#0.13 Dev Builds Issue Tracking
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3 solutions:
- More battery buffers
- More generators
- Split that line into 2 or 3 segments each with their own generator
exactly what im saying
the error is on the user's end
the mod is working as intended
- give every machine a machine controller. easiest way
Yep.
thats also an option
FWIW the dev run had groups of 16 machines powered by 4A charging a 16A battery buffer for on demand and we never ran into issues.
fair though you read the patch notes, I thought this was a temporary bug and perhaps a timer mechanic for restart was intended
Those HV machines were built in 7.0.0, when the powerfail system couldn't be overriden by machine controllers. So before option 4 was a thing.
Never any issues. Ever.
I feel confident calling this a PBKAC situation.
I'll be real tho. This entire discussion is a https://xkcd.com/1172/ moment.
So is that how the new button works? When prevent power failing is turned ON it is the new behavior, OFF it continuously restarts?
Not 100% sure about what the new button looks like because I never needed it.
Screenshot?
But from your wording I assume that "prevent powerfailing" means that it prevents the new behavior and thus uses the old one.
Hmm okay I'll have to test it, let me get screenshot of the wording. I definitely had a few growing pains with my initial EV setup with turbines needing to ramp up
Couldn't keep them ramping without power draw, can't draw power since they auto shut off lmao
there is no tooltip or anything, which i would feel would be an incredible help
I wonder myself, I just went around the base and slapped machine controllers on everything, but is the default behavior 'prevent power failing' ON or OFF..
Do we have to go open up a menu and change the state on every one of them? THAT wouldn't be a PEBKAC error
i mean the solution is for sure to not design ur power infra poorly
those are worth setting up on like, fuel creation lines only
so it doesnt fail catastrophically leaving no fuel to restart
nevertheless making something super irritating by default is not super fun, though I wonder if there's a gregtech PR in general on default behaviors
at least for moni, almost 99% of the time, every pump and every conveyer is inverted from the setting you want to use
and the parallel hatches default to x1 instead of (max parallel of this hatch)
just one of those things that starts to get annoying after a while
it would be much worse if every single machine on a power network will always try to draw max power
you would literally never be able to turn your base back on if u ever lost power
no I mean if someone slaps a machine controller on a machine at all, it should have the 'prevent power failing' enabled by default if its not
maybe it does
you are welcome to test since apparently your base suffers from this issue
I'm trying
but this is what the UI currently looks like
I slapped one on everything, this is a machine I was having trouble with (I am giving is slightly too few amps sometimes)
I dunno if it's on or not
looks off but it's been an hour an no powerfail
Looks off to me.
I'll ask a GTm dev about the reasoning behind the current default values one of these days.
or config file options for common defaults since the premier greg pack, gtnh, may need those settings
GT:NH is 1.7.10, so a different mod from us entirely.
TFG, Frontiers, Sky of Grind, etc. Those are the packs that could use different default configs.
any updates on prismatic crucible crafts?
It is one of the most obscure bugs in the history of Monifactory, and even a couple GTm devs are stumped by it.
It will be fixed when it can be.
okay ๐ its soon me and my friend hardlocked rn
GTm is greg tech moni?
Gregtech Modern, the GT version on 1.20.1
Moni does NOT have its own GT version and never will LMAO
???
Update
Two of us from GTM spent the last four hours trying to find the bug.
We found it.
We have two possible ways to fix it, but those will need to wait for tomorrow when we are all more awake.
Thanks a lot for the help ^^
Unless I'm missing something it's a 4x jean nerf
Yeah. JEAN had no business having plasma-level fuel density LMAO.
It's still 100% worth it for the toluene you save alone.
Also makes cryolobus smelt faster (unchanged from 0.12)
And since the recipe is shorter people should have no more issues with half-amp 128s recipes.
i have problem with this pattern. if craft them without blocking mode and package provider send resources more one craft, assembler take 64 wire from first slot and will stop until u can move wire from last slot...
what is this screenshot showing? what gui is this?
the recipe above is the same, only encoded for positioned package distributor
they work fine if u request one at a time
in my testing, requesting two pattern buffers at the same time without blocking mode worked just fine
oop
nvm
just encountered the problem you were having
64x in last, 32x in second, none in first
this seems to be a bug with PackagedAuto, I recommend reporting it to them
need to have 2 crafting resources in buffers(assembly line craft someone, ore disabling AL before test)
this work same if u put resources with hand(for 2 craft), and then enable assembly line
Report issues and/or missing features for GT Modern to the repo so they can be fixed.
3x 32 wire? We have that recipe in the pack?
yes
Damn
want me to make a PR to make it 64 in 1 slot and 32 in another?
blocking mode solves the problem
mk
try another recipe(with someone item in several slots) in creative. it work same
why are the foils not even next to each other
its tube covered in microversium with some ulv circuit on top
we started making these recipes after we decided to make asslines ordered
That's normal. This and causality exempt plating are supposed to be split.
Pattern buffer was what surprised me.
but on them issue are same ๐
No. There are ways to automate it if you're smart about it. The issue is that the plan was to keep that for UEV, not for LuV.
nono theres an intended thing in gtm
now i solve it with blocking mode.
for example, if you have a recipe with three stacks of 32 like with pattern buffer, and you insert two batches, then each bus will have 64, but then the assline pulls 92 regardless of bus placement, so the first bus loses 64 and the second one loses 32 and the third is untouched, breaking the second recipe
i report issue in gtceu and he's already closed....
