#General Support & Feedback
1 messages · Page 3 of 1
im actually fucking stupid
i though it worked without it because it seemed centrifuge and wire-making-thingy powered without sticking the wire out of the right side
shit is working now thanks
wonderful
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?
can you show the rotor?
no i mean press shift on the rotor
to show the stats
wait just to be sure, what version?
1.13.1
ok so that's 1.6.4
that's strange, never seen that
does removing and placing back the rotor fix it?
we rebuilt the whole thing multiple times sadly
would it help to make an ev rotor holder?
let me see if i can replicate it. ev dynamo right? what fuel?
possibly?
aight will try
ev rotor holder works in creative world, so well make it in our survival one and hope it works
I mean it makes sense
trying to use a ev rotor on a hv holder doesn't seem like it would work
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?
kubejs machines do not work rn
on 7.0
the gtm team is working on a fix
this is why the current version of 7.0 was a testing week
that said once it is fixed, just replace all instances of renderer with model
so workableCasingRenderer to workableCasingModel

right, i gotta do that for PFT too
it just doesnt do the model datagen rn
i hope there isn't too much i have to change kubejs stuff wise
replacing the render text is simple
but if i have to replace a ton of recipes, that would be sad
i think that's it? except for stuff with autogenned recipes, like for the hulls and casings and shit
.chancedOutput('kubejs:redstone_vein_traces', 300, 1) also, the second number is chance boosting right? or is it smth else
unless you already migrated that stuff before
yes
make that 0 its deprecated now
wait, so i have to redo the componet replacing?
i hope not
if you haven't already moved it yet for before the 7.0 snapshots (back when it was 1.7.0) then yeah
okay, so what's the new way? since i was using the wiki's way
if what you have works then its fine
ah ok
im on 1.6.4 thou, just to clarify, haven't started work on moving anything yet
waiting on the full release so oktawia can update crazyae2addons
i'll be releasing gtmutils on CF once 7.0.0 comes out officially
yay
oh right, also gotta wait on gtmthings
it has a 7.0 version but it's a few weeks old
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
try looking at this from the moni scripts https://github.com/ThePansmith/Monifactory/blob/0.13-features/kubejs/startup_scripts/gregtech_crafting_components.js
UHV: "rotor:neutronium",
UEV: "rotor:activated_netherite",
})``` oh, that's very simple
~~Anyone crashing on startup with today's snapshot? https://pastebin.com/XhPSuC4j ~~
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
yeah i'm crashing as well
https://mclo.gs/8UqfJk8
Heya fellas, I just made this multiblock, it's in the game and all is well (for the most part)
, 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.
Still crashing after the update, this is the log
one of your KubeJS machines doesn't have a model set
update modernfix
update gtm
parenthesis mistake
you're doing .where('X', thing(..)).or(..) instead of .where('X', thing(..).or(..))
dw it's fixed. it was resoruceful lib from modrinth and a bunch of other mod versions
👍
dL0fT-VJ this is the code of my build in CurseForge
Yoiks, I may need glasses
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.
try this
Unfortunately not, here's the crash and the associated file. I'm on GTCEu 1.6.4 as that's relevant to the multiblock builder, etc.
first of all, please update to GTM 7.0.2 (or whatever latest is)
second, that's a different error
and is caused by you doing Predicates.any instead of Predicates.any()
what code editor do you use?
the standard is VSCode with ProbeJS for the type infromation
VSCode
So basically, within the new update, workableCasingRenderer was changed to workableCasingModel and add () to end of Predictates.any
Sweet, thank you very much for your time

