DEFAULT] in config [gtceu.mixins.json] FAILED during APPLY Caused by: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException: Critical injection failure: @WrapMethod annotation on gtceu$renderResearchItemContent could not find any targets matching 'Lnet/minecraft/client/gui/GuiGraphics;m_280405_(Lnet/minecraft/world/entity/LivingEntity;Lnet/minecraft/world/level/Level;Lnet/minecraft/world/item/ItemStack;IIII)V' in net.minecraft.client.gui.GuiGraphics. Using refmap gtceu.refmap.json [PREINJECT Applicator Phase -> gtceu.mixins.json:client.GuiGraphicsMixin -> Prepare Injections -> -> wrapMethod$zce000$gtceu$renderResearchItemContent(Lnet/minecraft/world/entity/LivingEntity;Lnet/minecraft/world/level/Level;Lnet/minecraft/world/item/ItemStack;IIIILcom/llamalad7/mixinextras/injector/wrapoperation/Operation;)V -> Parse]

vapid yoke
#

What version are you using?

open oak
#

both wont start

vapid yoke
#

What are you trying to achive? making a modpack, playing the mod by itself?

#

(that should just work btw, 7.2.0 with the right version of forge in a prism instance should launch)

open oak
#

im trying to make an addon for gtm

vapid yoke
#

are you using the addon template?

open oak
#

i used settings from and mdk for my forge version

vapid yoke
open oak
#

Oh, i didnt know that. thx

vapid yoke
latent sequoia
#

assembling factory decided to go on strike after I replaced normal buses and hatches with zpm dual hatches

#

the energy hatch is luv, the recipe voltage requirement is luv, and the machine is forming correctly and idling

static oriole
#

dual hatches are not recommended

#

they are buggy, color seperation exists for a reason

#

if not on gtm 7.x just use normal hatches and busses

static oriole
latent sequoia
#

aight

latent sequoia
static oriole
#

what gtm version are you on?

latent sequoia
#

just updated to latest

static oriole
#

okay so you are going to need to color each hatch+bus combo a different color with spray cans

static oriole
#

yes ik it's a bit more annoying than the old way of just using distinct busses (also dont use distinct busses for anything using items and fluids) but its worth it

static oriole
latent sequoia
#

the current recipe I'm trying to run doesn't even use any other bus than the one input

static oriole
#

and you have the zpm tier power? (iirc thats the recipe for zpm voltage coils)

latent sequoia
#

this is the recipe for the luv coils, but ig that could've changed with the update

#

oh wait I'm braindead

#

the colors looked the same

static oriole
#

luv coils are osmiridium iirc

latent sequoia
#

mb

static oriole
#

all good

latent sequoia
candid gust
#

hI all, is there a way to track what black exactly is giving an error? somethign is giving a warning in the logs but i dont know where it is

bronze plover
#

7.2.1 gives me the kubejs error "[15:05:38] [KubeJS Recipe Event Worker 0/ERROR] [GregTechCEu/]: No key duration in MapLike[{"type":"gtceu:assembler"}]"

vapid yoke
bronze plover
#

works in 7.2.0

#

actually i should check it works or if at some updatee it broke but just didnt throw an error

#

it worked before, and it didnt give an error in 7.2.0 that breaks all of kubejs

#

okay so the recipes are broken

#

i suspect the "2x " thing

#

gonna try change that

vapid yoke
#

I changed the items in the recipe, then it worked fine

bronze plover
#

oh wait

vapid yoke
#

are you sure 'quark:ancient_pressure_plate' is a thing?

bronze plover
#

its missing "_planks"

vapid yoke
#

oh kekw hell yeah

bronze plover
#

i hope that's all the broken stuff lol

#

actually while im here i should probably ask about [15:05:38] [Server thread/WARN] [KubeJS Server/]: Recipe/NaturesCompass.js#24: Trying to add more inputs than RecipeType can support, id: comparabletobees:assembler/gtceu/assembler/compass/biome, Max itemInputs: 9

magic creekBOT
bronze plover
#

like... that looks like 9?

