#General Support & Feedback
4290 messages · Page 5 of 5 (latest)
Thanks
Btw. Is there a recommended way to transport fluids and items between nether and overworld?
I want to gather nether air to process it into Sulfur Dioxide and then into Sulfur Trioxide
Nvm. Its for the medium voltage
ender fluid link
Can I do anything useful with nitrogen gas at the low voltage?
Also, is there a way to dump unnecessary gasses or somehow filter them out?
use it in the EBF
Isn't it for MV+?
Also, is there a way to get rid of nitrogen gas at low voltage stage?
you need an EBF to smelt aluminium - so that is purely LV tech (but scales up until end game)
and using nitrogen makes it 30% cheaper
so just craft a few bronze drums and store it
I personally use steel drums
Is there a way to control the fluid output? E.g. I have a pipes and want them to transfer just oxygen gas
Filter cover?
Fluid regulator might have this function but check in a test world because I'm not sure
no, you need to install a filter into a pump/regulator for that
hey yall
how do i make a multiblock, where one .aisle() defines a vertical layer?
peak, i scavanged the source code of the distillation tower for this megamind forehead
how can i make two certain layers repeat?
Is there any way I can make the lumber axe cut down different wood types at the same time? Meaning that if a tree was to be 1/2 oak 1/2 birch, it would continue mining the entire tree despite the wood difference
U need to restart
The new update broke /reload
So they only go away after restarting
Fixed as a mixin for now in GitHub I think
Or just wait for the next update
Please someone help😭🙏
Its just the recipe viewer compat being broken afaik
They are actually removed
interesting
so 15 years?
maybe 20
I'm on GTCEU 7.5.1 (Gravitas2) and I have formed and clean sterile CR. I already have several multiblocks in (mixer, brewery, ALCR), but from whatever reason, Large Fractioning Distillery is not forming. I thought that removing the muffler hatch from LFD will let me use it in sterile CR.
What am I missing? LFD simply report "Structure Incomplete".
Does it still have a muffler on it?
The lfd
No, mufflers were removed from LFD. I have plenty of other LFDs that are forming correctly.
Never mind, I made one outside of the CR, it formed, I copied it using copy paste gadget and it formed as well. So the issue had to be with me manually making it in place.
Or just needed some block updates
Maybe. But it was likely me and I should have tried the method above before bringing it here.
There has to be a way I'm losing hope😭😭
java
Either:
- DIY, make a pull request, e.g. make a fix yourself and send the code to the devs so it can be added
- OR: beg in a more public channel so more of them actually see this because most don't really look here all too often.
But no, currently, I do not believe such a thing exists.
how do i limit how much and what dusts go inside the electrolizer to avoid it clogging with too little of a dust
use a robot arm with item filter in transfer exact mode
ok
smart item filter in electrolyzer mode
how can i make a macerator recipe show up in the part grinding and not the macerating tab in jei
What surface rock should I look for for realgar?
lookup raw realgar in EMI - it shows you in which veins (and which depth) it can be found
Ah, so thats what this is for, ty
i wish batching mode was enabled by default
and also the prevent power failing from the machine controller cover, to prevent annoying cover spam on every multi
sometimes i forget about doing both of those
why don't parallel control hatches have some form of recycling ? shouldn't they have that
Probably just missing material info, should be an easy PR, tho circuits dont have recycling and thats most of the cost so it wouldnt return much
hello did anyone know how change ore generation, i need nether and end ore to spawn in overworld
this is my game version
i checked config files and nothing to find there
you can make new veins in kjs, not sure how to straight move thou
what is kjs ?
nvm i figure it out ! im fricking amazing XD
hey yall
how do i make a active block with facing directions?
cuz if i add a facing thing, it just turns missing texture
im 99% sure this will require java, active textures are a pain in the ass
what? no
so what'd you actually try?
well how would they plug in the logic that makes the active textures actually turn on when the machine runs without a custom logic class
...by using the existing kubejs active block integration?
and adding a direction property with the builder kubejs provider
Can't show rn, but i could on Wednesday
hi yall, do yall know if the cable rendering like this is a gregtech thing or something else?
