#General "Is this Intended?" Thread
1 messages Ā· Page 2 of 1
its over a day lmao
just decided to build another lathe and leave that running
and use 2x infinity rods š¦
(in the crafting table)
same issue with me
Yea..
Longest-lived gamebreaking bug 
Thatās been around since the second group finished IIRC
Yea I thought so
Nomi had it like that too
It's just maxint
Ocable
Can one enable harder mode mid-game? ... I'm still in LV age tho... primarily using greg power only
yes
Yea
If you have anything automated they may break
Trying to craft basic integrated circuits but this recipe isnt starting the machine for some reason? Am I stupid or `
are you on harder mode
no should be on normal mode
Wrong assembler
Does it have to be basic?
No
OMG I just realized xD damn that was stupid so sorry
Circuit assembler
Advanced Crafting Table does not require the advanced catalyst, yet the advanced crafting table QUEST requires the advanced catalyst QUEST, I am on hard mode is this packmode specific issue?
feel like this should be a check box quest since you can have the multi at zpm pretty easily
i dont want to make a zpm circuit assembler just to instantly recycle it
Perhaps byproducts shouldn't come first in the recipe
Attempting to view the recipe tree at all defaults to the ashes
One of these days I'll remember to see about it getting fixed
Agreed exactly what i did lmao
Uh no you need the zpm circuit assembler before you can get zpm hatches I think
I recall needing a zpm circuit ass
You can't use the multi because using multiple hatches or amps doesn't boost the recipe tier on large assembler and large circuit ass
uh
i have zpm on my multi
and no zpm circuit assembler
just takes a zpm circ
and its not a prereq for research station or anything since i have those quests
only wetware
yea you dont need the zpm circ ass for zpm hatches
just the regular assembler
for the voltage coil
which is correct, we force the player to make the singleblock assembler
but thats it iirc
š
this recipe in jei for the complex smd capacitors doesn't work
I assume its missing something
I've tried both multi assembler and regular both running uhv
latest version of the pack
Fixed in dev
Something europium wasn't registered
send recipe
And ur machine
Recipe.maybe conflicting
It'd be nice if you could get the recipe id too
Enable recipe ids in emi config
And hover the recipe item output
minor spoiler, you need a zpm+ circuit assembler to put in sterlizing cleanroom
and single blocks are easier for that purpose
^
storage i/o is uncraftable as it requires sophisticated storage's wooden chests
also the Storage Tool
blame pansmith for nukingrecipes
with one uev 16A energy hatch, the max power in is 134M:
when you add a uv 16a energy hatch, it decrases to 71M
is there an issue with using two 16A energy hatches?
the third circuits are locked behind this quest even though you can make the hv assembler and the SMD capacitor first
Is it intended that the void world just randomly switches dark?
my solars go from 0 to 24 to 100 completely random even if i sleep it stays
ehylbenzene to styrene in a chem reactor with nothing else?
makes sense, it gets rid of the extra 2 hydrogen
that's actually how it's usually made irl
altho irl it's a few more steps than just that
You can make the first MV circuits in the circuit assembler using any type of LV circuit, not only the first type.
The little asterisk means itās a tag, if you click it youāll see every lv circuit
Yes that's intended
Although
Pansmith pleeeassse give us UC's
the Blast smelter does not double yield (576mb = 4 ingots)
this is basically how we do it in lab
although itās much easier in greg
Is the Pattern Modifier not good enough?
No cus then you have to go and take out every pattern in your system and replace them 3 times per circuit, and sometimes it's a long gap between
and in different patterns all over the place, then remember where they go
I'd rather just pattern a UC once
It's a timesave
QOL
Like ah I unlocked crystal circuits time to go and take every pattern in my system to replace the Nanos, per tier which is 3 times, then remember where they all go back
It would be fine if ae2 took tags or pattern modifier worked system wide without taking things out
Yeah that led to Pan making the <Panās AE2 with tags in processing pattern recipes fork> channel which was then met with backlash and the UC discussion going dead for the second time
Well the fork wouldn't go anywhere without raine anyway and raine is busy
UC just makes everything cleaner imo
Imma make some kinda shifting uc textures for my pack, moni can use them
just passive everything don't use patterns
You don't fucking passive the uses of circuits you passive the circuits themself
DEATH!!!!
nah just passive it bro
Passive uv forge hammer
The classic automation saying
If you need one of something
Make a thousand
Automate it
Omw to passive every tier of all 30 gt machines
Normal mode
Sophisticated storage:
Controller is craftable
Storage Tool isnt craftable
Storage Link is craftable
Problem? To use the Storage link, you need the Storage tool
meaning its literally useless, and doesnt make sense to have a recipe unless im missing smth
Problem: pansmith
i mean, technically correct
guh
What storage tool?
I remember being able to craft linker and whatever thing that locked drawlers
thats not what hes talking about
No the tool from sophisticated storage not functional
To link the wireless chest controller thing
Hi guys, how to automate abs? I mean if there is a recipe needs both item and fluid, can ME pattern provider insert both into the hatch and bus at the same time?
use gt buffers
Or do I just make tons of abs to passive every alloy
also, think this question would go on the moni channel, not here
Oh I forget about it
Sorry mb, but thanks!
Is crude palladium power in hm supposed to be recyclable
You use 2 raw palladium powder 2 produce 1 crude powder
So you eventually run out
are you supposed to be able to circumvent this
Fixed in Dev š
the ratio of metallic palladium dust is 2:1, with the ratio of crude to metallic palladium in the sifter being 0.95:1
so you can't setup a loop
you will continuously have to supply crude metallic palladium from a solidifier
which renders the mixer recipe that produces palladium rich ammonia useless
from everything i can gather this is not intended
this is the gtnh recipe which it seems like this one is based off
judging by the gtnh ratio, which is about ~2:1 the moni ratio should be 2 metallic dust to 4 powders
No it's based on nomiceu
Check nomi ceu not gtnh wtf
Nomi ceu is def based off gtnh
Ok well does nomi ceu have the same recipe as moni or as gtnh
i was not aware of this til now tr
lmao
maybe i should go back to making people make individual issues for things lole
event.remove({output:/.*chest.*/})
we do a little trolling
(we already do that)
just need to make it a bit more specific ig
fire
that being said im gonna have remake the recipes from scratch anyways cause sophstorage is stupid and doesnt like replaceinput
Don't ask me ask Pan or Xefyr
fineeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
@eternal vault
Also wrong thread tr
Iām also the wrong person to ask, ask Pan
Ill have to check but I'm pretty sure the ratio is wrong since you can't sustain a loop without continually solidifying palladium enriched ammonia
well.... check nomi ceu
Yeah I will im not at my PC rn
Eating tacos!
yum
why does the eu/t in the gui and tooltip not match?
my turbine is a lie
i thought i was making iv power but i was making like 1.3 amps hv
pretty sure that means your ores are in the roof actually
no thats normal
That makes sense. I dug up and the vein was, indeed, upward
just making sure, pretty sure this is on purpose but checking
(the hopper cannot send anything into the primitive blast furnace, and the hopper minecart doesn't work either)
I think ur not supposed to be able to automate them
it has no input side
coke oven allowed it for a bit but it got fixed
pbfs are not automatable yes
(no it didnt)
it got reverted
bc it also ended up breaking the coke oven hatches
so now you can use the controller block too
for coke ovens
i disabled it for pbfs
It's either fixed in 0.9.5 or dev, I don't remember which :V
ohhh I see
its fixed in 0.9.5 iirc?