Yes. Because we found that bug two weeks ago and fixed it. The next time we publish a new version (7.2.1), the fix will be in it.
i read pulled commit. this good.
is this intended?
world generated in build 102 hm
naquadah is spawning in the end and even has surface rocks, attempting to prospect them via rightclick crashes the game
they can still be collected tho

@plush cradle all of the issues on the pinned message in this channel are closed or have an open PR that resolves them whenever you want to deal with it
did the grains of infinity recipe get changed to not have dew of the void?
no it did not
IIRC it's a GTM bug where rock crushers bug out when provided a recipes that has a fluid requirement with fluids not added by MC or GTM
it's the same with Netherrack since that uses Gelid Cryotheum which is added by KJS
i agree
those methods got changed at least somewht in 7.2.1, but thats not out yet
so i propose we change the recipe until then to make grains obtainable pre rock cycle simulator
if we do that what are the odds we actually remember to change it back tho
What do we do then? Netherrack and grains of infinity are kind of necessary.
better have it not as originally intended than straight up broken
could comment out the second half of the requirement ig
True.
so it just needs lava, & then when the fix comes out we just uncomment it
yeah thats what i meant when i said 'change the recipe'
True. Will also not break build 100 setups and they'll self repair once GTm fix comes out as well.
is there an open issue for this on GTM?
for the possibility that 7.2.1 fixes an unrelated bug
looks like a no
OK I made one
IDTS
@silver hornet you found the bug first can you make a gtm issue about the naq vein not being removed please 
ima run a quick git bisect
uh oki
there's also a few oxide dusts with improper names that you get from making dirty hexafluorosilicic solution but im guessing this is a gtm issue?
wtf is dirty hexafluorosilicic and why is it needed
so it's probably not a GTm issue
.dust()
.color(0x231e1e)
.components(GTMaterials.Iron.multiply(1), GTMaterials.Oxygen.multiply(1))```
seems like a lang issue
yeah thats a kjs issue
-# I thought the chemical name for FeO was wrong, my dumbass didn't realize the glaring lang problem ๐ญ
what are the other ones without names?
same goes for lithium and manganese oxide which are visible in the image
lithium_oxide and manganese_oxide are the other ones
oki
Working on a naq vein report actually
thank you
with a cleaner 1.20 instance so it doesn't get blamed on Moni
I assume it was working in 7.1.4
is it a moni issue?
was build 100 on 7.1.4?
about to find out
ยฏ_(ใ)_/ยฏ
my world from build 100 had no naq in the end
i think build 100 was 7.2.0 tho?
check what GT version you have
It is indeed a GTM issue
oh phew
can you give me the file you used to test it
i'm doing the uh oxide lang pr btw
i shouldve said something about the oxides earlier
noticed them in build 100 but thought it was already reported
oh well
server script
thanks
if it matters, the smaller versions of the dusts are also incorrectly named
guessing that the main dust fixes the smaller versions
should be fixed if we give the whole material a name
oki pr made
whats wrong with it?
ah
https://legacy.curseforge.com/minecraft/mc-mods/monilabs/files/7121727 this monilabs version should fix things -- we finally figured out what the problem was
ok so do the grains work : void, -61, HV block breaker, it has power and a grain of infinity in it. 2 sides have a lava source block.
grains of infinity are broken as of build 102, feel free to cheat some in until next build comes out
large miners not crushing stuff on other planets is a bug right?
yes, a gtm bug. they know about it and it'll be fixed in gtm 7.3.0 but we have no control over it
okay, just double checking its not user error
There is a bug with wireless ME terminal. Unfortunately I dont have proper steps to reproduce, but hopefully someone else also reports this.
I have 2 networks in my base (main + ores). Each of them has own quantum bridge set up. I crafted 2 pairs of singularities and two wireless ME terminals, one per bridge. I renamed terminals in anvil into "Ores" and "Main". This setup worked for a month approx.
Today I was casually exploring the world for new ores after update. I was switching between terminals back and forth, sometimes using tool belt to store the terminals.
Somehow I ended up with 2 identical "Ores" terminals. I couldn't believe my eyes, so I checked singularities. And it was confirmed - now I have 3 identical singularities which I believe should not even be possible
if this is useful, here are the cards of terminal.
Both terminals had identical cards
This is an AE2 issue or a tool belt issue, not a Moni issue.
But damn WTF?
why this Moni Add-on Mod Item has no recipe?
It's like any Memory Cards after all
Flux Configurator is different to Admin Configurator anyway
or make multiblock rock cycle simulator
yes that also works
No idea. Might have been a bug with it or sth? Or an oversight. Not many people play with FluxNets TBF
it's hard to tell, i hope it gets fix in later version regardless
it's basically uncraftable unlike other Flux Items
I don't use FluxNets (and personally dislike the mod in Moni since I'm a RF hater) but I'm also a dev and this looks like an issue.
What does the item do?
basically acts like Memory Card (AE2 and Gregtech)
it copies the configuration from main source of flux then copy it to the targeted source
copy and paste basically
Then I feel like having a flux core at the end of 2 sticks should do as a recipe or sth
Maybe slap in a memory card or a data stick somewhere in there too.
for better details
Yeah. Nothing this item can do to ruin balance that the flux points and plugs themselves don't already do.
I am kind of useless with optional compats so uh... Can someone who knows how to make those add a recipe
?
did you need to stick that simulator at the right height level
or does it just work
yea. controler must stand in bottom world(between -59 and -63 height)
RF hater? Why is that?
How do you transport power around your base?
GT's power system?
i use transformators and laser... lasers ugly, but work good
That's what the dev run did as well.
Do you run cables thru all your base?
Yeah. Usually under the base in a lower layer.
I don't really like lasers. you have to put too many transformers to redirect the cable
Interesting
Do you mean laserio?
no. gt laser
Those blue-ish cables can transfer thousands of amps at any voltage. But only in a straight line from one Active Transformer (white blue box) to another.
Is this even in the quest book?
I think so?
Dunno
on em - yes
I learned how to use it by asking around and trying it out. So I didn't really need the quest book.
Maybe not anything to worry about but periodically something costs 3 seconds to run, and there's a constant complaint from one of the fluid drills (saltwater and void oil and nether lava are all running, unsure which complains)
Nah the thing is that i never know this even existed
It's been a suboptimal strategy for some time
"Suboptimal" is a matter of perspective IMO.