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
ok thx
@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?
gray means it isn't enabled
do /datapack enable <<that>>
and restart
worldgen datapacks can't be loaded with /reload
I tried it, no result
run it and restart the game
I tired disable/enable
I'm doing this on the server. Should I restart server too?
yes
I tried do all what you said and still gray text
ermh
what's the error
I see the command returned an error
I don't think you actually enabled it
it'd say "Pack 'file/disable-oil-spouts' is already enabled!" if it worked
Nope
ok it mighhht just always be gray
does it show up if you do /datapack list enabled
are you sure they're new?
Yea
is anyone else having issues with the distillery not running recipes at all anymore?
was working for me on the beta but full release not anymore
only tested so far on the single block distilleries, havent tried the multiblock
yoo i could use some help. it seems that some of my machines are crashing the game?
should be it
i made them with kubejs
for multiblocks you need to change some stuff
afaik, singleblocks have further issues rn thou
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" )
(changing workableCasingRenderer to Model and removing the boolean at the end)
uh
sending le'test
@static oriole it appears that it didnt work?
code
oh im stupid
ignore this. i forgot to change it for a second set of code
mb. im legally blind sometimes
that's a lot of const use, goodness gracious
i took (with permissions) from StarT
and i added my own, unholy creation
them fuckers, as you can see. have perfect OC's
heheha
YUHUUU it louanched
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)
idk ask TrulyNo. as i mentioned, i copied
i see
i have no idea (almost) what all of that does
all i know is that i got funny, POC cubes
.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
still for 1.6.4 ofc, as you can see with workableCasingRenderer
also not using auto abilites as you see
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)
thats a fission reactor yoo
indeed it is
you wanna see smth real crazy?
boom. that mf requires neutronium
now that is just overkill
that's the best part
also, purple tools are peak, can't wait till I can do the same with armors
this is more realistic
PFT is supreme wackyness
and i love it
thank goodness for moni showing me how a custom abs multi works
makes me able to make a parallel pyro oven and a parallel cracker
if we say that one EU is 10 joules (irl).. you'd be carrying 137.438.953.408.000.000 joules on that mf 137.438.953.408.000.000
that is 137.4 Petajoules
yummy
enough to vaporize a medium-sized city
or about 12 nuclear bombs of ~15 kiloton strength
it could also, power the entirety of ireland for over a year
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
instead of zpm
behold, the luv tier materiel
excuse me what
an alloy of palladium, liquid ender pearls, cerium, rhodium, and polarity flipped busmuthite
bismuthite?
or actually busmuthite?
custom ore
a
ah yeah
i misspeled it
i do that a lot
seam
i see yrou'e working on LV content?
bruh you misspelled smth then or you didnt update the desc
didn''t update the desc
haha, wouldn't even have noticed that
I forgot to make a recipe for a core machine as well, so the next update is gonna be like tmmr
:o
there we are
@pulsar barn sorry for the ping, but updates been pushed and updated the description
thank you so much for seeing that, I really would not have updated the description
np :3
Fixed, I updated the community pack before it was updated by the creator
my tin wires burnt
are they supposed to be made of something else?
make them thicker, and use cables
1x tin wires can support 1A of power
understood
you have 11A there
so i need to use 16x tin wires?
yes, or use a different wire
as some have higher amps
a crude example
(btw, you can use higher tier cables/wires just fine)
it's the power in the cable/wire
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
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?
The nanocircuit theme is the last theme to use resistors of any kind.
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.
.blastFurnaceTemp(3600)
although, that might just be a multi using ebfOverclock
worth a shot thou
nah doesnt work sadly
am i able to add the ebfOverclock recipemodifier to my multiblock?
yes
okay, ill see if adding the .machine holder and ebfoverclock thing helps, thanks
it worked, thanks!!
noice
Is there a way to generate multiple ore veins instead of one in a chunk?
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 )
As GTCEu uses ldlib, can I use photon's particle system with multiblocks?
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
kube compains of the "GTCEuStartupEvents"
wait... this means i cant add machines in 1.21#
Is there a way to use custom particles and such added via Photon? I know that GTCEu also uses ldlib, so I think so.
how do i stop 2 ore veins spawning in the same chunk
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.
nothing
they are there because they were gonna mean smth
but were never implemented
are there any mods that are compatable with gtceu modern that add space exploration?
ad astra
everything else is either abondnded or still way to heavy in alpha to use yet
(looking at you horizons)
amazing!
i tried 50 billion other gt modpacks and i liked gtceu modern way more than anything
the guide book is soooo newbie friendly
i love it dearly
but i missed space exploration
thank you!
🫡
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.
makes it a full 2147k
i can set the max to be like, 1000, or something
that work?
or do you want to PR yourself
eh sure, i'll ask to pr
would rather the limit be unlocked
same with steam parallel
that, i think, seems a lot more reasonable
don't want steam multis to outpace electric options
I mean fair, but still true
Is it possible to add particles to a custom multiblock with kjs?
Like how the EBF shoots out smoke
I'd love to know this too. GTCEu uses LDLib, Photon does too. KilaBash, one of the devs, works on both projects. I think there could be something that could be done as there's compatibility with LDLib, not sure if anything made from Photon could be added, but would be cool!
kila dropped support for LDLIB on 1.20.1
I mean it still works, but it's not gonna be updated
It's possible with a GT addon mod, I've done that, but I was curious if there's a way to spawn them in kjs
It might be possible but really hard
Not worth the effort, I'd rather make an addon
it does that on and off without me interracting with it 
Might be easier to do it with just a block instead of if machineWorking = true or something like that - (KJS)
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.
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.
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?
AFAIK you can also get it from the wood via the pyro oven
nope, just the cracked fuels
and i dont see a pyro oven recipe for light fuel either
ohh wait - that was the other thing Toluene
yeah - for Octane I think you just need a dedicated light fuel cracking setup
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?