HV Energy Hatch Quest only shows dependencies as HV Machine Hulls -> HV Assembler, even though it requires a Cleanroom to produce for the LPIC's
@languid glacier looks like the recipe is the same in nomi hm
working as intended
that....that doesn't make sense tho
yea I dont think its supposed to full loop
then why does the mixer recipe even exist
im like 99% sure its based off of the gtnh recipe which is supposed to full loop with the mixer recipe being used to convert excess palladium metallic dust to palladium rich ammonia
Iām looking at it rn too lmao
What should it be, then?
from what it looks like, the intended recipe is supposed to produce a surplus of palladium metallic dust
which you then convert into ammonia
the GTNH recipe is 9 palladium metallic dust to 16 crude palladium dust
which is then sifted
@eternal vault this is the gtnh one
it looks like it might be intended, but it's definitely weird
from the gtnh wiki
So I'll be changing the LCR recipe from
2 Palladium Metallic Dust -> 3 Crude Palladium dust
into
2 Palladium Metallic Dust -> 4 Crude Palladium dust?
right now it only makes one dust
it's 2 metallic dust to 1 crude and 3 raw rn
the crude gets reprocessed back into metallic dust at a 1:.95 ratio in the sifter
I messed with the ratio in my world
1:3 is the smallest ratio that produces a surplus
(since the sifter only has a 95% return rate)
Wouldn't it be 1:2 that has the minimum for a surplus? since the two crude combined produce > 1 metallic on average, each of which can produce more crude
sorry, meant to say 2:3
2:2 would be breakeven except the sifter isn't a guaranteed return
so your system would eventually stall
yeye
OK, will do that plus another recipe fix
Actually, how much raw Palladium dust should it give 
1 or 2? isn't 3 alot
currently the recipe consumes 2, so you could decrease the current consumption to 1 and have it give 2
or keep it at 2 and have it give 3
yeah but doesn't the gtnh recipe give 2 raw per 9 metallic
well this isn't GTNH lol
nono it gives 16
or wai
you mean the stuff that actually gets processed further right?
yes
i'm not sure what the overall ratio from ore : dust is tho for gtnh
the recipe gives both raw and crude
crude gets reprocessed into metallic
Raw gets refined into actual palladium
I think the GTNH recipe takes 9 metallic and makes 16 crude and 2 raw
yeah, but im looking at the overall ratio of ore to dust
excluding crude looping, the current ratio of PGS dust to palladium dust in hm is 2:1
which seems fair
In NM it's 10:1 š
Moreover, the Purified Sheldonite Ore -> Palladium Dust recipe ratios are 1:2 in HM, but 5:2 in Normal
yeah I'm making the recipe give 1 raw, screw it
Nomi devs probably got the palladium dusts mixed up and switched the numbers
thats probably fair considering that looping boosts production significantly
going from 3 to 1 is fine
as long as ammonia stays looped
Yep - it should all be changed as you describe in https://github.com/ThePansmith/Monifactory/commit/00ffa76cc64bfc5055276714e8f33df3223dd6bf
correct me if im wrong but crude_palladium_raw_dust isn't a think afaik
goddamnit, the one time I forget to test š
fixed it
shd i report this to gtceu?
No, hardmode platline is custom
the durene to nametoolongium in the chem reactor is present twice
actually it is in the LCR too
with 0 differences
also what in the fuck is the kapton K that comes from it?
electrical tape 
yeah it's easier in this pack, by quite the landslide too
Is Primitive Coke Oven supposed to not be able to cook coke out of coal dust?
Also, for the Angel ring is it intended to take two T3 EIO jetpacks and two T2 EIO jetpacks, as opposed to two T3 EIO jetpacks and two T3 Thermal jetpacks?
what about perfect OC?
it doesnt tho
I was wondering that too. I don't think so since the quests are not setup like that
oh the multiblock lathe cant?
nope
I'm pretty sure on one of the changelogs the angel ring recipe got made easier
so its more than likely intended
yeah but it also requires 2 EIO jetpacks and 2 more of the crafting recipe nested into them? it's weird
fuckit
@polar iron
This is also an issue in #556 opened by yours truly
is it intended that you can only make manyllyn ingots via extracting the dust and then solidifying
why is Distillation Tower so early in the QB if you need EV circuits for it?
the vibrant capacitor bank only store twice as much energy as the advanced version, not 4 times
Distillation tower doesn't need EV circuits, it's possible to build with HV and lower materials. I actually did that just last night
Unless this changed in 0.9.6
its obscenely useful
is this intended? arent cables made in the assembler only suposed to cost 35mb of rubber?
its always 144 of normal rubber, the other rubber you get later is cheaper
as you can see in the other pages
cant belive i have been reading emi wrong all this time...
What do you mean? There are EV circuits as requirement
is this for hard mode or something? This is the recipe i see
I knew something was off when I made my distillation towers today but didnāt know what exactly
36mb is for styrene butadiene rubber
Yep
Do recipes on hard mode have increased voltage tier requirements? Can't electrolyze clay dust to get aluminum due to it being MV\
was it not that on normal mode? Anyways what you do in this case is go get sapphire blue/green, there are huge deposits of it, and then electrolyze that for the aluminium
I swear that's the same in normal but maybe not, anyways it's really not hard
qb asks for 15 microverse casings; basic projector needs 16
it is mv by default - think moni buffed it by lowering down to lv at normal mode
matter processor assembly is not in #gtceu:circuits/uv or #gtceu:circuits
yeah probably none of the custom circuits are if that isnt
"what tier is your circuit?"
"uh"
questioning tier rn
tier dysphoria
kross said once not to use ender fluid covers: #monifactory message
are they intended to be used in the modpack?
if not, then their quest (and/or functionality) should be removed
ender fluid covers do not work
[[Jump to Message]](#monifactory message)
#monifactory message
[Attachment (41EE6757-9F87-4C1A-B51E-7CEC00B00F5B.png)]
[[Jump to Message]](#monifactory message)
Legend. Ty
Is the new "The Beginning" quest page supposed to have no lines or connections? Looks very odd with bubbles randomly placed
uh definitely is
mine also has no lines but i chalked it up to the book being weird post update and me being too lazy to do the profile thing
wait no
the factory looks like this
and i have the beginning which is exactly the same but with lines
and it has the quests completed
Notes: I'm playing on a server on a team with two other people. We just updated from 0.9.5. Its the same for everyone
Also our "The Factory" is fine?
I dunno if progress matters but we are almost done with the pack lol. So we have a ton of completed quests.
lol this happened to alot of people
im assuming i have to do the new instance thing ive just been lazy and ignoring it
Wrench doesnt mine omnic coil blocks
No, thatās me only applying the tag to casings :V
Iāll get it done at some point
Itās minor things like this that shift public perception from āone of many issues in a buggy packā to āa one-off problem thatāll be solved soon enoughā
this liquid redstone recipe only accepts Redstone Ore, instead of forge:ores/redstone. intended?