neat lynx
bronze plover
#

oooh

neat lynx
#

so you technically have 10 item inputs

bronze plover
#

okay that explains it

vapid yoke
#

ah ye

#

circ is item

bronze plover
#

i was so confused

neat lynx
vapid yoke
#

:D

#

berd

bronze plover
#

i suppose theres absolutely zero reason from me to even require a circuit in a weird recipe like that there shouldnt be any conflicts

reef crane
#

yo i got this code

GTCEuStartupEvents.materialModification(event => {
    if (GTMaterials.Flint.hasProperty(PropertyKey.TOOL)) {
        GTMaterials.Flint.removeProperty(PropertyKey.TOOL);
    }
    GTMaterials.Flint.setProperty(PropertyKey.TOOL, 
        ToolProperty.Builder.of(4.0, 4.0, 64, 0,
        [
            GTToolType.SWORD,
            GTToolType.PICKAXE,
            GTToolType.AXE,
            GTToolType.SHOVEL,
            GTToolType.HOE,
            GTToolType.MORTAR

        ]
    ).build());
});```
#

makes flint tools wood level

#

works on test pack but not on big pack

static oriole
#

I'd assume it's some other mod messing with how tools are done

reef crane
#

ig

#

how do i send modlist quicly

#

also it could be tconstruct cuz i did the same thing by changing the flint tools json files with kubejs

static oriole
#

tcon would make sense

reef crane
#

well what can i do then

static oriole
#

Not messed with tcon much sadly

#

bout all ik is there is a gt addon for it

reef crane
#

im using that too

pulsar barn
#

why the hell are they failing? this is the part of the log i get

#

im using replaceInput to replace bronze with Igneous Bronze. EVEN IF i misspell one, it shouldt not say that NONE exist

#

im gonna send code in a second

#

respond with a ping please

spice elbow
#

My mixer wont make stainless steel dust. I have tried both recipes using nickel and invar dust. I am setting the circuit according to recipe in jei. I can even get jei to autofill the mixer with the ingredients. I am able to mix anything else so far. Any help is appreciated thanks in advance.

static oriole
#

thats what my jemi tells me

spice elbow
#

I have,the two recipes use either 1 or 3 neither work for either recipe sadly

#

Its not because its only a basic mixer is it?

static oriole
#

need mv

#

advanced 1

spice elbow
# static oriole need mv

I was already working on that sorry to waste your time I couldnt find a clear answer thank you for your help

static oriole
#

🫡

reef crane
#

so its not tcon

worldly zephyr
#

I'm having an issue with trying to automate rubber plates. I have the whole system functioning as needed except the sulfur i have pumping from the barrel tends to fill up both slots in the Alloy Smelter and completely halts production. Is there any way to make it where only one stack will be kept in one slot at any given time?

#

I figured it out, the robot arm is great 🙏

vapid yoke
reef crane
#

im losin my mind why tf dosent it workk

wet dawn
#

is there any way to use a resource pack to change the autogenerated textures? like, say i wanted to change the texture of titanium ingots and blocks - how feasible would that be to do

static oriole
#

gtm uses icon sets for them (colors over grayscale textures)

#

you can just model/texture overwrite them

main viper
wet dawn
#

i mean, like, is it possible to [for instance] use my own non-autogenerated texture for specifically titanium blocks, and leave everything else unchanged

main viper
#

I don't know, but phoenix does probably

#

look through his github repos, check under /kubejs/assets/

static oriole
#

since titanium doesn't have an actual texture you can write over like normal

wet dawn
#

ahh ok

#

oh well, thank you!

static oriole
#

You can easily change the color of titanium, for what thats worth.....

main viper
#

you can also change the material set via kubeJS, so you could set it to "titanium" or smþ and use that

static oriole
#

I did not know you could force a new icon set via kjs, that's interesting

#

yeah that would work

static oriole
#

makes sense thou

pulsar barn
#

i need some help with my multiblock

#

its uh, whenever it gets registered, it basically breaks all other multiblocks

vapid yoke
#

can you be more detailed?

#

what breaks?

#

if I had to guess, that breaks something and causes registration to fail. Is there any errors in the log?

#

oh that's not the problem

#

The problem is in the logs tho:

#
dev.latvian.mods.rhino.EcmaError: TypeError: Cannot find function or in object com.gregtechceu.gtceu.api.pattern.FactoryBlockPattern@34876bf1. (startup_scripts:example.js#27)```
#

".or" is something that gets applied to a predicate, not to a FactoryBlockPattern

#

You have it laid out like this (tabs follow the brackets)

#

It should be like this

#

@pulsar barn

#

Might be more clear what it actually does

pulsar barn
#

Ohh i see

vapid yoke
pulsar barn
#

why does my recipe not work? ```js
GTM.alloying_kiln(('nexus_dust'))
.itemInputs('4x botania:mana_dust', '4x ars_nouveau:source_gem', '4x gtceu:gold_dust')
.itemOutputs('gtceu:nexus_dust')
.EUt(4)
.duration(100)