this is what it looks liek in hand btw
Item model is brokey
huh, restart fixed it so i guess its irelevant. i thought it might have bene a keybing i pressed on accident
hello, how i can incrase spaces betwine ores on GTCEU ? im moving all ores to overworld and my castom ores overrite existing ones, that makes them disapear and leaves empty chunks, if anyone can find solution for that i will be gratefull ❤️ and if you have better way to get all ores from GTCEU to overworld i will be gratefull to
i have been plaing with all values on kubejs with ores and that didn't make any diffrance, waight the same
Okay I found solution, I just used vainedvaingenerator in moist new ore, that made it really hard to not overlay each other, properly selecting type of vains made it best for ore to spawn ^^
Is there any command, item whatever that can showcase ore vein's location?
prospector
Can't it show certain types of ores? From what I see it cannot show realgar for example
that ore doesn't exist in the prospector's radius
if you mean a like a /locatevein thing nah that doesnt exist
Prospector is enought, thanks
Sometimes my Chest split back into Singlechests does anyone know how to avoid this. ?
don't use your wrench on chests
Ah Thx
anyone know how i can get rid of the problem, i set up minecraft server with gtmodern and i have kubejs script for castom ores generation(only ores from gregtech) and when i start server crashreport is saing that i dont have valid blocks for the vain, and this crash server
can you share the vein scripts
and the crash report? helps us narrow it down more
yeah second
sorry for duble send
i though ther is nothing in it
server starts normally whenever i take this ore script out
hmm, I don't see anything that pops out immedtialy
apart from yeah one of the materials doesn't exist in the form it needs
i can go on call and show server files or anything
on server side is 18 errors sometimes aper
much as I hate to say it, probs good to comment out specfic things and find out which thing exactly is the issue
on kubejs
on a sp world
since you can just reenter a world with sp rather than starting up the whole server
when i start that code on singleplayer its working thats the problem
on singleplayer whole code is running righ and all ores are the same as code
nothin missing
could it be problem with server way of running mods ?
what is sp ?
singleplayer, but if it works there thats odd
I'd assume some other mod is messing with vein generation but the logs arent saying that
It's probably because servers are a lot more picky on what is allowed to be null
sp will often just ignore some things
is there a mod or script i can write to ignore or overwrite thous nulls ?
no, just a lot of trial and error to see what veins are casuing the issues
oregen is one of the most fragile parts of mc
.
about that :/
some material is showing a null value for either an ore, or a surface indicator
for itself
not sure which one, log stops there
hmm okey, is there a place to check what ores are valid like redit with code inplamenting ores name ?
checking ingame for the materials, they will show if they have an ore or not
what I ussaly do is comment out everything except one vein
see if that one works, good time to check the next one
if not, it was one of the issues
oke thenk you i will start to delete one vain at the time and see if it will work, i will update about it
i found problem, names of the vains i created are making problem, i dont know why becouse kubejs is looking for example for minecrft:bornite
im not sure but i came to that conclusion, any idea about it ?
that was it
TWT
fffffuucccc 2 weeks for that
im crying
love you for pointing that out, i checked czat errors on console and found it out bro you are amazing ❤️
it was names of castom ores, thay cant have greg ores name
makes sense
having a bit of trouble with a custom maintenance hatch, it registers and works as intended, but when used in a multi it doesnt close the ctm textures of the casings as normal, the multi is formed in the image but the hatch just doesnt want to take on the casing texture, and as you can see i tried a few ways of going about a texture reference, any ideas?
Get yourself some java if you want it fixed
Youll see the same with kjs parallel hatches
Thou gtmutils has a sterile maint hatch already
thought that may be the answer, i may go gtmutils route tho ty didnt know they had one
🫡
How to extract lava from the cauldron into boilers?
using buckets
Isn't there an automated way to do this? I remember where was some sort of interface item for items and fluids to integrate things like chests with the pipes. Would it work for a cauldron?