(it's really a rhodochrosite recipe, I'm just using it for bulk liquid redstone atm)
shouldnt fission fusion and maybe even microverse be in the second category
Naquadah processing quest requires all three tasks to complete despite the quest saying only one is required
I feel that quest breaks when adding mods to pack. and the mods I added where the one suggested in the github
Didnt add any mods and was the same for me
Adding mods should not break anything unless you did something dumb, send a log maybe
I think it s changing to hardmode that may have broke the quest
oh
The exotic material catalyst isn't centered in the crafting recipe for omnium.
its a shapeless recipe
funny
fair
is the "deep learner" curios slot supposed to exist or is that a relic from DML?
Supposed to exist i believe. In other packs with HNN, you use it to put the Deep Learner gadget (in this pack it's somewhat disabled? Due to disabled mob attunement)
i dont believe these actually cost a heart of the universe to craft
but holy shit are they expensive
i put the wrong recipe for my T5 circuits and thought i needed RTM Alloy coils were needed to make them
my game is reliablyy crashing when I place that cable idk why
green is sifter subnet
im on ver 9.5 im updating rn to see if that fixes it
still crashing
Update to latest MAE2?
its using the latest one it says
is it because of the eu p2p?
now its crashing before I can get in š¦
Well it looks like it is the result of some interaction between AE2 energy acceptor and GTCEu converter?
Maybe add a Capacitor bank between every pair of those
i have a energy acceptor on the cable coming out from the combustion engines powering my ore proc
Put a cap bank between them, then?
ill try once I have located the backup that lets me get in
looks like its running now but im still scared
Is it intended that each tier conveyor cost as much silicone rubber as it costs classic rubber in the assembler ?
Is it normal that the Super Tank (I) can not hold Hydrogen Sulfide but the Stainless Steel Drum can?
There's no 16a UHV hatch. Was curious if this was intentional? I see this issue (https://github.com/ThePansmith/Monifactory/issues/542) but no comment on if its intentional or not
Wtf is nm voltage?
Supposedly normal mode 
Those are like for higher tiers and usually cheaper to make in mid and late game
feel like the quintessence infuser should have a quest
weird gap between enderium blocks and atomic casings
%t hydrogen says a way to obtain it is mixing sodium with water
that recipe doesn't exist - did moni remove or gtm issue?
Hydrogen is best being produced by splitting methane (or, at least, mixing sodium with water).
Oxygen is best being produced via cryogenic air distillation (or centrifuging silicon dioxide, see chart below).
You can check if it's a Moni or GTM issue yourself if you make a new instance with just GTM and JEI š
removed bc OP
do not take lev tags as bible, many of them are for older 1.12 interactions/recipes
(tho mixing ghast tears with water and electrolizing the salt water is pretty comparable)
I think the recipe for tetraethyllead dupes lead: 2 lead + 2 sodium -> 4 PbNa alloy, 4 PbNa + chloroethane -> 3 lead dust + 1 lead in the tetraethyllead, resulting in 2 magic lead
lead loop 
infinity tools dont consume the ultimate tools used to craft
this is probably some weirdness with gt tools not getting consumed
Quest for Network Hub requires a optical data transmission hatch but the multiblock itself uses a Computation data transmission hatch
is this intended?
crafting table components only need zpm circuits whereas assembler ones require much higher tier circuits
it kinda negates the whole "cheaper" partr
I just upgraded from 0.9.7 to 0.9.8 (both server and client) and JEI recipe crafting to inventory broke when crafting in a crafting station with connected chest. I noticed the Crafting Station mod was reverted from version 1.20.1-1 (craftingstation-1.20.1-1.jar) in 0.9.7 to 0 (Crafting Station-forge-1.20.1-0.jar) in 0.9.8.
When I manually changed back to Crafting Station version 1.20.1-1 (both server and client) everything began working again.
Maybe try updating to 0.9.9
No, the assembler recipe is the intended one
Crafting table was in an entirely different section in the long-ass file so I missed it š
thats kinda painful ngl
1 uev circuit per
š
and they take 16 of the previous
I think the "take 16" part isn't intended tbh
Someone probably changed it for Monium mainframes not realizing it affected the other UEV+ mainframes
yeah i'd imagine so. maybe its okay in nm with tank
no the recipes are the same across modes
im aware, im just saying like infinite fluids means resource costs arent nearly as much of a concern
looks like the loss of mae2 recipes is an mae2 thing, not a moni issue
the actual code excludes the co processor recipes, presumably the recipe tag structure was changed when mae2 updated from 1.4.1 to 1.4.3
Is it intended that the Larger co-processing units no longer have a crafting recipe?
no, MAE2 just made a whoopsie with the latest release :V
update to latest should fix it
or moni dev, that works too
gotcha, thanks
Why are the gregtech recipes for AE2 parts (printed silicon, processors, etc.) locked behind IV?
Query: Is the lack of a recipe for the Ultra High Voltage Transformer (UHV 4A to UEV 1A) intended, or an issue I should report to GTM github? It's used in the UHV 16A energy hatch
yeah im having this issue too
When you are interacting with a furnace and use the "sort inventory" button it will automatically clear your hotbar and include it in the inventory sorting action, which is kinda annoying. Is this supposed to be like this?
Is it intended that vibrant alloy is liquid pulsating iron and emerald in autoclave ?
no
wt
f
No
Its supposed to look like that
If you stack them on each other
It just doesn't translate into a top down view
i mean the fact that it happens on one axis and not the other
that's top down
We are not on 0.9.10 yet, and I could have missed the fix, but I have noticed that Moon ores are not ore dictionaried. Moon Scheelite, Tetrahedrite and Stibnite won't process
multiblock preview has an input hatch on the large extraction machine
I got a notification for unlocking not NM when I logged in, I'm in NM btw.
same
the blue naquadah processing diagram is different to what it actually does
loot superfabricator produces 1/4 the dragon scales the base loot fab does. intended?
probably not
I'm asking for an answer, not a "probably" š
no i dont think so
why is the exotic materials catalyst not centered and PLEASE tell me that's not intended
I think the recipe is shapeless?
Is it intended that the UHV 4x transformer does not have a recipe?
