Detailed information of Changes in v5 of Direwolf20, v8 of MindCrack & v7 of Magic World

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Would you like me to update this for all the Modpack Updates


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DoctorOr

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Jul 29, 2019
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BC machines don't "randomly explode". They only explode if you don't cool them enough, or extract all the power.

Which is all but impossible if you use native BC conductive pipes as they randomly hold the power.

I already said the simple solution is to isolate GregTech machines on a separate grid.

If you're prone to hitting machines with pickaxes, then go to that extreme.
 

BalanceSeeker

New Member
Jul 29, 2019
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VikeStep, your post was the one that made lazy me register myself here at last - because, if any, this post deserves a thank you! :D So thanks a million for this!! :) I really hope you'll find the motivation from all feedback to continue this, it's an enormous help to all of us!

Anyway, here's some more changes I couldn't find in the lists:
(I can't verify these atm - the launcher didn't play nice with my precious configs etc last time I switched so won't risk that again. Also, GregTech has a tendency not to mention those pretty important and major balance changes, which is annoying and hurts gameplay imho/on our server... but looks like some want it that way, so I won't mention all the details.)

OmniTools

*CRITICAL FIX - OmniWrench shouldn't be able to pick up (anyone's) Personal Safe that has stuff in it anymore (and erase the stuff!). As said, I can't verify that it's actually fixed. (I lost 4000-5000 ingots, gems etc to this bug.. why this isn't mentioned like everywhere is an enigma to me!)

*Also (v7), the same lovely wrench can pick up MFFS Secure Storage you don't own but at least drops the contents in this case. Would be great if someone could check if that might be fixed too as it's related to the above. (No information about this one in the OmniTools thread afaik.)

GregTech

*Several unmentioned "minor" ;) balance related changes (details omitted) Regarding: Tin Cells, TE Pulverizer, Scrapbox % for certain items, UU-recipes output, Iridium, Rubberwood, Coolant Cells, Electronic Circuits, Steel Output.... ("minor" = ranging from minor to factor 2. :D Balance related = cheaper or more expensive.)

First post :) and.... Thank you!

OT: (Sorry for polluting hehe, any replies would probably be best via PM. And ohh, just let me know and I'll remove it from my post..)

1. I do not want to start a debate - just mention why I feel GT's tendency of not giving a heads up regarding important changes hurts game play in our case. The issue I have (We don't run quarries) is that with constant major changes I lose the whole budgeting/prioritization/planning-thing in MC that I love. Instead of laying aside raw materials for stuff I have plans for, but need to see if I can afford it or should wait and use the resources for something else, I feel a pressure to hurry up and process everything into machinery, cause the next day I might need twice the amount. I my case much of this has had the effect that I spend most of the time processing stuff, creating production chains, and constant changes to machinery, while my base is a ugly cave.. =) I can understand that for those who aren't new to GT and have come a long way in resources and machinery don't have this problem and might find the surprises refreshing, so that's why I leave out the details above and leave that for someone else. =D

2. Q: So transformers cannot blow up no matter what (EU-wise)? I've been toying around in creative and wondering how to down convert 8192p safely, HV-transformers seems to do the job and I've yet to destroy anyone, and I see some good info here (GT-related), but would still appreciate if someone would confirm that this always aplies, i.e. you can't "EU-explode" a transformer no matter what.

3. Without saying why the new GT mechanic of potentially RIP your whole workshop is a terrible idea imho, I'd just like to add one thing I never see anyone mention: I'm surprised that there isn't a config option (afaik) for a thing like this, that could equal sudden "game over" depending on your level/resource scarcity/game play! That one that kinda has to be configurable, if anything can imho, and would make this less of an issue. (Endless discussions back and forth...)
 

Abdiel

New Member
Jul 29, 2019
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2. Q: So transformers cannot blow up no matter what (EU-wise)? I've been toying around in creative and wondering how to down convert 8192p safely, HV-transformers seems to do the job and I've yet to destroy anyone, and I see some good info here (GT-related), but would still appreciate if someone would confirm that this always aplies, i.e. you can't "EU-explode" a transformer no matter what.

Transformers don't care about voltage on their output sides. However they will still blow up if the voltage on their input side is more than they can handle. Keep in mind that a redstone signal inverts what's input and what's output.
 
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BalanceSeeker

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Jul 29, 2019
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Transformers don't care about voltage on their output sides. However they will still blow up if the voltage on their input side is more than they can handle. Keep in mind that a redstone signal inverts what's input and what's output.