For example, anything is more optimal than LaserIO for me personally because I hate that mod 
But laserio thruput is unlimited so i dont think i've missed out on anything
Not quite. Capped at MAX_INT, which is a wall you're actually gonna hit in UEV
%t convert 2147483647 RF UEV
2147483647 RF/t = 64A UEV
So like if you want to feed 16A UIV to a machine you'll actually be 1EU short, and will probably struggle to put enough inputs into your network to keep up.
PSS only has so many hatch spaces.
There are ways around it, don't mistake me.
How about eu p2p?
I hope you like building giant cubes of AE2 energy cells.
Because if you don't your AE2 network will black out.
Can it handle uev/uiv stuff?
Can you store 10% of the power you transfer per tick in your AE2 network?
Yep
Mmmh you'd need to build like hundreds of these, but at some point i dont think you can handle it if you get the singularity
But there might be some sweetspot where its useful
Nice
I'll be real, I just find GT's power system more fun and rewarding, and I don't like how LIO looks and is configured, so I just prefer GT's power system.
So I am biased.
But I can explain the system to anyone who needs help.
Yea i see that
how do you feel about how so many superconductors around IV are 96 amp. Makes me so mad, can't use 8x and 64amp substation hatches, have to waste 32 amps of capacity unless I use a 64 and 2 16 amp hatches (and the substation has a hatch limit)
the 128 amp superconductor is LuV
I just use Vanadium Gallium from IV to ZPM because there's no reason to really use superconductors at that point.
It's 64A for the 16x
And by ZPM you get the fat ones with like 8A per 1x cable
there is exactly 1 IV superconductor that does this what 
I'll be real, I didn't even know that. Because superconductors aren't always the best cable to use. Sometimes a non-supercon cable from a higher tier can be cheaper. See Vanadium Gallium.
there's an EV one as well
and you can skip 'up' to LuV sometimes
oh something else that is just how it works: laser hatches give free batteries how nice. 2 billion EU. caapcitor at the same tier, 1.5 billion lol
%t gtmi go brr
Report issues and/or missing features for GT Modern to the repo so they can be fixed.
Do what?
IDK, maybe it's LaserIO jank. Maybe it's your instance being cursed. Maybe the PSS is having an issue.
Hard to troubleshoot with just one screenshot.
Never had that issue on the dev run with pure GT power FWIW
It'll spike to this first, then goes back to a flat 100k from the passive drain
Does going over the max output of the dynamo mess with the PSS?
wait LIO can transmit EU power?
best guess is that its doing the native eu -> rf conversion
oh 
Upgraded the dynamo hatch to 64A UHV and now it just spikes to 429m and then back to 100k :/
Shouldnt microminers retain their internal texture? I changed dimensions and they looked like there is nothing projected anymore. Functionally everything still works. Was a new issue for me with the newest test build. Also when quitting to title and reentering the world the microverse in a projector disappears (unrelated to the texture bug)
Video of the second Issue
Oh dear, that's quite odd. I'm doing the proper syncing/persisting of the microverse type as far as I'm aware, and I haven't experienced that bug myself as the dev of the new microverse system...

the coal microminer reciper was removed?
anyone else having this issue? Cant right click to view the interface on extended pattern providers, normal pattern providers work no issues
There never was a pure coal mission to my knowledge.
Do remember to check for both raw coal and raw coal block, some missions give blocks.
Have you tried breaking and replacing them, and restarting the pack?
break/replace tried, restarting now... very strange
restarting works... no idea what was going on there
Honestly, probably not a Moni-side bug
couldnt see how it would have been, ive had a lot more issues with ae2 on 1.20 than 1.21
so i moved to build 103, and all my gregtech super tanks kinda are
now. im currently closing out of the game and will reopen it to see if that fixes it
hey the relog worked!
no idea why that happened but oh well i guess
minecraft jank 
GTm is known to fail to load textures once in a while. Excessive /reload and F3+T also breaks it.
huh, the more you know
Relax, you not even saw Minecraft trees with mk fussion casing instead of leaves

Drums get consumed when making paper in the crafting grid
microverse sensor hatch now only output 0 or 15?
?
wait it's not working?
the stability sensor hatch should output a signal proportional to microverse integrity percentage
so yes 0 if 0%/unprojected and 15 if full
but it should have values in between for integrity that's low but not zero
nvm it is, apparently it glitched when i updated to the latest build, just had to break it and place again
oh oki
gtm bug, we can't do anything about it
is it intended that certus and fluix blocks cannot be cut into their respective plates?
Thought kath fixed that months ago, also never had that happen to me in 7.2.0. Oh well I suppose.
TES interacts poorly with (at the very least) proton shaders. ill see if this persists across others
renders fine with them off
idk if this is something you can/are wont to fix, but
happens with bliss and complementary reimagined so i assume its just. something shaders do
also rich presence is missing its damb icon but i really do not know if thats actually a .13 problem or not
beh yeah shader packs tend to ignore custom shader code, which is what the black hole effect uses
I can't really do much about it

that's because it is a missing texture lmao
I use the shader code to make it black as a placeholder for a more fancy effect to be implemented later
couldn't figure out gravlensing within minecraft's limitations sadly
ooo thatd be cool
we bending rays in mesh rendering ๐ฅ
ig I can add an all-black texture for this purpose
uh it'll take me a minute to figure out I'm shit at blender lmao
but once I do I'll try and make it happen in next dev build
Same
I do have a sphere with a spacey texture (black with some white spots) but dang that was annoying to figure out
im not too concerned about it since im still in MV
but yeah just making it black would 'fix' this
bro who had the idea to remove the rarest metal mixture MM mission
Experience-attuned Compound dust has an empty Centrifuge recipe.
#2153
<t:1759027094:D>
<t:1760413008:R>
Closed
specifically commit a11ac93d5cd66af702ad891082a1e1b3516fe2b7 by withers
in the newest version, is the fact that miners on other planets don't give 3x drops fixed?