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?
could you robot arm on the face a me interface is on?
or is that not what you meant
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)
IIRC the ME Stocking Input Bus can do something similar, but it pulls items directly into itself and doesn't return them
stocking doesnt take
its like a storage bus
just sees
and then uses if it can
normal me inputs take thou
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?
it will not
it will see them as aviable but it will not say "Hey, this is mine, you can't have it"
just make sure to turn on autopull if you aren't manually filtering
This button?
yes
OK, this solves my problem perfectly. Thank you.
glad to help
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?
Yes? Do you mean that the recipe can accept variants like #minecraft:flowers, as a tag?
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
all table elements are registred in base gt code, if anything they are both trying to give properites to the same mat
dust property
java.lang.IllegalArgumentException: Material Property dust already registered!
i had the same problem when updating between my own scripts and gtec, but those i can edit
annoying, hopefully you find a fix
Does anyone know why GTM's auto-generated recipes appear like this?
I mean making a recipe for every voltage tier, like to make assemblers etc. I'm in 1.20.1 if that makes a difference.
no subatomic particles (protons, electrons, etc.)
for that material
since as far as i know the recipe length is calculated from protons
Does that happen when it's a pure element? Because it doesn't happen in an alloy. It makes sense.
yes
Check the gregtech modern wiki, I guess you don't mean the dynamic generation of each voltage, just the consumption changes in the recipe.
I see, thanks
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)
is there a way to generate all the parts (plates, gears, etc) for all materials automatically?
a lot of those would be under material flags
you could make a small function that adds the flags automatically
not sure about retrofilling existing materials
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)
I haven't yet checked if the other code blocks are correct for this page in the docs, but while doing some modpack dev with gtceu I noticed there's a small typo with the final code block regarding event.recipes.gtceu.shaped
The final method call should be .addMaterialInfo() instead of .addMaterialInfo(true)
https://gregtechceu.github.io/GregTech-Modern/Modpacks/Recipes/Material-Entries/
Also apologies if this isn't the right place for this ^^;
any further docu issues, please ping me, i'm working on updating them
thanks a bunch
idk if this is the best place either, but seems to me to be one
a good place i mean
If I find any more I'll for sure let you know :3
Thanks
ik abt this, but id take a loot of time to do it manuallty, can i do it automatically
i dont think so, or try using a constant and a forEach function
can me hatches send crafting requests like an interface with a crafting card would?
imma take radio silence as a no
Yeah they can't sorry
damn
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
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
how would i currently go about making custom machine / recipetype UIs, as the ldlib one is notoriously broken with GTWidgets?
1.21 is still broken i guess. just play 1.20 pls
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)
.chancedOutput('gtceu:rhodium_filter_cake_dust', 2500, 0, 0) maybe? i dont remember
fluid_solidier might be it
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
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)
what energy hatch
Normal Luv energy hatch
oh
i see
that makes more sense
it says zpm..
thank you
i was just being silly
kinda misleading that it still says "providing data" tho
thats cause it has an internal buffer
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
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
yes but 7.1.4 and 7.2.0 stops that behavior
ig I'm playing on a version that allows that
because that's how I've been using it for now
shouldn't be zpm unless you have a dang crazy setup
I literally have one data transmission hatch and 3 data access hatches
two of which are full
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
maybe I'm just playing an older pack/a pack that ups the energy cost?
to save power
what gtm version is it rocking
if i'm reading this right
1.6.4
yeah this is a very old list
oh and btw, thats still what it says for 7.2.0
How can I make arrows on the fuild pipes, or got this removed?
shift right click with a wrench
this is called shuttering and it means fluids can't flow back that way (only in the direciton of the arrows)
maybe Im a bit stupid but it does not work for me.
gtceu modern (1.6.4) this is monifactory
ah nvm I figured it out mb
Thanks anyway!
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.
AE2 tries to display the recipe - but it can't handle GT machine recipes - just look them up in EMI
EMI doesn't show recipes when I click on them for a lot of the AE2 machines either.
yes, because most are disabled - use the GT machines
Ok, can you give me an example of what you mean? Thank you for the help.
assuming you play GTCPM 1.14.x - the logic processor & co are made in the circuit assembler
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!
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.
fortune intentionally does not work on ores in gregtech modern
thats kinda what I figured was going thank you for the clear answer though
you can add GregTech Simple Extension
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
obtained from rarest metal mixture from the platline
the dust that is, then you smelt it
thank you sorry to bother I'm trying my best to figure this out alone appreciate the support
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?
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]
What version are you using?
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)
im trying to make an addon for gtm
are you using the addon template?
i used settings from and mdk for my forge version
specifically, are you basing off of https://github.com/JuiceyBeans/GregTech-Addon-Template?
Oh, i didnt know that. thx