Confused, cause I've tested feeding 8192p, 8192/t -> HV-trans -> 512p, 2048/t -> storage, letting it run for a long time, without any explosion. AFAIK, HV is 2048p <-> 512p ..? This was in a creative mode world with creative mode off though..
I.e: QuantumGen (8192p,8192/t) --> Supercond.Cable --> HV-trans (the single input side) ... HV-trans (one output side) --> Glass Fibre Cable --> AESU. No rs-signal, running around with EU-reader etc.. On the other hand I don't know any way of up-converting to 8192p without GT, and wiki's might be outdated, so maybe I'm missing something crucial? :p
 

noskk

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Jul 29, 2019
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BC machines don't "randomly explode". They only explode if you don't cool them enough, or extract all the power.

I already said the simple solution is to isolate GregTech machines on a separate grid.


But it's still a dick move by GregTech for changing something so critical in a minor revision. Now I have to alter the design of my base (again, glass fiber in the floors making a "power grid", covered up by construction foam). Just place a machine and it has power.

This is nothing really, you won't blow up your base as long as you play smart with your wiring. (hint: always power each of your GT machines with the correct storage unit next to it i.e. batbox for ind. centrifuge).

Btw, at ver 2.77c he added flammability for all his machines (you can burn them with flint & steel and the fire will spread to all other GT machines) and at ver. 2.77d GT machine that's on fire will randomly explode ahahaa...
 

NateSci

New Member
Jul 29, 2019
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This is nothing really, you won't blow up your base as long as you play smart with your wiring. (hint: always power each of your GT machines with the correct storage unit next to it i.e. batbox for ind. centrifuge).

Btw, at ver 2.77c he added flammability for all his machines (you can burn them with flint & steel and the fire will spread to all other GT machines) and at ver. 2.77d GT machine that's on fire will randomly explode ahahaa...

This, seriously these people crying about machines exploding are either complete noobs to BC IC and wiring in general or idiots. I haven't had a machine blow up from accidentally putting to much power in it in about a year.

Then they word it like OMG GAME OVER, I HAVE TO REDESIGN MY ENTIRE BASE!!! so they can fool people new to GT into thinking its something that must be turned off.
 

Abdiel

New Member
Jul 29, 2019
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Confused, cause I've tested feeding 8192p, 8192/t -> HV-trans -> 512p, 2048/t -> storage, letting it run for a long time, without any explosion. AFAIK, HV is 2048p <-> 512p ..? This was in a creative mode world with creative mode off though..
I.e: QuantumGen (8192p,8192/t) --> Supercond.Cable --> HV-trans (the single input side) ... HV-trans (one output side) --> Glass Fibre Cable --> AESU. No rs-signal, running around with EU-reader etc.. On the other hand I don't know any way of up-converting to 8192p without GT, and wiki's might be outdated, so maybe I'm missing something crucial? :p
HV transformers will accept any input voltage and convert it to 512 EU/p. It's the only way of getting power from a fusion reactor, or from powerful nuclear reactors.
 
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VikeStep

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Jul 29, 2019
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Here is are the next few versions of GregTech, for when they are added
2.77d
Due to my geniality, I finally found a Way to unificate the Output of Thermal Expansions Machines (and to adjust some of the Outputs to match the Macerator equivalents), by just using the API of it. The weak point for that Hack was Minecraft itself, and the possibility of setting all 3 values (ID, Amount, Metadata) of an ItemStack even after its creation, making the "final"-Statement completly futile (well not that compeltly, I cant add or remove secondary Outputs using that Method).
Machines now explode when on Fire. This happens randomly, so that the Fire has time to spread to other Machines.
Some Bugfixes and Recipe additions were ofcourse also happening.

2.77c
Fixed many minor Bugs.
Fixed some Recipes.
Made Machines able to catch Fire, but they won't burn away (they will just burn forever like Netherrack). But as I said, I will let burning Machines randomly explode in the next Version.
An upside is, is that maybe I can get Dusts instead of Pulverised Metals from my TE machines, however I now have another way for my machines to be annoying by setting on fire :(
 

Tolgrimm

New Member
Jul 29, 2019
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Thermal Expansion just had a major update, including some sort of teleport pipes. Maybe this update can be squeezed in into the next modpack updates? ;)
 

Hawcian

New Member
Jul 29, 2019
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Hmm, newest version of BuildCraft (3.4.2) changed worldgen a bit, now EBXL has to re-apply a fix. I wonder if they'll update Monday if EBXL hasn't updated; looks like 3.4.2 fixes a corruption issue with the Builder so it might be important.
 

DoctorOr

New Member
Jul 29, 2019
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This so very much needs to be listed somewhere as a universal tip (would it work just as well with batboxes/mfes?)

Listingit as a universal tip would require it was actually a good idea.

Copper cable would work best. 128eu machines should already have been isolated behind a mfs for power requirement reasons. The whole idea of quarantine is sad a nd based in a poor idea of what happens.