The fix for the miner bug is in gtm#4020
Which is not yet merged in.
What
Removes the ore stone type transmutation when silk touch grabbing an ore.
Generates maceration and forge hammer recipes for every stone type of each ore, rather than using the intersection ingredient testing.
Fixes #3530
Outcome...
It is. 13
Why do you need it?
Wdym why do I need it, iridium lol
Platline?
Real homies avoid platline at all costs
Real homies don't realize that platline is required for progression, and that their mentality is why hard requirements for platline were moved earlier - to ensure the real homies don't procrastinate 
Real homies donโt judge
And I mean, I do have a platline, but the rarest mixture MM was a life saver
Ok thanks
https://www.curseforge.com/minecraft/mc-mods/advancement-plaques
https://www.curseforge.com/minecraft/mc-mods/quested-reforged
this is the best i can find
theres a recipe for the ender star, which is explicitly a moni item, but its not used in anything
hyperdegenerate darconite wire is crafting recipe wrong
also teh other darconite wires dont have wiremill recipes
idk if thats intentional
HDD
then all is good
ah yeah that's intended
why tho
you make the wires directly in the EBF
oooh
you can also make fine wire and foil directly too iirc
where can i find changelogs for new update
you can look at https://github.com/ThePansmith/Monifactory/commits/main/ between the 2 dates of the last 2 patches
Ok this is not an issue but it would be nice to know which things are the best in terms of tps, for example:
For Storage:
-drawers with upgrades?
-supertanks/chests?
-barrels with upgrades?
-ae2 storage?
For networks:
-ae2?
-laserio?
-gt pipe madness?
For filtering:
-ae2 subnets with export bus?
-gt fluid filters/item filters?
-drawers with locking mode?
For energy:
-laserio energy cards?
-GT lasers?
-ae2?
It would be nice to know these things so one just uses whats more tps friendly when possible
- Energy: GT lasers by far
- Storage: AE2 partitioned cells with potentially overflow destruction I assume (and equal distribution if you have more than one item per cell. Very useful early game.)
- Filtering: Don't use export busses. Interfaces + GT covers (or hatch auto input if applicable) are usually the way to go if you subnet.
- Networks: I think LIO is the worst but I'm not sure so don't quote me on that. I know that AE2 and GT pipes both work great at the scale you use them (large scale for AE2 and smaller scale for GT pipes)
But for example when doing oreproc i need to filter many things, how would one optimally do this? Right now i have gt machines, drawers, pipes and filters almost everywhere
Do you just auto output to interface and use storage bus for input?
Like replacing pipes
Not sure if tons of pipe+ filter or tons of interfaces/storage busses are more friendly
Dev run does it with an AE2 subnet + one per machine type using storage bus filters, and stocking ME hatches connected to those.
I can show a screenshot later
Currently CChesting
Challenging/challenge chest?
Creative Chest
I mean IDK which one exactly wins TPS but it's easier to expend
id guess this
The lazy way is simply to use strings from the attached file, and export buses. (export buses because storage can fill). it can be as simple as just 3 machines like so, each tag export bus has a string in it, that's all there is.
you can also take it further with the strings and get perfect processing, I'm just lazily washing everything in distilled water and thermal centrifuging and macerating x2 it all, with blacklist for platline and indium
but it's a simple matter to add more export buses for those steps and get it perfect
Right now i have only single blocks, and each crushed ore i needed has its own line
Lol this design works well for single block machines also
Mmmmmh
I'm not totally sure how to apply it in practice
Wait i'll show later when i can what i mean
they drop another version for gt modern
# GTCEu:Modern V7.2.1 for 1.20.1
# Changelog
## Additions
- Added config for create compat
- Buff facade recipe
- Buff hand craft polished stone recipes
- Allow spraycan to work with any dye color block
- Refactored recipe addition and removal manager
- Refactored `adjacentFluid` recipe methods and added overloads for fluid tags
- Refactored NO_UNIFICATION flag to DISABLE_MATERIAL_RECIPES
- Machines will now properly explode with the correct config
- Add multiblock bookmarked recipe preview to JEI
## Changes and Fixes
- Central monitor compat for power substation
- Fix ore vein removal not registering in world from kjs
- Fix energy detector not working in percentage mode
- Fix optical and laser connected sides being ignored by hatches
- Fix kjs material decomposition recipes not generating
- Fix recipe modifiers not being applied after unsuspending
- Fix recipe search for ranged fluids
- Fix crates voiding storage after they are placed when stacked
- Fix rotor holders crashing when interacting with an active turbine
- Changed voltage reading to show the machine tier rather than recipe tier
- Fix representative recipes not generating
multiblock bookmark is insane ๐ฅ๐ฅ๐ฅ
here is what i mean but nvm this is not causing too much lag as i may have expected
but ae2 is lagless so maybe its better idk, but i wonder ae2 cant be completely lagless i wonder where the calculations take place? maybe in the controller? nop nvm
now, this is bad
numis and laserio energy stuff is really heavy
i'm not even sure how to fix it except changing power source and rely fully on jean gasoline
this can't be... export bus is completely lagless? i'm confused
is ae2 like actually lagless or where does it make the calculations? even its cables is lagless...
there has to be somewhere where the calculations take place right? maybe behind the scenes and i can't see it with the overlay but its still causing minimal lag? could this be?
this is why i prefer to use storage bus over it
btw, what mod is that?
observable
that's the name of the mod?
what i mean is export bus is lagless, and even storage bus
yes
storage bus makes sense
look here
this is an export bus
working
its not even green
its counted as a neutral block
not as an entity
if ae2 is actually lagless i think i'll have to make a new base 
but idk if thats the case or maybe it makes calculations somewhere else
it most likely does the calculations somewhere else as i've heard people saying crafting cards cause lag and those interfaces are all with crafting cards
and yet its showing as a non entity
i know you guys mentioned it as a bug in the new update that microverses are cleared on reset, unsure if its the same bug happening in 0.18.0 of moni labs as well, but my microverse is randomly disappearing. its not every reset but it seems every few days i go back here and its dead. only running up to t3 so no decay, havent touched the multi
I was the one reporting this and I just went back to Build 102 where it works fine. Many of the fixes in the most recent build are not yet relevant for me
is this intended? cables should convert eu to rf automatically, but converter to converter back to back does not work, idk if its intended or not to make transformators useful maybe
Yeah that's the bug.
