All Thermal Expansion Ingots and Blocks turning into IC2 versions

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Anil235

New Member
Jul 29, 2019
24
0
0
Hello all, I'm having a problem in my FTB Monster world. I recently added GregTech and Advanced Solar Panels, to my modpack, but my problem is ever since then, all my Thermal Expansion ingots are automatically converting into the IC2 versions where they exist. Same thing with my ingot blocks. For example, I have 3 stacks of copper blocks, all crafted from Thermal Expansion ingots, and they were Thermal Expansion copper blocks. However, when I put them in my inventory, they turn into the IC2 variants which is a problem. I use Thermal Expansion for processing since it gives you extra dusts to smelt, and also my RF/MJ grid is much better than my EU. Of course, you may be wondering why this is a problem, but it is for me since I want to autocraft the universe with Applied Energistics and I can't do that if I can't get Thermal Expansion ingots to set the recipe.

TL;DR version: For some reason, ever since I installed GregTech in my FTB Monster world, all my Thermal Expansion ingots are turning into the IC2 variants. This is a problem for me because I use Thermal Expansion to process my ores into ingots and because I can't get those TE ingots into my inventory without them turning into IC2 variants, I can't properly set the recipes involving them in my ME Network. And since the MAC doesn't use the Ore Dictionary, I can't just use IC2 ingots.

Any and all help appreciated,
Thanks.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
333
Hello all, I'm having a problem in my FTB Monster world. I recently added GregTech and Advanced Solar Panels, to my modpack, but my problem is ever since then, all my Thermal Expansion ingots are automatically converting into the IC2 versions where they exist. Same thing with my ingot blocks. For example, I have 3 stacks of copper blocks, all crafted from Thermal Expansion ingots, and they were Thermal Expansion copper blocks. However, when I put them in my inventory, they turn into the IC2 variants which is a problem. I use Thermal Expansion for processing since it gives you extra dusts to smelt, and also my RF/MJ grid is much better than my EU. Of course, you may be wondering why this is a problem, but it is for me since I want to autocraft the universe with Applied Energistics and I can't do that if I can't get Thermal Expansion ingots to set the recipe.

TL;DR version: For some reason, ever since I installed GregTech in my FTB Monster world, all my Thermal Expansion ingots are turning into the IC2 variants. This is a problem for me because I use Thermal Expansion to process my ores into ingots and because I can't get those TE ingots into my inventory without them turning into IC2 variants, I can't properly set the recipes involving them in my ME Network. And since the MAC doesn't use the Ore Dictionary, I can't just use IC2 ingots.

Any and all help appreciated,
Thanks.
It is something Gregtech does. Not entirely sure which config it is. Possibly the Unification.cfg

Also the MAC is capable of oredic'ing materials(or atleast it has been), but only if there are no recipes available for the material that is used in the queued crafting recipe. So if you queue a recipe needing copper ingots, as long as there are no recipes for said copper ingot it should shift to alternative ingots when the default one runs out.

I have had raised words at my MAC before due to this, when it ate my entire exotic wood collection when I ran out of Oak...
 

Anil235

New Member
Jul 29, 2019
24
0
0
Thank you rhn. But to clarify, if I send a request in my network to smelt me some tin with the recipe set to TE tin, will it use my IC2 tin ore if I have no TE tin? I feel like I tried and it was waiting for the TE tin when I did that, but I'm not sure.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
333
Thank you rhn. But to clarify, if I send a request in my network to smelt me some tin with the recipe set to TE tin, will it use my IC2 tin ore if I have no TE tin? I feel like I tried and it was waiting for the TE tin when I did that, but I'm not sure.
Well. lets take a slightly different example:

Case 1:
You have a recipe for Tin blocks using IC2 Tin. In your system you have a recipe for IC2 Tin(A Interface on a furnace smelting ore). Now you run out of ore, but you happen to have TE tin in the inventory. In this case the MAC will always favour the IC2 tin since it has a recipe for it(it is available). It is only at a lower tier that it fails at procuring it(there is no ore).

Case 2: You have a recipe for Tin blocks using IC2 Tin. Your ore is being processed automatically into IC2 Ingots as it is quarried, so you have no recipes for it in the system. Now you run out of IC2 ingots but you happen to have TE tin ingots in the system. In this case the MAC will choose the TE tin ingots as there is no way of getting the IC2 tin ingots.

Case 3: You have a recipe for Tin blocks using IC2 Tin. In your system you have a recipe for TE Tin(A Interface on a furnace smelting ore). Your MAC cannot find any IC2 tin and in this case it SHOULD(I have not actually tested this, but I believe this is what should happen) default to the TE tin recipe.


IMO if you need to make use of the MACs oredict abilities case 2 is by far the best situation for it. It tends to get messy if there are recipes involved.