Actually scratch that no 4x transformer past UV can be crafted
It is
ok but the preview is always the same
and i know nobody cares but me
but the autism is strong on this one
it used to be centered though
something must've changed it at some point
and i don't think it's autogenerated because the elements are in order
yeah
im looking for the script
event.recipes.extendedcrafting.shapeless_table(
'kubejs:mote_of_omnium', [
'gtceu:tiny_nether_star_dust',
'kubejs:solidified_hydrogen',
'kubejs:solidified_helium',
'gtceu:lithium_dust',
'gtceu:beryllium_ingot',
'gtceu:boron_dust',
'gtceu:carbon_dust',
'kubejs:solidified_nitrogen',
'gtceu:tiny_nether_star_dust',
'kubejs:solidified_oxygen',
'kubejs:solidified_fluorine',
'kubejs:solidified_neon',
'gtceu:sodium_dust',
'gtceu:magnesium_dust',
'gtceu:aluminium_ingot',
'gtceu:silicon_dust',
'gtceu:phosphorus_dust',
'gtceu:sulfur_dust',
'kubejs:solidified_chlorine',
'kubejs:solidified_argon',
'gtceu:potassium_dust',
'gtceu:calcium_dust',
'gtceu:titanium_ingot',
'gtceu:vanadium_ingot',
'gtceu:chromium_ingot',
'gtceu:manganese_ingot',
'iron_ingot',
'gtceu:cobalt_ingot',
'gtceu:nickel_ingot',
'copper_ingot',
'gtceu:zinc_ingot',
'gtceu:gallium_ingot',
'gtceu:arsenic_dust',
'kubejs:solidified_bromine',
'kubejs:solidified_krypton',
'gtceu:yttrium_ingot',
'gtceu:niobium_ingot',
'gtceu:molybdenum_ingot',
'gtceu:ruthenium_ingot',
'gtceu:rhodium_ingot',
'gtceu:palladium_ingot',
'kubejs:exotic_materials_catalyst',
'gtceu:silver_ingot',
'gtceu:cadmium_dust',
'gtceu:indium_ingot',
'gtceu:tin_ingot',
'gtceu:antimony_ingot',
'kubejs:solidified_xenon',
'gtceu:caesium_dust',
'gtceu:barium_dust',
'gtceu:lanthanum_dust',
'gtceu:cerium_dust',
'gtceu:neodymium_ingot',
'gtceu:samarium_ingot',
'gtceu:europium_ingot',
'gtceu:lutetium_ingot',
'gtceu:tantalum_ingot',
'gtceu:tungsten_ingot',
'gtceu:osmium_ingot',
'gtceu:iridium_ingot',
'gtceu:platinum_ingot',
'gold_ingot',
'kubejs:solidified_mercury',
'gtceu:lead_ingot',
'kubejs:solidified_radon',
'gtceu:thorium_ingot',
'kubejs:stabilized_uranium',
'kubejs:stabilized_neptunium',
'kubejs:stabilized_plutonium',
'gtceu:americium_ingot',
'kubejs:stabilized_curium',
'kubejs:stabilized_berkelium',
'gtceu:tiny_nether_star_dust',
'kubejs:stabilized_californium',
'kubejs:stabilized_einsteinium',
'gtceu:darmstadtium_ingot',
'gtceu:tritanium_ingot',
'gtceu:duranium_ingot',
'gtceu:trinium_ingot',
'gtceu:naquadah_ingot',
'gtceu:tiny_nether_star_dust',
]
).id('kubejs:extended/mote_of_omnium')
i am willing to bet this order is the order EMI used
if i knew how to make PRs on other's projects i would
@weak lily #1004
there you go
pbi recipe in iv chemical reactor gives 1008mB of PBI ?
1008 = 7*144, so intended
Why 7 ?
closest to 1000
Ok so i doesnt make sense, ur just messing with me
ok so basically the chemistry should make 1000
but you're usually making sheets from it which are 144
so instead of leave you 8 short of another sheet
we give you 8 mB free
so that you have an even 7 sheets
@uneven frigate Did you see the question about UHV+ transformers?
what
oh uhv? yeah we dont generate recipes for those
we only do up to UV
bc UV transformers transform UV to UHV
and UHV is the limit of what we have content for
ask xefyr to add
Radon Salt has item id radium_salt; which is correct?
Gotcha, Thanks.
@eternal vault Would you be willing to add recipes for UHV+ 4X transformers so that higher tier energy/dynamo hatches can be made?
shouldnt it use 2x more power?
we have no way to do that with our recipe widget since its fixed for the regular types of OCing
all good
its 2am and I actually read it but brain not braining anymore
theres no regulation for plasma right?
atleast not in modern
oh no
petition to make the pasteurized milk recipe not consume the stainless steel plates
also, marshmallows (and by extension s'mores) are gated behind sterile cleanroom because of GT gelatin
would it be possible to make an alternate recipe for NC:N gelatin?
the heck? is this intentional? In playthrough, have tons of requesters built but can't make any more until LuV?
y...
I mean you can do the same thing with the storage bus/interface + crafting card spam so why...
Itās intentional.
%t requester
awww. I mean ok I was ordering rocket fuel made on demand through a single chemical reactor per circuit card but still.
The hyperlink in this quest takes you to progression tab not processing lines tab
Robot arms regardless of tier always keep only one item supplied if they have a filter.
scroll on the item in the filter
||bad nerf imo||
supply exact is almost always wrong, keep exact is right. for example the use case you are showing, that's a keep exact.
Is breaking ME conduit with 3x3 hammer and getting back ony 1 conduit intentional or not?
The idea of making ae2 unable to have fluids as a output in patterns was tossed around (would allow you to still have the niceties of fluidcrafting, but also prevents fluidlines from being cheesed)
Cause yeah requesters arnt the true issue at hand, just moreso being able to completely ignore passiving
From what I hear gtnh is also having the same issue, so I'm interested to see how they resolve it
Granted above may be the best option
Can think of a bunch of usecases for having fluid as a input (coating wires, machine hulls, assline, tin/sa, etc) but not too many usecases for fluid as a output that doesn't related to cheesing lines in some way lol
The only thing that I have to counter that is how many one off or single use fluids that get made in chemical reactors that you simply don't need enough of to justify a passive line. But I get the frustration of people skipping large chucks of a game you designed.
Tbh it's less about "boo hoo my lines" and moreso just patternspam is boring
If a line skip existed that required some ingenuity and creativity, I wouldn't mind as much
But frankly just patterning everything just isn't fun
i kinda hate that because of the abs but eh, i can just use the tag export bus even though i hate the idea
Could just have the pattern output the ingot instead
yeah i know
And pipe the abs output directly to a vf
but i've been making a pattern for the hot and one of the vf since i started having to use the vf
though it's not the biggest deal
Should just pipe directly into the VF, saves computing time and is faster
im trying to think of something with fluids that this would fuck up but i cant see one rn
Yeah
not possible with my setup from an aesthetic standpoint, but no matter
Enderchest to a vf elsewhere idk
But anyways
Yeah I can't think of a usecase for fluids in output
That isn't just cheese or related to it
for the longest time i had rubber patterned but that's not a huge loss
not the complex rubbers, normal rubber
i think a big part of paterns being so good is level emitters being gated by stainless
if you just learnt with them from the get go, it would be simpler
only one that comes to mind is fusions. And even if you remove that you could just create patterns that input into a line of machines that extract -> put into fusions -> solidify.
Also for things like PBI if you left the fluids in input you could just have a pattern that inserts all the necessary shit into a line that then makes it. There are a tone of work arounds if fluids are allowed anywhere in the pattern terminal.
honestly with the energy cost of starting up fusion, i think that just having every fusion reactor you make be a 24/7 is the best solution, but eh, that might get very extreme
Fusion patterning is dumb so I'm fine with that
agree
Goes against the whole idea of fusion
starting up fusion every time you want to make a fusion is so stupid i dont get it
"Why do I never have any energy?"