Fixed in tomorrow's build.
I don't know if this is intended or not but why are you not using transformers at rhis point? It's just simpler.
Oh wait
Converter cannot accept power from EU cables and treat it as FE. That would be stupid lol.
returning items to inventories from a crafting station doesnt seem to respect barrel stack upgrades anymore
if a stack in the barrel is above 64 items, the crafting station will return any of that item to the inventory as if theres no room in the barrel for it
i dont remember this being an issue in 12.9
Transformer? You're telling me i have to do another pattern just for the transformer? 
no, they can also do EU->RF but that's a waste since native EU->RF conversion exists
Have you considered reporting this issue to the mod author?
Or, alternatively, replace your converter patterns with transformer patterns. You can even remove your LIO card patterns after that 
(I'm joking DW.)
Please do. If people reported issues directly to the source we'd have half as many to deal with - the issue is that it's not often clear what the cause is.
In this case it's definitely the Crafting Station Improved mod - we switched to it with 0.13 since the previous Crafting Station mod wouldn't let you use EMI's autocrafting.

you we wont have it
notice it says jei, and not xei
which means, it only works with jei
not with emi, not with jemi, only jei
(the gtm team will say xei if it applies to all, And I also saw the convo of the person who did it)
as sad as it is
but yeah.....
๐
๐ญ
lag wise : are you on a public server with multiple teams?
a zpm base, lots of machines, am using export buses, about 20, in places where it's convenient. 20 ms for the void part, 6 for the overworld (just old idle equipment). So it's at 40% of the maximum load before the tick rate slips below 20. lag is mostly not a factor if you have a dedicated server and your team is the only one on it
it's on a $10 a month server (contabo is the host, location LA) but the free oracle ones are probably also fine
this quest description is wrong?
thank
noted
"Base" tier soph storage barrels aren't craftable. The only thing that uses these is the storage controller.
It's not a moni fault as Ik other packs with this same issue. Just thought I'd letcha know
What version? I see crafting recipes for them on the latest 0.13 build.
Oh, interesting. The mismatch is when you click on the barrel in the Storage Controller recipe.
yeah
It's probably an NBT thing that's an issue with Sophisticated Storage.
It's a tag
could very well just superimpose a new recipe with the proper tag
the tag is for a set of barrels which did exist on older versions
(the proper tag would be the same one used to upgrade the normal upgraded barrel to bronze)
I suppose PRs are free
In this economy PRs are quite expensive, actually. It's why we have issues from over a year ago 
Its not actually lagging so much thats unbearable, i am not singleplayer, i jist want to prevent lag
missing lcr recipe already added?
manganese + acetic acid ->?
co + dimetylamine ->?
Investigating.
Any others you know of?
Conflicts as well.
so far only those 2
Ahh yes ? Fluid
Found the culprit.
Output is a removed chemical
Same with the other
Will be removed in the next build, thanks ^^
Yeah the output doesn't exist anymore.
This has probably been asked, but at what approximate tier does the .13 changes take place? I just started the pack and I am curious if I can keep on my new run or will the .13 be save ending?
starts at microverses really
and eup2p which is being turbonerfed in nm/yeeted in hm/em
0.13 will be:
- inconsequential up to HV aside from EUP2P removal/turbonerf (a couple recipes might break but that's it)
- Noticeable at EV and IV (NCN, platline, microverses)
- Damaging to your base at LuV+
- Save-ending at UV+
Thank you ๐
Ill take a while to even get to EV, let alone dive into platline or microverses
We also have test builds if you want to update now and minimize the effort needed to update. You don't have to tho.
Tempting, i am just worried about bugs in the test builds
Bugs pre-UV are basically all eradicated (or at least there's not more than in latest Curseforge release). Only thing is that the quest book is not 100% up to date with new mechanics yet.
I am a Gregtech noob, have done the ATM packs countless times tho
Base GT stuff is no worse than 0.12.9
Only things that aren't up to date are new mechanics.
Bet, which build would you recommend and how do I play it? I am using the Prism launcher
#moni-meowdays message
Download the client.zip at that link, and import it into Prism.
Then, transfer the "saves" and "journeymap" folders into your new instance if you keep your save and that should be it.
Thank you
im sorry, I cant figure out how to download the client.zip
I haven't really used github before ๐
you need to login to have access to the download
Yep
The genesis chapter in the questbook is gone
Run a pack mode switch once
In the new menu
nahhh did it really bork ๐ญ
Main menu, click the "normal mode" at the bottom
this is why we test shit 
lol, button doesn't aline when fullscreened on my ultrawide
Eh
@plush cradle maybe revert iluha's thing for now and do another build with the old system
The info button has it too
No idea how to do this from mobile website
things seem to be back to normal after running pack mode switcher yeah
honestly you may have to do it on pc
dont see it on desktop website either
(looking at my own repositories obv)
Now my chests are invisible and I cant see my hand, or what is in my drawers
I wrote a 12k-character Moni Monday today LMAO.
Restart game, that tends to fix that kind of stuff.
Minecraft rendering runs on hopes and dreams sometimes.