But, you should look into the gregtech configs. It can be changed to not change stuff in your inventory. Also you can take recipes directly from NEI into the pattern encoder by shift+clicking the little "?". It can be a pain though to get it to rotate through all the different ingot alternatives to show all TE ingots(press shift to stop it rotating).
 

Anil235

New Member
Jul 29, 2019
24
0
0
Well. lets take a slightly different example:

Case 1:
You have a recipe for Tin blocks using IC2 Tin. In your system you have a recipe for IC2 Tin(A Interface on a furnace smelting ore). Now you run out of ore, but you happen to have TE tin in the inventory. In this case the MAC will always favour the IC2 tin since it has a recipe for it(it is available). It is only at a lower tier that it fails at procuring it(there is no ore).

Case 2: You have a recipe for Tin blocks using IC2 Tin. Your ore is being processed automatically into IC2 Ingots as it is quarried, so you have no recipes for it in the system. Now you run out of IC2 ingots but you happen to have TE tin ingots in the system. In this case the MAC will choose the TE tin ingots as there is no way of getting the IC2 tin ingots.

Case 3: You have a recipe for Tin blocks using IC2 Tin. In your system you have a recipe for TE Tin(A Interface on a furnace smelting ore). Your MAC cannot find any IC2 tin and in this case it SHOULD(I have not actually tested this, but I believe this is what should happen) default to the TE tin recipe.


IMO if you need to make use of the MACs oredict abilities case 2 is by far the best situation for it. It tends to get messy if there are recipes involved.

But, you should look into the gregtech configs. It can be changed to not change stuff in your inventory. Also you can take recipes directly from NEI into the pattern encoder by shift+clicking the little "?". It can be a pain though to get it to rotate through all the different ingot alternatives to show all TE ingots(press shift to stop it rotating).

Thanks again rhn. I'm going to try stuff with autocrafting and such with AE when I can, and I'm also gonna dig through my GregTech configs to see if I can figure out the option causing my ingots to act weird like that. Thanks!

-Anil235
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
333
Thanks again rhn. I'm going to try stuff with autocrafting and such with AE when I can, and I'm also gonna dig through my GregTech configs to see if I can figure out the option causing my ingots to act weird like that. Thanks!

-Anil235
Not sure if this is the same in the GT version you got but:
GregTech.cfg:
Code:
####################
# general
####################
general {
    B:AFK_Hunger=false
    B:AdventureModeStartingAxe=true
    B:ConnectedMachineCasingTextures=true
    B:CraftingUnification=true
    B:Debug=false
    B:Debug2=false
    B:EnsureToBeLoadedLast=true
    B:IncreaseDungeonLoot=true
---> B:InventoryUnification=false <---
    I:ItemDespawnTime=6000
    I:MillisecondsPassedInGTTileEntityUntilLagWarning=100
    B:NerfDustCrafting=false
    I:TicksForLagAveragingWithScanner=25
    B:TooEasyMode=false
    B:WoodNeedsSawForCrafting=false
    B:disable_STDERR=false
    B:disable_STDOUT=false
    B:forceAdventureMode=false
    B:hardermobspawners=false
    B:harderstone=false
    B:hiddenores=false
    B:online=true
    B:show_all_metaitems_in_creative_and_NEI=true
    B:smallerStoneToolDurability=false
    B:smallerWoodToolDurability=false
    I:weightForScrapFromScrapboxing=200
}
 

Anil235

New Member
Jul 29, 2019
24
0
0
Not sure if this is the same in the GT version you got but:
GregTech.cfg:
Code:
####################
# general
####################
general {
    B:AFK_Hunger=false
    B:AdventureModeStartingAxe=true
    B:ConnectedMachineCasingTextures=true
    B:CraftingUnification=true
    B:Debug=false
    B:Debug2=false
    B:EnsureToBeLoadedLast=true
    B:IncreaseDungeonLoot=true
---> B:InventoryUnification=false <---
    I:ItemDespawnTime=6000
    I:MillisecondsPassedInGTTileEntityUntilLagWarning=100
    B:NerfDustCrafting=false
    I:TicksForLagAveragingWithScanner=25
    B:TooEasyMode=false
    B:WoodNeedsSawForCrafting=false
    B:disable_STDERR=false
    B:disable_STDOUT=false
    B:forceAdventureMode=false
    B:hardermobspawners=false
    B:harderstone=false
    B:hiddenores=false
    B:online=true
    B:show_all_metaitems_in_creative_and_NEI=true
    B:smallerStoneToolDurability=false
    B:smallerWoodToolDurability=false
    I:weightForScrapFromScrapboxing=200
}
Thanks, looks like this is my version and I changed the config. You've been really helpful man ;)