#
GTCEuStartupEvents.registry('gtceu:recipe_type', event => {
    event.create('alloying_kiln')
    .category('thefitnessgrampacertestisamultistageaerobiccapacitytestthatprogressivelygetsmoredifficult')
    .setEUIO('in')
    .setMaxIOSize(3, 2, 0, 0)
    .setSlotOverlay(false, false, GuiTextures.SLOT_STEAM)
    .setProgressBar(GuiTextures.PROGRESS_BAR_ARROW, FillDirection.LEFT_TO_RIGHT)
    .setSound(GTSoundEntries.COMPRESSOR)
})
#

okay wait its saying something with "No key duration in MapLike"

main viper
#

You can syntax highlight by putting ```js (nevermind, I'm on mobile)

#

You have double brackets in þe recipe

fleet robin
#

How does one use non GT blocks for custom ore veins?
I wish to use ore blocks from different mods for custom gtceu ore veins, but i have no idea how i am supposed to achieve it

#

Every vein generator has their completely unique generator writing style

static oriole
#

I have an example for layered veins if that helps

#
    event.add("overworld/deepslate/heat_frost", vein => {
        vein.weight(42)
        vein.density(0.25)
        vein.clusterSize(35)
        vein.layer("deepslate")
        vein.dimensions("minecraft:overworld")
        vein.heightRangeUniform(-30, 30)
        vein.layeredVeinGenerator(generator => generator
            .buildLayerPattern(pattern => pattern
                .layer(l => l.weight(2).mat(GTMaterials.get("permafrost")).size(2, 2))
                .layer(l => l.weight(2).mat(GTMaterials.get("dormant_ember")).size(1, 2))
                .layer(l => l.weight(1).state(() => Block.getBlock("minecraft:magma_block").defaultBlockState()).size(2, 3))
            )
        )
        vein.surfaceIndicatorGenerator(indicator => indicator
            .surfaceRock(GTMaterials.get("dormant_ember"))
            .placement("above")
        )
    })
fleet robin
pulsar barn
#

why tf do my custom multiblocks not have connecting textures?

static oriole
#

Ok two things

#
  1. the apperance block is set to clean stainless which you arent using
#
  1. why is your custom casing block in gt's namespace
#

.appearanceBlock(() => Block.getBlock("kubejs:fissile_reaction_safe_casing"))

static oriole
pulsar barn
#

magic

static oriole
#

🫡

pulsar barn
pulsar barn
#

nvm im blind

ruby relic
#

Like if a chest takes 8 planks but a door takes 6, whichever recipe has less planks or was registered first (or last?) will run

#

Flowers for dyes are an example of that, where some recipe like rainbow curry takes solid dyes, though I think that was maceration and other such machines

fleet robin
#

I am stuck with the TagPrefix shenanigans for custom materials and all...
It work with almost everything I use, but the moment i attempt to use it with ores and deepslate ores, then the game refuses and crashes.
GTCEuStartupEvents.materialModification(
event => {
TagPrefix.plate['setIgnored(com.gregtechceu.gtceu.api.data.chemical.material.Material,java.util.function.Supplier[])'] (GTMaterials.get('arcanegold'), () => Item.getItem('wizards_reborn:arcane_gold_sheet'));
}
)

This works without problems, so when I try to use almost everything the sam except use .ore and then insert the dedicated Ore from the mod, it spits
GTCEuStartupEvents.materialModification(
event => {
TagPrefix.ore['setIgnored(com.gregtechceu.gtceu.api.data.chemical.material.Material,java.util.function.Supplier[])'] (GTMaterials.get('arcanegold'), () => Item.getItem('wizards_reborn:arcane_gold_ore'));
}
)

The documentation does not really help a lot and i havent found anything usefull in the discord server either...

vapid yoke
#

also, initial thought, but does your arcanegold material even have an ore?

fleet robin
fleet robin
#

I use Wizards Reborn mod and created a GTCeu custom material, did it with a lot of other items and materials too, but every single time i use TagPrefix.ore or TagPrefix.oreDeepslate the game just chokes and dies

vapid yoke
#

Seems a problem with loot thunk

fleet robin
#

that's the error

#

only ever happens if i activate the TagPrefix.ore or oreDeepslate line

#

like literally only then

vapid yoke
#

                    ItemStack dropItem = ChemicalHelper.get(TagPrefix.rawOre, material);
                    if (dropItem.isEmpty()) dropItem = ChemicalHelper.get(TagPrefix.gem, material);
                    if (dropItem.isEmpty()) dropItem = ChemicalHelper.get(TagPrefix.dust, material);
                    int oreMultiplier = type.isDoubleDrops() ? 2 : 1;