It is
Simulation Supercomputers and Loot Supeerfabricators do not accept an output bus on the new build
the TES just corrupted(?) my creative world
nothing of particular value was lost, but
thats not great
trying to recreate rn
TES?
ah
Log?
thats the first one
exact chain of events was:
i try to build a TES in creative with a terminal
this doesnt work, because multiple blocks were in the way.
after giving up trying to fix it, i use a quark cloud in a bottle to suspend the TES controller in midair
i succeed in building it with a terminal, but it says it requires maintenance
checking the back of it, it was built with a configurable maintenance hatch. i replace it with an auto maintenance hatch
my game crashes, sending me to the multiplayer server menu (this was a singeplayer world)
the world is gone when i check
i used a cloud in a bottle the second time too
im going to try placing it on top of a block to see if that changes anythign
because this is either catastrophically bad or a bizarre (but still really bad) conflict
...its crashing when i alt tab
Okay
I've used the class it uses quite a ton with zero issues, might be the render?
Lemme just-
thats the thing, i never turned it on
it seems to be some combination of me tabbing out of the game, replacing the maintenance hatch, or both
this is the latest one
You are right, its some kind of issue with the saved data.
this is NOT as of the latest .13 build, i think this is 103?
the one before the new creative chest recipe
however, given the scope of that build, i wouldnt be too surprised if this wasnt fixed
my whole ae2 system broke after update 
Run pack mode switcher
#moni-meowdays message
Known issue with the build script
Pack starts in a limbo state with none of the modes.
i read that but i did not understand what that meant so i ignored it
That's easy to fix by using the pack mode selection screen and switching it to normal again.
so i just change modes?
i see
It's just getting the pack out of a limbo state.
ok thanks
Click
"Playing normal mode"
on main menu
Or go in "info > change mode"
Leads to the mode selection screen
ye
Hotfix today with a fix to both that issue (pack will properly be exported in normal mode) and the above crash (if Note is available)
can you try this jar? it does the null check at that line
(this is not an officially released jar)
just replace the monilabs mod in my instance with this?
letsa see
discord's telling me not to trust the file. you arent hacking into my mainframe are you
discord does that for all jars
the literal only difference is the addition of the null check
aye
is good? 
well its taking a while longer to load in all the mods than what it usually takes

i dont know if its actually stuck stuck but its been doing this for a bit
okay yeah its prob stuck
try again
task manager kill this man
oh uh if you're doing the newest build its probably in a limbo state, do pack mode switch in the main menu (click the text saying what mode it is) to de-limbo it
i am not, im still on build 103 i believe
if so we'll be doing a hotfix with this in a sec
even if theyre still corrupted that might be just residual, ill start a new one just in case
I didnt have this issue cause i just grabbed the new stuff from dev instance 
living on the bleeding edge
oh thats freaky. i didnt know animated emoji stopped animating when you were tabbed out so the cat wasnt nodding it was just staring at me
I doubt many would do what i did and cloned the moni repo
Mostly cause why would they need to if they were just playing
please ping me to report back as soon as you can
everything seems to be in order!
Its fun here, odd limbo between player and semi moni dev
thats not a build issue i just wanted to confirm the power transmission actually does work
which it does
you'll be
once you get your tooltip pr in phoenix dw
youre eating them???
nah that's just the icon for moni contributors lmao
hehe
anyway release action going now
@plush cradle should probably rerun the build with the fix and edit message or smth idk
hey what
OH ok
Causality Exempt.
It's Causally Exempt
Cool gimmick
I love Causality exemptions
Nice use of our creative research stuff
But damn
Adding this in was a bit of a %t bold moment on our part
Everyone sees the EMI page and asks "what gives"
... You know what would be really funny
If you could like
Add a tooltip to the research recipe output, saying like
"This research is correct"
"it seems you must find an alternative way to acquire this knowledge"
Or a tooltip in the item if we can't get that done.
That would be simpler, yeah, but maybe a little less obvious
"Duck, made ya look. Go look somewhere else for this knoweldge you seek"
(journeyman nuclear scientist villager)
Almost impossible to fix, the item is just gone.
i was going to say "cant you just remove the trade" but im used to a way more modular dev environment
Not sure. We don't touch villagers like at all.
with some loot.js messery you can
villager trades are all just loot tables
technically even a simple datapack can
also wow yeah you can just get neutronium without... hell, even without making a crafting table
how?
lots of sticks i presume
lots of sticks and zinc from lost city chests
What's his job block? (I hope it's smth not so important so recipe can easily be removed)
its the nuclearcraft analyzer
which you cant make at all, and isnt guaranteed to spawn in every village
Good luck making an amount you can use for anything more than tools.
mhm
So it's a randomly generated block that doesnt have a recipe, interesting
wonder if I could datapack it out (is it even a big deal?)
i think i remember seeing a convo here about it that was basically the same conclusion
you cant get enough of it to do anything important that early, and even if you could all the recipes are locked behind infrastructure that you cant skip
also, i think ncn flips out if we try to remove it but i could be wrong
like aside from typical generic material manipulation the only things neutronium ingots are used in are... Nt boules, prismatic cores, and specifically the infinity hammer
those are pretty damn important
and are also locked behind IV power, activated netherite, and infinity ingots respectively
neutronium tools before lv?
uh huh thats insane
huge qol
not really game breaking thou
nt boules are gated way further than iv power
uhh
what coils do they need?
also, they're useless without a cutter
naq boules are ev in base gt
neutronium is the furthest gate
so. yeah you could get those early but yeah theyd only be useful with an IV cutter
By the time you reach luv, nt boules arent strictly nessecary, cool? yes
you cant sequence break with ULV neutronium, at any rate
other than like. vanilla tool progression?? lol
you start the pack with diamond hammers it literally doesnt matter
the quest makes it quite clear that teh research is unique
(it also has dependency on ORB so i can't imagine anyone getting truly 'stuck' on this)
Apart from the people who don't follow quests cause they think they know enough
not really your fault/able to be changed
but a good amount of them do exist
obligatory %t bold
Literally tells you the issue in your screenshot. Fluid storage is full.
average IITPP issue be like
dats the issue after i adding 0.1 in the recipe, if not it will stuck like this
Happens once in a blue moon. Usually tho it's because you fucked up.
nah it always happen
We had that happen for a while with one specific LCR recipe
Check the machine where it happens.