Its me I am the dumb. I was scared of running out of arsenic.
fair
lul
but automate mms at this point
^
Oh bud way ahead of you this was pre tank
It's an automation pack, after all tr
But yeah can't really see a good usecase for fluid outputs in patterns
That may be the answer
yeah
cant you just get arsenic from tank post tank?
no surprisingly you can't turn arsenic vapor bacK into arsenic.
also this should probably go back to general chat
I suppose one could papertrick around it, but it gets to the point it's just slow and unwieldy
actually
sodium potassium is something that would be slightly annoying
my only addition is that i donāt want to passive primal mana just on demand melt it
cause i dont want to passive every fluid like that that has like 1 use in crafting machines
lo
yeah that and melting polymers on demand is super fast and is nice to have
Just keep em liquid
i solidify since itās faster to melt than solidify
Or, get this
eh not a huge loss
and occasionally use the sheets

i have all polymers on passive they just get auto solidified
as a pref
Fun fact I made a super tank of PVC and PE in MV and then turned the system off once it hit petro chem. I never redesigned it but only used about 1K buckets each.
i have pet and pvc patterned
fun gameplay
wwait no not pvc
only pet
in all honesty the true solution has been here forever but is probably something you just cant do
reenabling channels
Remove fc?
e: oh
How would that change anything?
it makes pattern providers have a cost
The only thing that does is make setups more awkward and ugly
does not change gameplay except for needing to make more AE2 stuff
passive setups use a lot less channels
Again the brain off resistance to this is "lol just make more"
"Man, this channel system sure is a puzzle, if only there was a completely intended way to make it completely irrelevant!"
The lowly p2p:
fair but the goal aint really to make it impossible
just to make it less convenient than passive
people do it cause it's easy
ig, but yeah p2p spam is also ez
true though i keep having weird issues with them
i litterally logged off today cause i was frustrated at a p2p tunnel that kept saying "no channels"
(i dont have channels enabled)
ig one could also look at tweaking cpu cost values for recipes that use fluids
oh yeah also just like
reverting fluid cells to 5 types
Nah just slap down another drive
Pan at this point we're just splitting hairs. People will find workarounds for intended game design and even if you flawlessly prevent it the world will just make a lazier idiot. I think its just better to reward for passiving things rather that punishing for not.
once again that's a thing of convenience
i like this sorta since 18 seems op or make cheaper cells only have 5 types up to like 16k
the goal isnt to make a bad approache impossible
just to make it not worth it
then 64+ have more
Well yeah lol, just a matter of making it more annoying then doing it correctly lol
or make fluids take a disproportionate amount of crafting storage
People will jank, such is life
like sure i can beat the pack without ae2
i think that's not the design goal
but i wont cause it would suck
Again people have very different definitions of annoying. So invoke the meme
lmao
Tbh I think just barring fluids from being in a pattern output slot would do the trick
Keep it simple, ya know
this reminds me of the guy who best e2e without ae2
anyways going back to my anime good luck gamers
One could work around it with papertrick hell but at that point, would just be quicker to slap down the line and be done with it lol
i SHOULD be paying attention in class but nah
junior level classes are boring
like just give me my bachelors already
mfw i don't passive all the dye colors
paper trick is jank but also not worth setting up THST many different ones
who wants to paper trick 15 fluids
Isn't dye just (color of dye) plus a fluid
Ok yeah bumping the fuck out of this. Unless theres a better power gen option past ECEs for normal mode blue lenses will be pure hell
salt, dye, sulfuric acid.
is blue the only one worth patterning
you have to use fluid dye to make lenses
since iām about to spring for solars
For solars yeah you need a ton.
pan do you remember the guy the other day who did like full petrochem on like 2 lcrs and one requester
no but I'm not surprised
xefyr did you see my reply to your fluid veins
We could just change the recipe for those in the same update that it happens though š¤·
the requester is š¤¦
did it work
Didnāt have time to test it yet
This
And tbh it doesnt seem that bad to passive as is lole
Oh pan I sent you a message about a game breaking thing.
Yeah TBH preventing fluids from being a pattern product definitely sounds better than my crackpot idea of removing crafting housing recipe and giving it out as a quest reward 
Canāt pattern everything if you donāt have the computer to pull it off
crafting housing is now $15 monidollars
ig could also crank up the cpu costs for fluid recipes to further discourage it
how are the gtnh devs proposing a fix
Not enough to effect people just slapping rubber on wires, but enough to hurt those that would try to papertrick PE
The main con of this idea is that it would require a fork of AE2 to pull of since thereās no config for any of these ideas (I checked)
Yeah it would
Could take the chance to fix the creative crll
List of things on 1.20.1 that AE2 would need a backport or fork for:
- Tag support in Processing Line recipes
- Fix for gamebreaking Creative Fluid disk bug
- EMI recipe tree compatibility
Yeah
š I'll take a look
Prob got voided by msg requests
Fucking hate that "feature"
Yep it did
But yeah @eternal vault perhaps we should take another stab at doing a fork
And by "we", I mean raine
I'm not touching it 
And also cause I dont want to melt my brain looming at ae2 sourcecode
I wonāt be touching it or any mod dev in general. thatās my rule
If you want Raine to do it then ask before you assume itāll happen
Well yeah oc
But assuming they would agree, would be the best path forward
Assuming, anyways
Yeah it comes across as āThis thing needs to get done, letās have Raine do itā
As if you had assumed Raine were willing before confirming it with them
Same reasoning behind why creating the forkās CF page and channel before anyone began work on it had a backlash
Yeah, was prematurely excited, wasn't really thinking lol
Lesson learned and alldat
Anyways, if they are down for it, I'll just pop open a channel and leave them to their own devices like w/ mae2
@noble thicket see above
tldr, a fork of ae2 that doesn't allow fluids to be in the output slots of a pattern, in a attempt to stop the cheese of lines while also not sacrificing the benefits of fluid crafting as a whole.
(prob as a config, incase you want to expand it into a proper ae2mule down the line or whatnot)
If ur down for it, lmk and I'll set up a channel
AE2 Modern Unofficial Life Extension
-# please leave it as a config so i can play on baby mode
You literally made this yourself 
yeah i admit my weakness for the convenience of fluid crafting
But if the config is too annoyig to change I'll just deal
I also had the alternative idea of changing how it handles cpu costs for patterns with fluids
I have zero idea of how it calculates that and I should go read the code before I talk out of my ass tr
honestly I like that idea And I think i saw it in another pack where 1mb = 1 byte. It would skyrocket late game crafting costs. Throw in a tier cost to CPUs (1k is steel, 4k is aluminum, 16k is stainless etc...) and it would hurt to try and get CPUs to automate passive lines.
And/Or make it exponential, the guy putting rubber on his wires isn't gonna feel much of anything but the guy trying to pattern PE is gonna implode
Yeah honestly a config for CPU cost multipliers for items & fluids seems the best way to do that
Well thatās something that can be done (and is already done) in KJS
PE guy could try to work around it by doing each step individually or only doing it in tiny amounts
But at that point just making the line is quicker
Also if you're an idiot and don't passive fusion stuff: europium, duranium, tritanium, darmstadium. (its me i'm the idiot)
tbh passiving duranium is ass but again you can get around it by just sending the output straight to a solidifier
And the inputs straight to extractors.