                    LootTable.Builder builder = BlockLootSubProvider.createSilkTouchDispatchTable(block,
                            BLOCK_LOOT.applyExplosionDecay(block,
                                    LootItem.lootTableItem(dropItem.getItem())
                                            .apply(SetItemCountFunction
                                                    .setCount(ConstantValue.exactly(oreMultiplier)))));
                    // .apply(ApplyBonusCount.addOreBonusCount(Enchantments.BLOCK_FORTUNE)))); //disable fortune for
                    // balance reasons. (for now, until we can think of a better solution.)

                    LootPool.Builder pool = LootPool.lootPool();
fleet robin
#

is it going crazy, because the different Mod Ore will not drop GT items?

vapid yoke
#

it seems ChemicalHelper.get(TagPrefix.rawOre, material) is null for your material

fleet robin
#

how or where would i need to write that down?

#

first time seeing something like this

vapid yoke
#

Could you, in your materialModification event, directly before and after your ore.setignored call, run
console.log("before": + ChemicalHelper.get(TagPrefix.rawOre, material))

#

see if that's actually what causes it

fleet robin
vapid yoke
#
[19:16:12] [ERROR] ! console.log("before": + ChemicalHelper.get(TagPrefix.rawOre, material))#46: missing ) after argument list
[19:16:12] [ERROR] ! …rhino.EvaluatorException: missing ) after argument list (startup_scripts:GTAtomPhysX/tagPrefix schiissdreck.js#46)
#

thunk I think my brackets were correct?

fleet robin
#

Brother, this is beyond my knowledge, i'm glad you're helping

#

vsCode is somehow complaining with the :

vapid yoke
#

fuck

#

change "before": to "before: "

fleet robin
#

i suppose material should read the exact material i wanna print out, right?

vapid yoke
#

yee

fleet robin
vapid yoke
#

use GTMaterials.get('arcanegold') instead of just 'arcanegold'

fleet robin
#

yeah makes sense

#

idk why i bother doing such advanced stuff for stupid little things, while i have basic knowledge about JS

vapid yoke
#

Yeah, and the (GT) Java<->JS layer adds a bunch of complexity ontop of it x3

static oriole
#

thats how you learn thou.

#

Imo as long as you are open to advice and willing to change and adapt

#

it's good trying to learn smth beyond your comfort zone

fleet robin
static oriole
#

and ask for help

#

although jurre ends up being the one on the other end of our quandrys

#

😆

fleet robin
#

and if ANYONE can even benefit from my stuff, then i'm happy

vapid yoke
#

try ChemicalHelper.get(TagPrefix.ore, GTMaterials.get('arcanegold') , 1)?

#

adding the 1 should clarify to it that you specifically mean the orePRefix, Material, stackSize overload

fleet robin
#

LOADED!

#

it says it's air

vapid yoke
#

before and after both?

fleet robin
#

both

vapid yoke
#

and if you remove the setIgnored? what about then?

fleet robin
#
[19:34:50] [INFO] GTAtomPhysX/tagPrefix stuff.js#46: before:0 air
[19:34:50] [INFO] GTAtomPhysX/tagPrefix stuff.js#114: after:0 air
fleet robin
fleet robin
#

fuck around and find out i guess

fleet robin
vapid yoke
#

I meant
console.log(before...)
tagprefix setignored(...)
console.log(after...)

fleet robin
vapid yoke
#

send screenshot of what you're doing?

fleet robin
#

I have the TagPrefixRule set as a constant at the beginning of the script

fleet robin
vapid yoke
#

no I meant comment out that whole line x3

fleet robin
#

ahaaaa

fleet robin
vapid yoke
#

and does it still crash then?

fleet robin
#

nah

vapid yoke
fleet robin
#

when commented out?

vapid yoke
#

yeah

fleet robin
#

It only ever cries when its active in the script and i want to generate a world or enter a world

vapid yoke
#

Yeah, and I Thought it was because that top thing would be ore before, and air after, bu tthat's clearly not true x3

fleet robin
vapid yoke
#

What version of gt you running?

fleet robin
#

gtceu-1.20.1-7.2.1.jar

#

i updated everything i could today

vapid yoke
#

I'm gonna DM you a jar with this line added to it, so we can see if that's actually what triggers it or not

fleet robin
#

🤝

#

still comes out as Air

vapid yoke
#

then I got nothing rn, sorry Sadge

pulsar barn
#

how can i make a magnetic material?