Possibly break and replace the provider
already break n replace the provider, yeah its fixed but its broke again
Just cancel the craft when that happens.
Remove the pattern, destroy the item, re-encode it, put it back.
Basically try every variant of turning it off and on again.
If anything fixes it, then it was a weird thing.
If it keeps happening, then it's one of those evasive bugs that are hell to track down
most likely, after replace it, its works on small request but broke on bigger one
Something went wrong.. build 103
...investigating.
Whats the problem? Maybr lcr recipie is more expensive because theres perfect oc 
the recipe won't run is the thing
it still has all 3 inputs
the recipe expects them
the normal cr simply doesnt have the space for them
Fixed in dev, will be part of next build.
nice
I am having difficulties loading up build 105 in prism launcher, it says archive does not contain a recognized modpack type.
Yeah but it's less obvious since the client and server are split now.
I can't find any zip inside the zip
I only see the overrides folder, the manifest, modlist, and license
yeah that must be the insides of the zip inside the zip
You want the zip called "client.zip"
I can't find that, but I compressed those 4 files myself and it seems to work now.
Actually, turns out my computer was being wonky and autimatically opening up both zips
Fixed and tested
the gem texture needs a rework so bad 
@gentle osprey it's the only one left not jappa-ised in this recipe
right?
Looks JAPPA to me.
Rather, it's the only one that hasn't been redone by the artists.
yeah the second thing probably
idk im not artist i can just tell there's something different about it
Anyone else try connecting a ZPM Converter to a NCN reactor port? I am burning Thorium in mine and I am pulling 16A of ZPM from it.
I have a suspicion I might be able to pull more if I had a UV converter on it. Or maybe even a second ZPM on another side of the port.
NCN is bugged as fuck
sometimes it outputs infinite power, sometimes it doesnt work, sometimes it generates infinite depleted fuel
Yeah no shit
to be clear i was directing that to the question, not blaming you guys for a third party mod
Ah ok, so known issue. I'll see how it acts if I hook cables directly to it, last I tried that it would only output EV so I tried converters. I hate to void the power but maybe at this point it's just not worth messing with.
the intended power is like 3a EV or something
for thorium
when it breaks just break and replace the controller
cross your fingers
ok I'll try that first.
the SDA no longer exists
technically
the structure is still used by my omnic synth
but yeah
@silver hornet
on a related topic, in expert mode, there's no way to get EU from a nuclearcraft reactor correct
I swear I read about NCN changes to allow direct EU output
so it's not in the gui but if I stuck a cable to an empty bat buffer on a reactor port I might get eus?
at what voltage?
is there not a max diode?
what would you use a max diode for?
thats fair
maximum amounts of insanity
why this chemical is not included to mote of omnium crafting? 
already uncraftable and has no uses in build 104
oh yyupp
I don't even think it exists anymore.
And neither does the mote of Omnium
all the evap products have been yeeted since gtm 7.1.0 iirc
including the multi ofc
a bit sad, but oh well
the use cases that is, the chemicals still exist just with no way to get/use
icic
In normal mode, does the lathe take an aluminium ingot and convert it into a single rod and some dust? This is not the case in Expert mode and I vaguely remember this being a mechanic somewhere but I may be misremembering
idk what i was thinking of then, i must be hallunicating
# Change the recipe of Rods in the Lathe to 1 Rod and 2 Small Piles of Dust, instead of 2 Rods.
# Default: false
harderRods: false```
None of the modes have this enabled
thats just the gtnh recipe, or the glass lens
base gt has that on by default now
glad moni didn't decide to keep it
thats evil

There are a few default config changes i dont agree with on 7.1.0+
But what can you do
It is still a config after all, so its not that bad
I thought we were trying to make extruders less of a one stop shop
But harder rods on by default makes it even more so
i think the balance between extruders and specialized machines is fine rn
With lathe doing rods like normal yes
mhm
But the 7.1.0 change of harder rods on by default takes a integral lv machine and makes its main use case null and void
making it dust is-- yeah
wait no
its still MATERIALLY the same, no?
just kind of gross to use
or does it give tiny dust and not small dust
Yes, but you gotta go through extra steps, and for ebf materials you just know people arent gonna use it
mhm
The lathe has 3 uses, all of which feel good where they are
Extruder has what, like 10?
(Actual good uses, aint no onr using it for plates over the fluid solidifer)
Actually no. Same material cost per rod but you need to recycle the dust.
This config makes sense in a pack where LV is a tier of decent duration, but not in a pack like Moni where LV is a speedrun to MV.
The config existing makes sense, it just being true by default now doesnt
And considering that the latter is more common than the former I feel like the default should be the opposite?
Anyways, still makes the extruder even less specialized and the lathe lose its main use. I dont know many new players who use the lathe for cheaper screws
WDYM it's half screw cost and so fucking fast. Who wouldn't?
Yeah that was one of the first things I noticed as a new player
When is it ever explained in a pack qb, and most dont looo through emi
The curse of not reading
Nobody can save a user from being unwilling to look in emi
True
Thats true
You can put flashing text on the screen saying to do it
There's literally 2 tabs for screws, with one recipe in each
And they will still just go ask discord
you could give the lathe a program circuit slot and let it do bolts and screws from ingots
Lathe does Rods from Ingots (config efficiency)
Saw does Bolts from Rods
Lathe does Screws from Bolts
Extruder can do Rods or Bolts from Ingots, but cannot do Screws
I suppose you could add a programmed circuit slot and expand the recipe map for swapping rod/bolt/screw, but that's not something Modern would do by itself.
Yeah but extruder also does a lot of other things
While the others are more specialized
I'd go along with this logic here.