And requestering it wouldn't be an option cause it tries to go as deep as possible, at every step
tho ig maybe one could requester each individual step?
It would have to iterate through em constantly
If raine ends up deciding to do that fork they could add an exponentially scaling power draw per slot filled in a requester.
oh right. that complicates things.
again, limited knowledge of the modding scene, apologies
It's a MIT addon, but still
Don't stress it
Anyways, yeah I suppose it possibly work
Appreciate you pansmith ā¤ļø
I think I'm gonna do MULE regardless, but at this point why not just remove requesters (and crafting cards)? Most of these suggestions are basically just kneecapping requesters into uselessness, but also harming the player trying to on-demand for their own crafting requests (don't know I feel about player on-demanding even, but I can see a use for patterning early stuff in a tier so they can efficiently get to the better recipes). Like is there some reason we want the requester to stick around to run the simplest recipes? At that point it's not that hard for players to just set up a passive line or whaterver
The main point of the discussion seemed to be that Pansmith wanted setting up passive processing lines to be the most efficient way to do basically everything but maintaining requesters for the intended purpose of keeping circuits in stock. The main pushback to this was things like dyes that aren't needed in large amounts.
are circuits really that much more difficult to stock then anything else? Like just git gud and make more machines (or make a setup that makes it trivial to add new recipes to the same machines)
circuits are just annoying to passive because they have a super nested crafting tree
also as everyone likes to remind me, covers and pipes in gt are "useless" so sometimes stocking a circuit assembler without having it overflow doesn't always work perfectly
GregTech should just be better then 
honestly with how bad the mod is i think pan should just remove it from the pack
it doesn't really add anything
and all of its features seem to be jank
Moni's still in beta so I think it's okay to just switch to Fabric for MI
true
We kinda realized that the actual issue at hand is just FC allowing for completely bypassing setting up fluidlines with minimal effort and that it should just be directly addressed instead.
If this happened, would prob couple it with a reversion of the requester recipe
Should only take an afternoon

Is it intended that the recipe for diamond -> carbon dust inside Electrolyzer got removed in latest version? 
false alarm
just making sure, for Ancient Debris, it's intended there's no Stabilized miner recipe for it? since normal mode also spams this I assume
hastelloy X frames dont see to correctly get dug by wrenches and pickaxes
Hi
The only fluid I can think of that would be annoying to not be able to craft is sodium potassium
Most of the other one offs can be solved with an extractor + assembler combo pattern provider like we used to use
Some chemical bath recipes might be annoying too like eyes of ender
As long as itās configurable Iām cool. But with the way I build itās more enjoyable for me the way it currently is.
If making the line was quicker that would already make it alot more attractive to do. Iāve built alot of lines to passive and itās sad how slow it is compared to just making 2 multis with a parallel hatch
https://github.com/GregTechCEu/GregTech-Modern/issues/2248 discovered that LCE (large combustion engines) are 16x more efficient than shown in EMI. Not sure if intentional or not. 34x is a lot.
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 1.20.1-1.4.6 M...
known issue already, think its fixed in next gtm version
Not intentional
Yeh i think so
Is the machine frame really supposed to cost this much in normal mode?
It's mostly used to make the sequential fabricator. The ender io crafter would be just as good an option if it didn't just stop working randomly for no reason.
There are two obsidian Dust recipes.
%t pbi_hm
not sure if intended, but Helical Fusion Reactor power usage is unchanged when parallel is increased
(video shows power usage during 256x parallel, which seems to be same as how much waila shows is saying it's using)
tho with enough given fluid power usage seems more correct?

It's 128x actually :3
Unless you're using Jean
On diesel
Trying to get to solars before the nerf
on everything that uses 32 eu/t generation rate
which is everything except jean
ECEs are even more absurd, being 512x more fuel efficient than intended
When I calculated it I did it by net, wonder where I messed up. This applies to the single block gens also?
This applies to the single block gens also?
Dont think so
Guess that's why my base started running so well after switching
diamond ore vein diagram is broken. This has probably been brought up already a lot lol
that's the ore vein for the moon
it's broken because gcyr isn't finished
Argon plasma has no uses
question regarding tempad optional compat: is it intended that this tempad (whose recipe is EV-gated) can be found in End Cities (this is from the mod itself not from kubejs)? it is extremely rare but I found one while looking for a signalum backpack
the base variant costs monicoins each teleport, I think the idea is that you need EV to make it unlimited but u can actually just find it in end city
https://cdn.discordapp.com/attachments/1294775491559165992/1299802603055743147/image.png?ex=671e8701&is=671d3581&hm=65d798b04c4eda84549989c4c72b3ff6d45c4e8112486d2a06935b6989cb7c0c&
https://cdn.discordapp.com/attachments/1294775491559165992/1299802603256811642/image.png?ex=671e8701&is=671d3581&hm=198dcf5e933694e8d20450d3f26ed60bc1f4aed963ff4e9e4b7d17311fad2d25&
the process of making tetra ethlylead has improperly balanced chemical ratios. This could be fixed by raising the input to 8 PbNa instead of 4
compressor recipe not only uses 1/4 the enriched sunnarium dust, but doesn't require the sunnarium plate. what's the point of the former?
not sure if custom multi or gtm, but Universal Crystallizer doesn't seem to form with parallel hatch despite the tooltip
theres no ctm on antiblocks it looks like it need this mod https://www.curseforge.com/minecraft/mc-mods/fusion-connected-textures
(also if that adds ctm to framed blocks which desperately need that im all for it)
patterns refuse to contain EV UCs
the polyethyl cyanoacrylate recipe in the LCR just adds air for no benefit, usually the LCR way should get more throughput at least
I think it's because normal CR doesn't have 4 slots
so really CR recipe should be removed, but LCR is better recipe way for obvious reason of perfect OC for this recipe anyways
Already done in dev š
Completed the pack and all quests - but Genesis and End Game chapters do not complete. Bug?
enable editing and look for a hidden one maybe?
i think the defaultconfigs folder has a leftover config file from the mod gadgets against grind
thats a config option
in the framed blocks config
holy shit
though i do think the config should be on by default in the modpack
change contexmode
does not work either ways
what mode
detailed
by default it's on full face, which should have worked too
also doesnt connect with other framed blocks if that is the question
though it COULD be an issue with chipped 
does it work with slabs
lemme check
because slopes is maybe hoping for too much lol
forgor what that was
fusion ctm
uh maybe i'd need to recheck
idk what it is today but my output buses/hatches are kinda slow. they are connected to a interface and usually that has never been unable to keep up. can i speed it up somehow?