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
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
instead of using normal hatches and busses + color seperating them
aight
same issue, despite the change
what gtm version are you on?
just updated to latest
okay so you are going to need to color each hatch+bus combo a different color with spray cans
did that
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
oh, and distinct busses arent turned on in any of the busses?
nope
the current recipe I'm trying to run doesn't even use any other bus than the one input
and you have the zpm tier power? (iirc thats the recipe for zpm voltage coils)
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
luv coils are osmiridium iirc
mb
all good
yea
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
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"}]"
Can you give the rest of the erorr?
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
oh wait
are you sure 'quark:ancient_pressure_plate' is a thing?
its missing "_planks"
oh
hell yeah
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
Issues referenced:
Couldn't find issue 24 in repo Recipe/NaturesCompass.js. HTTP status: 404. Message: Not Found
programmed circuits count as an item
oooh
so you technically have 10 item inputs
okay that explains it
It does what it says on the tin no
ah ye
circ is item

i was so confused
berd!!!
i suppose theres absolutely zero reason from me to even require a circuit in a weird recipe like that there shouldnt be any conflicts
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
I'd assume it's some other mod messing with how tools are done
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
tcon would make sense
well what can i do then
im using that too
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
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.
try circuit 3
thats what my jemi tells me
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?
I was already working on that sorry to waste your time I couldnt find a clear answer thank you for your help
🫡
i tested this with tcon n gregtech, works on test pack but not on main pack
so its not tcon
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 🙏

im losin my mind why tf dosent it workk
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
gtm uses icon sets for them (colors over grayscale textures)
you can just model/texture overwrite them
/assets/gtceu/item/material_sets/[set name]/[tag prefix].png for autogenerated textures (i.e. all METALLIC materials) (I don't know if this is what you're asking, but this is one interpretation of the message)
i mean, like, is it possible to [for instance] use my own non-autogenerated texture for specifically titanium blocks, and leave everything else unchanged
I don't know, but phoenix does probably
look through his github repos, check under /kubejs/assets/
well no, you'd have to change the block for the whole icon set titanium uses
since titanium doesn't have an actual texture you can write over like normal
You can easily change the color of titanium, for what thats worth.....
you can also change the material set via kubeJS, so you could set it to "titanium" or smþ and use that
I did not know you could force a new icon set via kjs, that's interesting
yeah that would work
nor java tbh
makes sense thou
i need some help with my multiblock
its uh, whenever it gets registered, it basically breaks all other multiblocks
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
Ohh i see

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"
You can syntax highlight by putting ```js (nevermind, I'm on mobile)
You have double brackets in þe recipe
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
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")
)
})
Thanks man, this at least gives me the option to do it for the layered veins
Ok two things
- the apperance block is set to clean stainless which you arent using
- why is your custom casing block in gt's namespace