File -> Lathe is an efficiency upgrade that comes from inventing Steam
Lathe -> Extruder is an efficiency upgrade that comes from inventing MV
But since Moni skips Steam and fast-tracks LV, the second efficiency upgrade comes quickly enough that the intermediate step isn't around long enough to be significant
The Lathe being ingot -> 2 rod vs -> [1 rod 2 small dust] is something that's gone back and forth since the first launch of GT5. Some versions did 2 rods, some versions did 1 rod dust.
Lilith there might be a wacky recipe display bug with ranged fluid inputs/outputs
Ranged Specifically? Or Per-Tick?
Withers is seeing ranged look fine in single player but as max non-ranged in multiplayer
Ranged specifically yes
I can't investigate rn bc no computer
dev run?
Ye
gdi did the serializer break somehow
probably
... hell... how do i test for this in dev...
runServer 
and runclient at the same time
use lan
That's how I do it at least
Well yes but I needed an enviroment to do that in
server, client, kjs, debug attach,
Godspeed
Fair. Config makes sense then. Only downside is that the extruder becomes even more of a do-everything machine.
Reproduce failed, still shows up correctly on my side

also happens to me fwiw
inputs and outputs vary by 0.5x-2x
old loc from the old way of doing it before you switched to the normal ranged ingredient
@hidden pewter
I'm gonna trick or treat with small children for a bit ill be back later
Okay, Yeah, it does do that on the moni dev server
... It's like EMI isn't getting handed the ranged part of the ranged fluid ingredient wtf
so in multiplayer
EMI gets handed a fluidingredient
but in singleplayer
EMI gets handed an intproviderfluidingredient
@old beacon @velvet bolt you sure your script updates the mods properly?
Serverside
I can see the issue present on your server, but I can't reproduce it in a local dev instance server
Try lauching latest build both as server and client instead of in dev?
?
Download build in #moni-meowdays and run both client and server
pretty sure?
rm -r config/ defaultconfigs/ config-overrides/ kubejs/ mods/
rm -r ./Monifactory/dist/*
echo "Building server..."
node ./Monifactory/build/index.ts build-server || exit 1
echo "Copying files"
cp -r ./Monifactory/dist/server/* .
echo "Moni server updated to main branch!"
java -jar mods/monilabs-*.jar h
i wipe everything then grab it from a new build
Interesting
I can spin up a server using the gh server files from the most recent action run
more of a suggestion rather than an issue, but would we be able to add a fluix plate cutter recipe
making a lot of plates is really slow in the early game
same with certus quartz
nether quartz has a block -> 4 plates recipe already
I have a server running the build from https://github.com/ThePansmith/Monifactory/actions/runs/18892280330
@hidden pewter i have server for you if you would like to test with that.
What I need is a local server so I can make modified versions of the GTM .jar file and test against them
So I've spent the last 20 minutes setting that up
ah
...... and it, once again, worked correctly.
so is the issue a server issue?
This is the build I downloaded and ran
I have a localhost server running
I have a client running the pack with an attached debugger
Client logged into server
... recipe displays correctly
One of us is missing something and I don't know what
but when you join dev run server it doesnt work?
when does it not work?
Logging in to your newly hosted server it displays correct
I saw it wrong on the dev run server but I can't connect to that server now
times out
so it works on the ip i just sent in the dev run channel and not the one for the actual run?
i can't see the dev run channel but you gave me the pelican console a few months ago so I got the IP from there
ah
Dev Run server is refusing connect rn tho
@deft snow
oh wait you arent a contributer so cant see the channel
lol
alright
dev run server has been up for 2 days, so its using whatever git was at 2 days ago
In any
- Localhosted server shows up normal
- Freshly hosted server shows up normal
- Dev Run Server shows wrong (or at least it showed up wrong an hour ago, I can't see it now)
I think there's something wrong with the Dev Run server
which is both different from current git main, and different from that action run
was that recipe updated recently?
whats the file in question?
..... What action run is the dev run server built against?
should this be moved to #moni-dev?
I think the dev run server needs a restart
so it matches dev instances synced with git
sure
not like, save wipe, but
reload
that might fix it
yeah
just hitting the restart button should have it rebuild
and the world is unaffected
i have Hit the button
๐
btw @flat hinge building the packmodeswitcher console command into a -jar run of MoniLabs is beautiful xD

Mostly apop's work but I did a fair bit of tinkering
oh also the new server i made is on NM, dev run is on HM. make sure your client matches
..... Well the new server still let me connect and my client's on HM

alright then
Lmfao
well its up, try connecting
yeah i just uh tell the gradle to make the manifest point to a class that does the pack mode switching
as the main class
Nega this is non issue. i goofed port forwarding so lilith was actually connecting to the dev run which is on HM
... I feel like I've been chasing a ghost for the last hour and a half lmao
Dev Run Server reads recipe normal
Localhost reads recipe normal
... Either my client is on glue, or something was borked with the last Dev Run Server build and giving the server a kick un-borked it
i think dev run server just had outdated kjs configs
@plush cradle you were the last person to see the bug before me, need you to reconfirm it (or confirm that it's gone now)
i also saw it
i'll try to see if its still there now
should i try normal or hard server?
I'm sorry 
is your client updated?
how.
lilith you are on the most recent GH action right? not latest git?
alright so that is a difference between you two
wait how is lilith on the dev run with outdated client 
ill join dev run from both latest git and the action build
ill see if i have the issue
if it doesnt cause an error it works fine
same way server was 2 days out of date till now and you were playing it
what recipe is that so i can check?
any of the recipes for refined _ antimatter
wut
oh this is devious
- Launch Client -> Load Multiplayer -> recipe displays wrong
- Load Singleplayer -> recipe displays right
- Load Multiplayer after loading singleplayer -> recipe still displays right
So if the first time the client sees the recipe is in multiplayer it displays wrong
But if it sees it in singleplayer once it displays right
And it then remembers that correct display if you join multiplayer again
That's so, so wrong but in the sneakiest way
And it means I can reproduce it locally