ME output bus
or use extended interface since they have more slots for throughput
Tried that on my lcr but didnāt change anything. I can try me but Iām not sure if it still voids if there happens to be more than 3 things being pushed into it
Its more than 3 slots, which is why you can use it for microminer and stuff
Damn didnāt know that. It just shows 3 so Iāve been avoiding them
The Warp Engine Recipie looks correct, but if you try to encode the pattern for it, it replaces the thrusters with 'undefined thruster' by default
Tbh I wonder if just remaking the thrusters in KJS (and editing applicable recipes) would be better
actually i think the recipee might not build, since it isnt working when put in the assembler. I woudl like confirmation from others about that first though
nope i just forgot to add the data stick
You can manually replace it. Iirc it's an EMI issue with handling nbt data
Yeah, you can
It's the same old nbt issue that's been around for over decade
But just for gameplay flow
2 small things, but ammonia and dimethylhydrazine require an HV chemical reactor despite the questbook implying you only need MV, and you can do the easier recipe for dimethylhydrazine in a normal chemical reactor
the QSoC recipe for matter processors accepts liquid tin, while the other recipe does not
Is this recipe correct? That means that just for the europium of 1 motor your fusion reactor is running 345 seconds.
One assembler requires 8 motors. So the assembler takes like 45 minutes of non stop processing, and no way to speed it up.
Yes, that recipe is the same as it is in base Gregtech.
There is a way to speed it up, though, and that's to make another Fusion Reactor.
If you're struggling with Trinium, then you'll have to upgrade your Naqline - Kaemanite from Microminers and on-demand Naqline are not sufficient.
Kaemanite from Microminers and on-demand Naqline are not sufficient.
When I set up fusion I made one of my reactors create europium non stop
Have never had a recipe say it's missing europium and had to wait
Glad to hear it works for you.
It doesn't for most - Trinium struggles are something far too many players have complained about.
Hopefully it continues to work until you get the helical fusion reactor, and if not you know what to do.
64 iridium miners translated to over 10k trinium, would need a pretty juiced naqline to get that much trinium byproduct
Mining rig abuse :3
ah, mining rig abuse would do it.
Most don't know about it, and it's not likely for that to remain a strategy for the long-term
since atomic reconstructor turns sand into soul sand, you can get oil from cobbleworks
base gtm does not have sand -> soul sand recipe
You can get infinite oil very easily with a rig
noticed some weird inconsistencies between stabilized micro miners and their standard versions and I was told to report them in this thread so here goes
T2: circuit 1 yields ore in completely different proportions (notably only 1 stack of radon salt instead of 2)
no mission for solidified neon, krypton and xenon
no mission for dilithium ore
T3: no ancient debris + dense nether quartz ore mission
T4: circuit 1 yields only 1 compressed infinity dust block instead of 32 (who cares though lmao)
circuit 2 yields 16 dense redstone ore instead of 32
circuit 3 is completely different? (yields pentlandite, chalcocite and sheldonite instead of osmiridium and irisdosmine)
T4.5: circuit 4 yields an extra stack of dragon breath instead of a stack of dragon scales
T5: circuit 1 yields slightly different outputs (1 extra stack of monazite, 6 osmiridium+6 iridosmine instead of 16 osmiridium, and a stack of fluorite for some reason)
circuit 2 yields 24 kaemanite instead of 48
no mission for stabilized oganesson (probably intended since it's a post UV mission)
T6: circuit 1 yields completely different outputs (sheldonite instead of osmiridium, very little iridosmine)
circuit 3 yields 32 dragon eggs instead of 64
not a stabilized miner issue but the mission that yields 1 sculk catalyst requires impossible realm data which is unobtainable in HM
T8: circuit 2 yields a lot less dragon scales and no dragon breath (not a big deal since T6 already covers this)
T8.5: pristine matter is actualized into dulysite ore in a hyperbolic microverse projector instead of an actualization chamber
regular T8.5 miners go in the hyperbolic projector but the stabilized T8.5 miner goes in advanced II```
T3 ancient debris intended to be consistent with normal ye
yeah that seems fair to me
i'm just writing all of them down just in case some aren't intended
some of them definitely look like the outputs were tweaked at some point but the changes weren't carried over to the stabilized versions
t8.5 strikes me as weird because by the time you can actually use it at all, you can already make a stabilized version of it
oh another thing I might as well post here, the amount of lubricant needed to cut perfect gems feels abnormally high compared to flawless and exquisite gems, it's 100 mB vs 1 mB, it's not a big deal but it feels weird having to scale up your lubricant production if all you want to do is break down the extra gems you get along with your perfect diamonds instead of throwing them away
Can we get an update to add the recipes for later transformer tiers?
not really sure how I'm supposed to speed up my machines past 16a UV
cant craft substation dynamo hatches or transformers
spam a bunch of active transformers?
random empty space in luv world accelerator recipe
Fair enough. Usually I fall into the trap of thinking I dont need thousands of <next material> after i hit LuV since I wont be upgrading that many machines anyway. Naqline is up to date. I just put the thing here because it was the first time in the pack I closed my game while I had to wait for something to finish and there wasn't anything I could do to speed it up; since getting enough materials for a reactor takes more than 45 minutes.
Not sure if you intend to hold hands at this point in the QB, but it seems something else to do would be excellent
is it intended for omnium coils to be that cheap in expert?
I checked the source for GTCEu 1.12 as well, the recipe has always been available in the normal chemical reactor too. In Nomifactory it's removed via script: https://github.com/Nomi-CEu/Nomi-CEu/blob/6bbd2bd826eada4593740e344fccd21cd4651aee/overrides/scripts/Earlygame.zs#L226
Small issue that came up, I got booted because I ran out of java heap space with 3.5gb ram allocated... not sure if I should be concerned or not, and not sure how to turn this off if its necessary
I can share the whole log if its needed
- This thread is for issues with Monifactory, not issues youāre having as a result of your setup or Java arguments. Go to #moni-help instead.
- 3.5 GB is very small for Minecraft. You want 6-8 GB.
I see, sorry
Thanks
I've noticed all other single block gregtech machines have an arc furnace recipe for recycle purposes. All except for the atomic reconstructor. Are there future plans to include a recycle recipe for this machine?
Is the progression intended to be linear throughout each subsection of the quests as in the chapter Matter-Energy you need MV emitters to craft some items but you don't get MV Emitters until the chapter Early Game?
Oxydianiline Sludge has 2 ways to process it... the Distillation Tower method seems to be the intended way, but you can also electrolyze it for a way better output... not sure if this is intended or not
Is it intended that crude oillands cannot be centrifuged into ordinary oil, but ordinary ore blocks can?
This looks like a GCyR recipe, go tell Screret about it instead.
Re-stating an earlier question: Is it intended that the recipes for fluid cells are not visible in EMI ? e.g I need water fluid cell and helium gas fluid cell to make mesol energy cores. I can make them in the canner, but the recipe does not exist in EMI and if I click on the component it brings me to the recipe of an empty cell
i'm thinking yes, because it'd be a pain to have every fluid cell combined with every liquid in emi
could be wrong tho
like we have for buckets ?
Aah I see, there are multiple types of cells for some reason
yeah then it makes sense
(Normal mode) UHV+ Dynamo 4A+ hatches don't have valid recipes.
the Substation dynamos rely on transformer recipes that don't exist, and some transformers require small springs, which aren't even implemented
@round tinsel
on loading the save some Fe Multi P2P tunnels connections breaks it and inserting energy at very low rate . It's so annoying to re-configure broken p2p connections every loading game
I have the same thing
ME output hatches not being allowed in the fracing distill tower
i think that is fixed in dev of GTM
kross is the man to ask about that
There seems to be no recipe for airlock doors. Is that intended?