nope, vanilla cauldrons are ass
there is a mod for it, if you can/want to add a mod
https://www.curseforge.com/minecraft/mc-mods/capable-cauldrons
hello anyone know how i can make that code to be run inside lp_steam_furnace
ServerEvents.recipes(event => {
event.recipes.gtceu.assembler('test')
.itemInputs(
'64x minecraft:dirt'
)
.itemOutputs(
'minecraft:stick'
)
.duration(100)
})
hello anyone know how i can make that code to be run inside lp_steam_furnace
ServerEvents.recipes(event => {
event.recipes.gtceu.assembler('test')
.itemInputs(
'64x minecraft:dirt'
)
.itemOutputs(
'minecraft:stick'
)
.duration(100)
})
becouse i have problem with wrought iron, on my modpack there is no way to optain it
i think i will just make crafting iron ingot-> wrought iron ingot
If you just add a normal furnace recipe for iron ingot to wrought iron ingot that will work in the gregtech furnaces, also by default you smelt iron nuggets into wrought iron nuggets, then craft the wrought iron ingots from the nuggets, that recipe should be present already
i know, but i just needed a way to get wrought iron, i just made craft it rion ingot with coal
I've got it working, check the repo (Line 114)
https://github.com/PuffOfficial/GT-FTE/blob/main/kubejs/startup_scripts/GT/singleblock.js
Nope, fixable with KJS also
LOL
that simple?
thou makes me wonder why that model property wasnt just A PART OF THE KJS INTERNAL DATAGEN
I have no fucking idea
Just... Don't think about it
I've been trying to make it through model too
But successfully failed
holy shit i entirely forgot
because singleblocks shouldnt have it and multi part type doesnt exist
Also, uh, forgor:skul:
amazing ty works perfectly
Thanks. I installed it, but I think I forgot about something to actually make it work
This?
Would this also work?
Yes
No, that sets a filter on what liquids can be moved
It doesn't move liquids on its own
Ok, thanks for the clarification
I think I still miss something
or just shift right click with an empty hand
This is how it looks when crouching
yeah, the gear icon
When I right click it nothing happens
shift right click with empty hand (try empty off hand too)
These are the settings
I think I might know what is the issue
Does it doesn't work when fluid pipe is too small for the cauldron?
no, top left: need to switch to import
Tested it. Worked with larger fluid pipes, e.g. Normal bronze fluid pipe. Didn't work with small. Both switched to import
1.20 or 1.21 oh nvm you added the mod
You can probably only i/o in the exact increments of cauldron levels
E.g. 250 mb
And if the pipe can't fit that, it won't do anything
ohh
I started a simple GTCEu server. It runs fine, except there are no recipes on EMI for anything other than the vanilla blocks (so I can see the recipes that require a crafting table or a furnace, but not the recipes which are outputs of a macerator).
It looks like https://github.com/GregTechCEu/GregTech-Modern/issues/3741 is the same exact issue as mine.
Is there a workaround?
Not sure if actually the reason why but 1.21 gregtech has issues and likely that, most devs seem to say 1.21 is pretty unplayable as of now
Actually we were running the 1.20.1 version as installed from PrismLauncher...
(I should have also mentioned that, just like in the github issue, this doesn't happen in a singleplayer world)
Should I send logs? I can get them in a bit
@finite swan what shader are you using?
Complementary Unbound at maximum settings
@finite swan thx
do u have jei installed?
I did. Oh but I figured it out earlier today.
The issue was caused by KubeJS somehow. But ultimately it was my fault: instead of installing the community pack for the server through serverpack/start.sh (here https://github.com/GregTechCEu/GregTech-Modern-Community-Pack/tree/main/serverpack. I didn't know about it), I tried a manual installation by just copying the client's mods. I installed the server bundle and copied my world there and it works flawlessly now.
ok then
Help
Right now i want the Light Fuel to leave the Maschine and get into a Tank and block it from coming back.
If i use a Filter it blocks the Hydrogen from coming back in.
Why does using ldlib2 in Minecraft 1.21.1 with NeoForge crash my game, but I can start it if I remove the library, although the cables are invisible? Is there a solution or is it simply unplayable for now?
%t gt121
GT on 1.21.1 is currently outdated, buggy and not playable - work is being done to make an updated port but that might be a few more month
TL;DR: You shouldn't install ldlib separately.
Proper reason: it crashes because LDLib2 is a completely different library published to the same mod page for whatever reason. IDK why Kila did that, he just did.