.appearanceBlock(() => Block.getBlock("kubejs:fissile_reaction_safe_casing"))
Example of a apperance block using a custom block
magic
yes
thanks pal
🫡

where did you see that?
nvm im blind
You’d typically use circuits in smaller recipes if there are recipes that use some of your inputs. To prevent those inputs from getting eaten prematurely.
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
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...
can you send the whole log rather than just the message? I'm curious
also, initial thought, but does your arcanegold material even have an ore?
Yeah
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
Seems a problem with loot 
that's the error
only ever happens if i activate the TagPrefix.ore or oreDeepslate line
like literally only then
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();
is it going crazy, because the different Mod Ore will not drop GT items?
it seems ChemicalHelper.get(TagPrefix.rawOre, material) is null for your material
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
[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)
I think my brackets were correct?
Brother, this is beyond my knowledge, i'm glad you're helping
vsCode is somehow complaining with the :
i suppose material should read the exact material i wanna print out, right?
yee
use GTMaterials.get('arcanegold') instead of just 'arcanegold'
yeah makes sense
idk why i bother doing such advanced stuff for stupid little things, while i have basic knowledge about JS
Yeah, and the (GT) Java<->JS layer adds a bunch of complexity ontop of it x3
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
doesnt like it
and ask for help
although jurre ends up being the one on the other end of our quandrys
😆
absolutely!
If I'm also not mistaken and so bold as to claim, i'm the only one so far that even attmpts to go this far
and if ANYONE can even benefit from my stuff, then i'm happy
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
before and after both?
both
[19:34:50] [INFO] GTAtomPhysX/tagPrefix stuff.js#46: before:0 air
[19:34:50] [INFO] GTAtomPhysX/tagPrefix stuff.js#114: after:0 air
isn't that required??
how come it's 72 lines apart
fuck around and find out i guess
becaus there are 72 lines of code inbetween
I meant
console.log(before...)
tagprefix setignored(...)
console.log(after...)
VSCode is immediately giving an error underline
send screenshot of what you're doing?
I have the TagPrefixRule set as a constant at the beginning of the script
see here
no I meant comment out that whole line x3
ahaaaa
no change, still Air
and does it still crash then?
nah

when commented out?
yeah
It only ever cries when its active in the script and i want to generate a world or enter a world
Yeah, and I Thought it was because that top thing would be ore before, and air after, bu tthat's clearly not true x3