"intended" as in not yet implemented
Converters aren't pushing into my energy network,
laserio and eio guide books are unobtainable: lio needs an uncraftable logic chip and eio is just straight-up uncraftable
this is an issue of GTM and EIO conduits not being very sensible together. you need a buffer on the converter to store the energy, because eio conduits don't have a buffer
sorry, im a lurker, but i have to ask; what would be a sensible buffer at that stage?
which stage? early IV? probably a bank of multiple 16x IV battery buffers filled with not lapotronic orbs but vanadium IV batteries, and as soon as you can, a substation
probably like this :
energy gen -> [rf=> converters to eu -> 16x battery buffers -> (converters to rf -> capacitor banks for IO display -> main power conduit net if using conduits / eu multi p2p otherwise)
I used lapotronic orbs because they are used in the substation
i would have but it takes so goddamn long to make them that i gave it up after making a 16x buffer of them
especially with the cheap cost of battery buffers and rose gold + vanadium IV batteries
Furious Infinity Catalyst quest requires infinity mainframe quest as a prereq, but as far as I can tell its not required?
what was furious catalyst recipe again?
I thought it did use infinity frame
in omnic forge
it takes 2 uev emitters
which only require matter mainframes
yeah i don't see infinity mainframes being required either
Why is there a tungsten dust -> hot tungsten ingot recipe in the EBF when I can just smelt tungsten dust into a tungsten ingot in a normal furace?
As in, it doesn't need UIV circuits
the ebf is the GT default recipe, not sure if moni added the furnce one for normal
I better not have had a furnace recipe this whole time
expert does not have it (i already checked
)
ahhh I misread
are you sure it's tungsten?
there is no furnace recipe for tungsten in normal either
nuclearcraft hours
no idea how that's even there
it's a combination of NC:N being shi-T about tags and Almost Unified making NC:N's smelting recipe allow for the smelting of all Tungsten dusts smelt into GT Tungsten ingots
^
little issue, not sure if this has been shown before or if update is already out that fixes this
please lmk if I am and how to fix, i mean no harm
on the other hand, how can I get around this for now? thanks
%t rocketscanner
wait wtf
this is a Large Bronze Boiler
oh KEK
banana moment
its a known issue, i believe its fixed in the next version of gtm
i see
I WAS JUST EXCITED TO USE MY COMMAND.. also why did it go weird
np lmao
i have no clue though, i guess i just kinda
your message is too long
yeah
theres no quest for refreshing the power on your ore scanner, at least in HM 0.9.10
not sure if i should have mentioned this in this post or this one https://discord.com/channels/914926812948234260/1293021606981144587
and it existed in normal nomi ceu* i should mention
Definitely put it here
and do mention whether or not it was in hard nomi ceu, normal mode is a different beast and has no bearing on the issue
gotcha, thanks
according to this user from the nomi ceu HM thread, a quest to recharge your ore scanner/prospector power is present (again, in HM)
In moni 0.9.10 HM at least, is it not there.
is that a moni thing or gtm?
Have you updated to latest?
not sure
i'll check latest when i get to my computer
š
Please do.
If you want to report an issue in the future, you should first check out if weāve put out a fix for it by updating to latest.
ok!
fixed in latest
why does dense nether quartz ore exist when its only byproduct is quartzite, which has its own microverse mission?
To make nether quartz?
but there's cobbleworks for that
The quartzite is useless
or does it change in hm/em?
I donāt think you can make quartz from glass
But you need millions of nether quartz
I just crush, wash, sift, cutter and autoclave the dust passively
why centrifuge at nuclear fuels are capped to do two at time on 16x parallel hatch?
Check recipe voltage tier
says ZPM, two luv 4x hatches, so it can Overclock to Zpm
yep, 2 LuV 4x hatches = 8A LuV = 2A ZPM = 2 ZPM recipes
now understand i though it was a bug
wait thats not how it works isnt it
the img also shows max eu/t is 131k which is just 1A zpm, I assume they meant 2 normal luv hatch
but parallel should only utilize up to 1 4 16a energy iirc
Idk about the finer mechanics of parallel vs. overclock n' all that
it's within the right ballpark, and Blusiek was asking why there was 2 instead of 16
You can't get nether quartz for free in hard/expert
is effortless building supposed to be disabled in expert mode?
effortless building got removed
Also is there only supposed to be a recipe for sophisticated storage acacia barrels or are all of them supposed to be allowed?
i believe that is fixed in dev
The recipes are still there if you move the items into the crafting table manually, itās just that not all permutations show up in JEI
suggestion: General "Is this intended?" Thread should be split into:
General 'Is this Intended?" Thead 0.10.* etc to split up by version/major version. Hard to parse 2000 replies over 2 months
Version 0.10.0 , in my case 24x Solar 7 connected to capacitor bank .
They produce 24x2048FE = 49152 , Transfer rate should be double that = 98304
In previous version(0.9.10) there was no problem transfering power
After leaving only solar connected to capacitor , the transfer/export is 4x4096FE ,
is max transfer supposed to be 4096 per solar connected or per connection to solar ,
For many of the EnderIO conduit things, its per connection. Tested it and 2 connections on 1 VII outputs 2x4096 (2 x the max per connection, is what it looks like.)
If the energy is fully drained out of the solar panels, they of course will only then transfer per tick what they make per tick. ie: 2048. You'd only see the 4096 when there is a build up of internal buffer for the panels and then you use energy so its pulling from the 2048/t it produces, and its stockpile to transfer out a maximum of 4096/t on a face. But multiple faces means that you're transfering out now 4x's its production versus 2x's it production so either way they will drain and then eventually output 2048/t again no matter how many connections you have to it.
so you'd need 12 connections to break even with its 2048/panel/t production, or 13 connections if you want to drain them of excess energy
But this was an intentional change to the ./config/solarflux/panels.cfg
0.9.10:
C "7"={
...
/* How much FE does this solar panel produce per tick? (Range: [1; 9223372036854775807]) */
I "Generation Rate"=8192
...
/* How much FE does this solar panel emit to other block, per tick? (Range: [1; 9223372036854775807]) */
I "Transfer Rate"=65536
0.10.0:
C "7"={
...
/* How much FE does this solar panel produce per tick? (Range: [1; 9223372036854775807]) */
I "Generation Rate"=2048
...
/* How much FE does this solar panel emit to other block, per tick? (Range: [1; 9223372036854775807]) */
I "Transfer Rate"=4096
Which was part of the [0.10.0 announcement](#announcements message):
- Power changes
- ...
- Solar panels weakened
- If your base is currently running on solar power, consider pre-building a fission reactor or some Naq2s before updating.
https://github.com/ThePansmith/Monifactory/pull/1066
- Solars all geenrate ~1/4 previous amount
- Solar energy storage nerfed harder
- Transfer rates nerfed to 2x generation speed
why does the naquadah II reactor list a 1A UV dynamo hatch in its material list when it outputs 3 amps of power, unless im missing something
I think it's just because it's acceptable

version 0.10.1 cant see rescipies for 64a substation hatches in emi
are you playing on a server?
yea