And the cables are invisible because the item model is bugged. That's fixed in the source code but the devs decided to not make a release with that fix in it.
snapshot should be a lot better after the 1.21-v8.0.0 merge I reckon, but we'll see
Does anyone know how to open a ldlib gui from rightclicking a specfic block and how to bind the gui to a machine for recipes
or how to make a custom gui for a primitive multi without ldlib?
look at the code from star tech
How do I remove properties from materials
Check my tool creation page
GTMaterials.TungstenCarbide.removeProperty(PropertyKey.TOOL);
I guess it was always that simple
Most of the time is
Note that you cannot remove the tool property from Neutronium because neutronium pickaxes are used for the large miner's ore multiplication/silk touch
Good to know
is tmrv a drop-in replacement for JEI?
yes
Does anyone know how to remove the part grinding recipes using kubejs
and the ore tree that comes up in EMI?
Iirc I think there's a gt config option for the ore processing page in EMI, or you can just hide that page with EMI filtering
And I think there's a config for recycling enable/disable too
Could someone explain what halflife does for materials? How do I get them to decay?
Also, can some explain how to make an isotope, the wiki is unclear
Nothing
Add another element with your isotope's properties
This is how U238 and U235 are done, for example: https://github.com/GregTechCEu/GregTech-Modern/blob/1.20.1/src/main/java/com/gregtechceu/gtceu/common/data/GTElements.java#L114-L115
I'm trying to make the steam macerator take an input of cobblestone and return a copper dust. but I can't get kubejs to remove the auto generated stone dust recipe in the macerator, can someone help with how to remove that recipe?
Anyone able to spot why this wont form either in game or in the previewer? when i saw the previewer forming issue i figured it was an issue with appearanceBlock or something but it just seems to not want to form in game either, this is the first time ive seen a custom multi register improperly without errors, while not breaking EMI recipes, and literally not even form in the previewer or in world, it is also the first time i tried using the DT style multi, and i do have the DT java class loaded too, and also relative direction, also tried using the terminal to auto build it in creative, neither that or manually building works, tried different tier hatches/buses, idk
nvm, figured it out, didnt like having another layer after the repeatables, at least not with that setup
still not sure how the repeatable middle can be capped while having a hollow center tho
ok well i got the multi to form in game but not the previewer still
'COC',
'CCC',
'COC'
was blending with the repeatable layer because
.where(' ', Predicates.any())
needed to be
.where(' ', Predicates.air())
technically the game read it as the middle layer was also the same as the top
Youre going to need to do a .shapeInfos to make the viewer work
im only aware of how to make them work in java but im pretty sure its possible in JS as well
damn i thought that may be the answer, i hate shapeinfo lol, ill give it a shot tho ty
I'm trying to make a custom modpack and EMI is refusing ti show half of all multiblocks, even the standard greg tech ones, would there be a fix. I've even tried it with JEI and REI and no result. Also, all machines and multiblok controllers are tinged blue
What version?
1.20.1 newest
I have other mods, but I had them installed and multiblocks where working
Usually that's caused by an invalid multiblock pattern
Generally one you've added yourself
Scroll through your logs and look for errors related to that
Hey so me and a friend have been gaming in a small pack of gregtech with some minor qol stuff via hamachi, only now we discovered the pack is likely quite outdated (gtceu-fabric-1.20.1-1.0.20.b.jar) but we're 20 hours in (LV, not too much permanent built yet). what would be the best way to get to an updated version?
new pack, not fabric
fabric support was dropped a while ago
Will we be able to port progress at all or need a full restart then?
Full restart, fabric is hundreds of github commits behind
ah ffs, thanks for the info at least
🫡
Hi! I'm trying to play with the latest version on NeoForge 1.21.1, but I'm experiencing crazy lag spikes caused by ore gen I think (looking on Spark Mod). Is there any way to fix it?
%t gt121
GT on 1.21.1 is currently outdated, buggy and not playable - work is being done to make an updated port but that might be a few more month
So yeah. There is a community pack you can play, which is 1.20.1
Oh, understood ❤️ Then, I'll wait, as I've already got my entire modpack done for this version hahaha. Thank you!
Is there a way to edit which recipe types are available for a GT machine?
Like?