What version of gt you running?
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
then I got nothing rn, sorry 
how can i make a magnetic material?
but how does it know what material to be magnetized from?
Read the rest of the page including the top for how to register a material
then you apply the .flags to it and it'll do the rest
.flags(IS_MAGNETIC) on the material registration
yuh
Apply it to the material you wanna make magnetic
Heh
Idk when ill stop being proud of that page
never 
I quite like how it turned out
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
Wait, can you try addng magnetic to just nexus steel and removing the other .create?
that could work
If so we might have to update the wording on the wiki
but god said: "IS_MAGNETIC
Description: Add this to your Material if it is a magnetized form of another material.
Required Properties: PropertyKey.INGOT."
Yep, but this material has it like this, so I think the wiki might be wrong
@static oriole do you work on the wiki?
I do
pleaze fix this magnetic nonsense
did you test it working by just putting it on the first element?
Ill have to look at how smth like iron works, that description is an exact copy of what the java docs say
uh. im trying now
lmk 
👍
didnt work
oh i see. Monifactory just.. did it by hand
Well, thats what im trying to avoid
?
Hoping the flag actually does the recipes and its as simple as redoing thr wording
Interesting
Jurre, if this does turn out to be true, do you think think the flag should do that?
im not Jurre, but it absolutely should imo
I'm not sure. It seems in code the flag is mostly used to check "is it magnetic, if so the output of macerating it should be the non-magnetic version instead" etc
Would be a good question for mdt
merged, when the wiki updates it should be a little clearer
Thanks :D
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
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?
I'll have a look, can you send the full code?
same with washed into
How did u find that washedInto was a thing?
We do have washedIn which takes a liquid 
wiki
fair enough
Ah no the wiki is correct, you just read it wrong I think
sorry for doubting u @static oriole 
ig but the seperated into also didnt work
here
but since were here alr what do i write into the lang for a new ore type ?
if you have a lang for the material that should autogen I think? not sure never done one
nope
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)
Ahhh, fair enough. Then I don't know, sorry. Maybe someone else knows 
kidding
I'm currently experiencing a crash when launching, should I send logs here or create a thread?
Send þe logs over here
1.21.1 is not supported, but by þe looks of it LowDragLib caused þe error
Well if its not supported why is there a version on both the modrinth AND CF pages
It WAS supported at one point, but þen it fell out of support
It will no longer get updates and people are very unlikely to help you here
Try disabling LowDragLib
And it's dependents
That works
GTCEu is only mentioned once in þe log, and it wasn't þe source of þe crash, but I'm happy to help
actually, this is interesting, there is someone actively working on 1.21
and they have content up to 7.2.0 working
oh cool
epic?
about 84 commits away from main they said
which sounds bad, but that's insane work
1.21 is being updated slowly by @azure arrow whos just chugging away
1.21.1 v7.4.0 is coming
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
- yes
just do it like you would a lang key for your material
nice
ofc put it in the gtceu namespace
then lemme grab a tag prefix lang key of one of my things
"tagprefix.crystal_rose": "%s Crystal Rose",
huh
can i also change the color of a generated material
so that i dont have to redo all recipes and stuff
.setMaterialARGB("int hexcode")
And .setMaterialSecondaryARGB("0xhexcode) iirc
oh dang I forgot the 0x
both work thou
one is for secondary the other is primary
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
fixed
is there any jei integration for the 1.20.1 version of the mod (7.4.0)
yes ?
every gregtech version has jei
i think
for some reason it doesnt work for me
also im talking about GregTech CEu Modern, if this is the right place for it
what pack
modpack?
yes
i didnt use a modpack, i just installed the mod
just enough items
install the #modern-community-pack it has working EMI and a questbook
okay, thanks
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.
no but you could make a custon material set
Not really, there is smth called setIgnored but it only works right in java
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
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>
You just dont have lang
Try .langValue("name_of_material")
In the material builder
oh!
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?
just use a lang broski
ill have to read up on that
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?
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)
OK, it turns out there is an existing issue for this phenomenon.
gtm#4292 will solve that 
What
now a KJS recipe with .shaped that uses tags actually get considered for recycling info
Implementation Details
We explicitly disallowed it before? not sure why...
How can i make it to actually work?
it throws following error in logs
imma drop code in a sec
can one help please?
bruh
im still waiting for a respose bruh
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
1.21.1 is currently not supported and is buggy (work is being done to update it)
huh, okay thanks - why is it displayed in curseforge? 🥴
because at some point in the past it was supported - but that stopped without it being in a good state
So since no one updated the validity of supported versions, does that mean it is coming very soon?
there is no timeframe when the port will be done
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
just play a 1.20.1 modpack - like #modern-community-pack
or if everything goes well - Moni will release 0.13 tomorrow
already started with some stuff in my modpack on 1.21 - i wouldve re-generated chunks outside of the center
0.13?
well - there might be a lot of changes from the last published 1.21 version and the new one anyway
modpack version: Monifactory
wellp, yeah, plan was to continue my own modpack
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
which version of the game and which sorting mod?
cause i remember inventory profiles next having a button you can enable to sort gt crates on 1.20.1
how do i change the durability of gt tools?
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
can someone help me?
Your crafting component is null
Probably should send your code if you want support
did i not already?
sent the material code
No I need the one where you're doing GTCEuStartupEvents.craftingComponents
oh
Never mind found it
lmaoo i sent the wrong one
why is it loading so long
I've never worked with crafting comps before but it seems like your syntax is outdated or wrong
Oh wow that page is broken
the wiki is absolutely, fucking broken
We're working on it
alr
at least material creation, tools, and property pages are ok
but thats just the start
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?
dynamo/energy hatches
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
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
1.16.5 with gregtech
i dont even need to fact check this
modern's earliest version is 1.19
how can i make it so that my ore has a secondary output that is different from the main output?
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?
i dont think so
i did
Up to 3
Bro go read the wiki
I explain it in material properties
how do i fix this
this is not my only multiblock
and it does not have a single recipe either
Balance your brackets on your patternfactory stuff properly
there's a ) in the wrong place
huh?
send nuclear_fission_reactor.js

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
how does this affect the multiblock?
is this required?
It's the texture that the controller will use
Iirc
Determines to what block hatch texture will connect
is it actually possible to use GT ores for vanilla oregen datapacks?
The blocks themselves? Yeah
The generation? Ehhhh
Theoretically yes but it'd be terrible to implement I reckon via JSON
I'm glad that the error is not 'read time out'
What's the wiki entry and what's the error
😭 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
thank you
i am already removed this line from my script