pulsar barn
vapid yoke
pulsar barn
#

wait a second

#

component maybe?

vapid yoke
#

.flags(IS_MAGNETIC) on the material registration

pulsar barn
#

yuh

vapid yoke
#

Apply it to the material you wanna make magnetic

pulsar barn
#

yuh

#

i got to heree

static oriole
#

Idk when ill stop being proud of that page

vapid yoke
#

never chad

static oriole
#

I quite like how it turned out

pulsar barn
# vapid yoke Apply it to the material you wanna make magnetic

am i stupid? this aint working

    event.create('nexus_steel')
        .ingot()
        .components('2x nexus', '6x steel')
        .color(0x99ccff).iconSet(GTMaterialIconSet.METALLIC)
        .liquid(1300)
        .secondaryColor(0x0066cc)
        .flags(bolt_and_screw, gear, plates, ring, long_rod, frame, rotor, small_gear)
        .blastTemp(1400, "low", GTValues.VA[GTValues.LV], 450)
        .fluidPipeProperties(1750, 200, true, true, true, false)

        event.create('magnetic_nexus_steel')
        .ingot()
        .components('1x nexus_steel')
        .color(0x99ccff).iconSet(GTMaterialIconSet.MAGNETIC)
        .liquid(1300)
        .secondaryColor(0x0066cc)
        .flags(rod, magnetic)
#

wait i might gotta remove components

vapid yoke
#

Wait, can you try addng magnetic to just nexus steel and removing the other .create?

pulsar barn
#

that could work

vapid yoke
#

If so we might have to update the wording on the wiki

pulsar barn
#

but god said: "IS_MAGNETIC

Description: Add this to your Material if it is a magnetized form of another material.
Required Properties: PropertyKey.INGOT."

vapid yoke
pulsar barn
#

@static oriole do you work on the wiki?

static oriole
pulsar barn
#

pleaze fix this magnetic nonsense

vapid yoke
#

did you test it working by just putting it on the first element?

static oriole
#

Ill have to look at how smth like iron works, that description is an exact copy of what the java docs say

pulsar barn
#

uh. im trying now

vapid yoke
pulsar barn
#

👍

static oriole
#

Always open to fixing issues in the wiki

#

Didnt have time to test every flag 😆

pulsar barn
#

oh i see. Monifactory just.. did it by hand

static oriole
#

Well, thats what im trying to avoid

pulsar barn
#

?

static oriole
#

Hoping the flag actually does the recipes and its as simple as redoing thr wording

pulsar barn
#

nope

#

i dont think it does the recipes

static oriole
#

Interesting

#

Jurre, if this does turn out to be true, do you think think the flag should do that?

pulsar barn
#

im not Jurre, but it absolutely should imo

vapid yoke
#

Would be a good question for mdt

vapid yoke
pulsar barn
#

Thanks :D

dusk latch
#

gm

should the scythe break grass or crops in area?
at the moment the only thing i found in code that it breaks in area (tagged "mineable/hoe") is rubber tree leaves but there is a small bug that doesn't let it break things in area

i think i found the problem: https://github.com/GregTechCEu/GregTech-Modern/issues/3970#issuecomment-3552019197

GitHub

Checked for existing issues I have checked for existing issues, and have found none. Tested latest version I have checked that this occurs on the latest version. GregTech CEu Version v7.2.0 Minecra...

slate scarab
#

hello i get gtrecipes with a forEach and i want to get voltage but for some reason recipe.get("tickInputs").get(euc)[0].content.voltage() returns 0? euc is the eu RecipeCapability

#

which is really strange if i were indexing incorrectly i would get null if from java function or undefined if javascript function?

vapid yoke
slate scarab
chrome basin
chrome basin
#

same with washed into

vapid yoke
#

We do have washedIn which takes a liquid thunk

chrome basin
vapid yoke
#

ICANT fair enough

#

Ah no the wiki is correct, you just read it wrong I think

#

sorry for doubting u @static oriole prayge

chrome basin
vapid yoke
#

separatedInto should work

#

whats the error

chrome basin
#

oh

#

i dont have the screenshot

chrome basin
vapid yoke
#

typo

#

separatedInto

#

not seperatedInto

chrome basin
#

i hate typos

chrome basin
vapid yoke
#

if you have a lang for the material that should autogen I think? not sure never done one

chrome basin
#

it said smt weird

#

but it was the same for all ores

#

in that ore type

#

(not like single material ore but new ore type like endstone ore or smt)

vapid yoke
#

Ahhh, fair enough. Then I don't know, sorry. Maybe someone else knows prayge

steep root
#

I'm currently experiencing a crash when launching, should I send logs here or create a thread?

main viper
#

Send þe logs over here

steep root
main viper
#

1.21.1 is not supported, but by þe looks of it LowDragLib caused þe error

steep root
#

Well if its not supported why is there a version on both the modrinth AND CF pages

main viper
#

It WAS supported at one point, but þen it fell out of support

steep root
#

Mmmmmm

#

How... interesting.

main viper
#

It will no longer get updates and people are very unlikely to help you here

#

Try disabling LowDragLib

#

And it's dependents

steep root
#

That works

main viper
#

GTCEu is only mentioned once in þe log, and it wasn't þe source of þe crash, but I'm happy to help

static oriole
#

and they have content up to 7.2.0 working

main viper
#

oh cool

steep root
#

epic?

static oriole
#

about 84 commits away from main they said

#

which sounds bad, but that's insane work

steep root
#

yeahhh

#

damn

#

bravo

#

genuinely bravo

crimson basin
#

1.21 is being updated slowly by @azure arrow whos just chugging away

azure arrow
#

1.21.1 v7.4.0 is coming

chrome basin
#

1 off can i change a material name via lang that alr exists like bronze -> brown steel or smt

#

2 what do i write in the lang

static oriole
#

just do it like you would a lang key for your material

chrome basin
#

nice

static oriole
#

ofc put it in the gtceu namespace

#

then lemme grab a tag prefix lang key of one of my things

chrome basin
#

ik how the material one works

#

just the ore tho

static oriole
#

"tagprefix.crystal_rose": "%s Crystal Rose",

static oriole
#

smth like "tagprefix.moon_sand": "%s Moon Sand Ore"

#

probs

chrome basin
#

ah

#

thx

chrome basin
#

can i also change the color of a generated material

#

so that i dont have to redo all recipes and stuff

static oriole
main viper
#

And .setMaterialSecondaryARGB("0xhexcode) iirc

static oriole
#

oh dang I forgot the 0x

#

both work thou

#

one is for secondary the other is primary

chrome basin
#
GTCEuServerEvents.oreVeins(event => {
    event.add("gtceu:desh_vein", vein => {
        // Basic vein generation properties
        vein.weight(500) // [*] 
        vein.clusterSize(70) // [*] 
        vein.density(8.25) // [*] 
        vein.discardChanceOnAirExposure(0) // 

        // Define where the vein can generate
        vein.layer("moon_layer") // [*] 
        vein.dimensions("ad_astra:moon") // 
        vein.biomes("#ad_astra:is_moon") // 

        // Define a height range:
        // You must choose EXACTLY ONE of these options! [*]
        vein.heightRangeUniform(20, 90) // 
        vein.heightRangeTriangle(20, 90) // 

        // Define the vein's generator:
        vein.generator(vein.veinedVeinGenerator(generator => generator
    .oreBlock(GTMaterials.Bronze, 4) // 
    .rareBlock(GTMaterials.Copper, 1) // 
    .oreBlock(GTMaterials.Sulfur, 3) // 
    .rareBlockChance(0.25)
    .veininessThreshold(0.1)
    .maxRichnessThreshold(0.3)
    .minRichness(0.3)
    .maxRichness(0.5)
    .edgeRoundoffBegin(10) // 
    .maxEdgeRoundoff(0.2) // 
)) // [*] 

        // Add one or more type of surface indicator to the vein:
        vein.addIndicator(/* ... */) // 
    })
})
#

i copied the startup line from the wiki

#

so either im stupid or the wiki is wrong

#

or smt else

#

idk

chrome basin
#

fixed

woven hedge
#

is there any jei integration for the 1.20.1 version of the mod (7.4.0)

chrome basin
#

every gregtech version has jei

#

i think

woven hedge
#

for some reason it doesnt work for me

#

also im talking about GregTech CEu Modern, if this is the right place for it

chrome basin
#

what pack

woven hedge
#

modpack?

chrome basin
#

yes

woven hedge
#

i didnt use a modpack, i just installed the mod

chrome basin
#

uhh

#

then are you using jei or like emi rei or smt

woven hedge
#

just enough items

valid junco
woven hedge
#

okay, thanks

agile laurel
#

I have a few questions on best practices;
I am trying to integrate the mod Tardis Refined with some Gregtech processes, and it uses a custom resource called Zeiton with Ore and Ingot and all that stuff.

Ive already removed the mods own oregen, and now im wondering:

Is it best to register a wholly new Zeiton Material with KJS using the GTCEU api and replace all of the default materials that way?
Is it possible to register the existing Ingot, Raw Ore and Nuggets as a Gregtech Material and generate stuff like plates, rods, gears etc from it that way and using the mods default ore in ore generation?

I would rather prefer doing the latter if its possible, mostly because i prefer the textures of the mod over the material sets in GT, but i could arrange myself with the former too if its not possible.

chrome basin
static oriole
#

You could however, use the jei hide event to hide a new kjs materials' ingot and raw ore and etc and use the replaceInput recipe event to swap out the gt material with the other mod's items

#

Poor man's setIgnored

agile laurel
#

i see

#

thank you for the feedback

#

i might need to get into making a custom mod then because the material set i added seems slightly bugged in that it only displays as material.gtceu.zeiton <item>

static oriole
#

You just dont have lang

#

Try .langValue("name_of_material")

#

In the material builder

agile laurel
#

oh!

agile laurel
#

hmmm

#

that doesnt really seem to be working?

#

is this:

GTCEuStartupEvents.registry("gtceu:material", event => {
    event
        .create("Zeiton")
        .langValue("Zeiton")
        .ingot()
        .element(GTElements.get("Zeiton"))
        .color(0x71d1ad).secondaryColor(0x498a56)
        .iconSet(GTMaterialIconSet.BRIGHT)
        .flags(
            GTMaterialFlags.GENERATE_PLATE, 
            GTMaterialFlags.GENERATE_GEAR, 
            GTMaterialFlags.GENERATE_SMALL_GEAR, 
            GTMaterialFlags.GENERATE_ROD,
            GTMaterialFlags.GENERATE_FRAME,
            GTMaterialFlags.GENERATE_RING
        )
        .ore()
})

not right?

chrome basin
#

just use a lang broski

agile laurel
#

ill have to read up on that

static oriole
#

Aww dang, the lang value method only works in java

#

Booo

azure basin
#

Is support for tagged ingredients in Material Entries with .addMaterialInfo planned or is it intentionally not included?

Currently, recipes that have tag ingredients do not apply the material info of any member of that tag to the recipe product.

So for example, the recipe

event.recipes.gtceu.shaped("thermal:machine_frame", [
    "SSS",
    "SMS",
    "III"
], {
    M: "#forge:gears/mythril",
    S: "#forge:plates/stainless_steel",
    I: "#forge:ingots/invar"
}).addMaterialInfo()

will not generate corresponding recycling recipes.

Is the solution here to use ItemMaterialInfo?

azure basin
#

wait it just got more confusing - apparently tag ingredients are supported in non-shaped recipes?

Unlike the shaped recipe above, the Assembler recipe below does generate a recycling recipe just fine.

event.recipes.gtceu.assembler("thermal:rf_coil_assembly")
    .itemInputs("#forge:rods/gold", "2x #forge:rings/gold", "3x #forge:dusts/redstone")
    .itemOutputs("thermal:rf_coil")
    .duration(200)
    .EUt(30)
    .addMaterialInfo(true)
magic creekBOT
pulsar barn
#

How can i make it to actually work?

pulsar barn
#

it throws following error in logs

#

imma drop code in a sec

#

can one help please?

pulsar barn
#

bruh

pulsar barn
#

im still waiting for a respose bruh

astral thorn
#

uhh, very general sounding question, but - my minecraft (1.21.1) crashes on load when I try to launch GregTech and its two dependencies...what am I doing wrong? those are the only ones

valid junco
#

1.21.1 is currently not supported and is buggy (work is being done to update it)

astral thorn
valid junco
#

because at some point in the past it was supported - but that stopped without it being in a good state

astral thorn
#

So since no one updated the validity of supported versions, does that mean it is coming very soon?

valid junco
#

there is no timeframe when the port will be done

static oriole
#

Reabstraction is working hard on it, but yeah

#

no official dates or anything

astral thorn
#

sorry to bother but i'd raher the modpage reflects this, it saves so much time for players affected 😔

#

I presumed that to be the standard, but I'm glad to hear that it's being worked on, unfortunalty I would've needed now, but will check it out another time

valid junco
#

just play a 1.20.1 modpack - like #modern-community-pack

#

or if everything goes well - Moni will release 0.13 tomorrow

astral thorn
#

already started with some stuff in my modpack on 1.21 - i wouldve re-generated chunks outside of the center

valid junco
#

well - there might be a lot of changes from the last published 1.21 version and the new one anyway

valid junco
astral thorn
#

wellp, yeah, plan was to continue my own modpack

lime bane
#

Anyone has a fix to be able to sort on gt crates?

#

or actually, any gt container

#

nvm was searching around, currently impossible at latest version

agile laurel
#

cause i remember inventory profiles next having a button you can enable to sort gt crates on 1.20.1

hidden elk
#

how do i change the durability of gt tools?

hidden elk
#

figured it out

#

however the material arguments don't make much sense, i set the tool to have 9 mining speed but its 13 in game

pulsar barn
humble terrace
#

Probably should send your code if you want support

pulsar barn
#

did i not already?

pulsar barn
pulsar barn
humble terrace
#

No I need the one where you're doing GTCEuStartupEvents.craftingComponents

pulsar barn
#

oh

humble terrace
#

Never mind found it

pulsar barn
#

why is it loading so long

humble terrace
#

I've never worked with crafting comps before but it seems like your syntax is outdated or wrong

#

Oh wow that page is broken

static oriole
#

highly

#

that syntax is also a no-go

#

Just gave up on trying to make it work

pulsar barn
#

the wiki is absolutely, fucking broken

static oriole
#

We're working on it

pulsar barn
#

alr

static oriole
#

at least material creation, tools, and property pages are ok

#

but thats just the start

noble creek
#

Question, what controls the "Max Recipe Tier" for custom multiblocks? This custom multiblock generator doesn't seem to want to be able to have anything higher than .EUt (-8) as if i set it to -32 or -128 it just will not run. Does this need to be stated somehow in the multiblock registry or the custom recipe type?

noble creek
#

increasing a tier of the dynamo hatch seems to increase the Max EU/t but not the Max Recipe Tier, with an mv dynamo hatch and the recipe set to -32 it won't run, but setting the EUt in the recipe back to -8 it starts to run, seemingly doesnt matter which tier of dynamo hatch is installed it wont run if the recipe EUt is more than -8

noble creek
#

ok so adding a second dynamo hatch does help with that but theres seemingly still some free energy bugs with multiblock generators so ill just avoid this for now

raw egret
#

1.16.5 with gregtech
i dont even need to fact check this

#

modern's earliest version is 1.19

pulsar barn
#

how can i make it so that my ore has a secondary output that is different from the main output?

pulsar barn
#

oh shit, i didnt even see that

#

thank yo jurru

#

do i just do ```js
.addOreByproducts('zirconium')

#

and i can just add another one in, if i want it to have multiple?

chrome basin
#

i dont think so

pulsar barn
static oriole
#

Up to 3

static oriole
#

I explain it in material properties

pulsar barn
#

this is not my only multiblock

#

and it does not have a single recipe either

vapid yoke
#

there's a ) in the wrong place

pulsar barn
#

huh?

vapid yoke
#

send nuclear_fission_reactor.js

pulsar barn
#

found it

vapid yoke
pulsar barn
#

:D

#

im building the most comprehensive incomprehensible Modpack in existence

bronze plover
#

is there some sort of way in material creation or modification to make it so the machine recipes for something takes more or less time and/or eu

#

i see theres a thing for the blast furnace but i dont see anything for the rest. it seems like the machine recipes go off of material properties or something but idk

open oak
#

how does this affect the multiblock?

open oak
humble terrace
#

Iirc

open oak
#

reading i am already removed this line from my script

#

all works fine

jovial pelican
fleet robin
#

is it actually possible to use GT ores for vanilla oregen datapacks?

humble terrace
#

The blocks themselves? Yeah

#

The generation? Ehhhh

#

Theoretically yes but it'd be terrible to implement I reckon via JSON

open oak
#

I'm glad that the error is not 'read time out'

pulsar barn
#

how does one make an isotope?

#

the wiki entry doesn't work

vapid yoke
#

What's the wiki entry and what's the error

pulsar barn
#

he said it doesn't work

vapid yoke
#

What's the error?

#

@wheat granite what's the error

pulsar barn
#

oh lmao, i didn't know he's here too

vapid yoke
#

😭 when sending errors at least send what the code is you're using

#

None of the examples you sent contain an isotope function

#
GTCEuStartupEvents.registry('gtceu:element', event => {
   event.create('test_element')
        .protons(27)
        .neutrons(177)
        .halfLifeSeconds(-1)
        .decayTo(null)
        .symbol('test')
        .isIsotope(false)
})

Here's the equivalent code @pulsar barn @wheat granite, I'll push it to the wiki

pulsar barn
#

thank you