Now not only am I worrying about exploding machines, I have less function for my TE machines and I can be away from my base for a minute and return to my machines all toasted because just 1 caught on fire and spread to everything else *sighs

Nowhere in the quote you gave is "less function for your TE machines" suggested. In fact, it specifically says that bonus outputs (such as the pulverizer) would not be changed. I'd expect changes to pulverizer recipes to match the (slightly superior) macerator recipes for a couple items (blaze rods, bones, come to mind) and perhaps a Lexicon-style transformation of the outputs to GregTech style dusts instead of pulverized metals.

(Well, there is one recipe that might change. The cheating pulverizer recipe that allows you to dupe iron)

Nor does it say that machines will randomly explode, and quite frankly if you consider "being on fire" to be an everyday occurence in your IC2 machines, you're doing something horribly wrong.

Really, this kneejerk, ignorant, and doom & gloom style outlook for anything GregTech related is tiring. If you don't like the mod, turn it off and stop using it.
 

Exasperation

New Member
Jul 29, 2019
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hint: always power each of your GT machines with the correct storage unit next to it i.e. batbox for ind. centrifuge

Yeah, it seems to me that he preemptively pulled the teeth from this change by giving his machines no internal storage or ability to accept transformer upgrades. Without those available, your GT machines will already always be isolated from the main power grid just so they work properly (although personally I prefer to power my industrial centrifuges in pairs off of a MFE/LVT combo - 40k EU storage just isn't enough power to avoid "insufficient energy line" issues). I know that in my base, the only GT machine that actually has an input line directly from the primary power grid is the matter fabricator - and if I manage to fry that by sending too much power at it, whatever it does when it explodes is likely to be the least of my worries. ;)
 

VikeStep

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Jul 29, 2019
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Nowhere in the quote you gave is "less function for your TE machines" suggested. In fact, it specifically says that bonus outputs (such as the pulverizer) would not be changed. I'd expect changes to pulverizer recipes to match the (slightly superior) macerator recipes for a couple items (blaze rods, bones, come to mind) and perhaps a Lexicon-style transformation of the outputs to GregTech style dusts instead of pulverized metals.

(Well, there is one recipe that might change. The cheating pulverizer recipe that allows you to dupe iron)

Nor does it say that machines will randomly explode, and quite frankly if you consider "being on fire" to be an everyday occurence in your IC2 machines, you're doing something horribly wrong.

Really, this kneejerk, ignorant, and doom & gloom style outlook for anything GregTech related is tiring. If you don't like the mod, turn it off and stop using it.
I am sorry If i came across this way, I intially misunderstood what he meant about the TE machines so I take back that statement, but I love GregTech, it gives me a challenge, however I just think that if a machine should catch on fire, then it shouldn't make a mess of my buildings too. I don't have exploding machines on a daily basis, but it does happen sometimes, it happes to the best of us, and I don't like the fact that a single mistake with maybe accidentally removing an item can completely make a new hole where i work. I want GregTech in every pack I use, but I don't like how he makes it such a big consequence for not monitoring the machines good enough.
 

Squigie

New Member
Jul 29, 2019
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Really, this kneejerk, ignorant, and doom & gloom style outlook for anything GregTech related is tiring. If you don't like the mod, turn it off and stop using it.
Bad design is bad design. So much of GregTech is redundant (Forestry bronze nerf), pointless tedium (compressor for storage blocks), newb traps (compressor for storage blocks with copper), or punishment for the sake of punishment (machine explosion mechanics). Minecraft is not I Wanna Be The Guy, and modpacks already require significant learning with little to no in-game explanation.

The quality and validity of criticism varies, but it is a necessary and integral part of design. If you don't like it, get over it.
 

DoctorOr

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Jul 29, 2019
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Bad design is bad design. So much of GregTech is redundant (Forestry bronze nerf), pointless tedium (compressor for storage blocks), newb traps (compressor for storage blocks with copper), or punishment for the sake of punishment (machine explosion mechanics). Minecraft is not I Wanna Be The Guy, and modpacks already require significant learning with little to no in-game explanation.

Every complaint you have is configurable, all you've done is complain about the choices you have made. Your choice to run the mod. Your choice to config it a certain way. It's still your choice to play on a server, even if the OP of that server has chosen to configure things in a way you don't prefer. The end result is still that you're complaining about having a choice.

This leads me to suspect you _like_ GregTech and want something it provides for you.

Furthermore, it's funny you calling the bronze nerf redundant, because that's not the meaning of the word redundant.
 

Bigglesworth

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Jul 29, 2019
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To be honest this should be done by the FTB launcher. Not really clear why they havent'. We really need a tab that displays all this information on updates with update logs. One of the main concepts of a game launcher is to do this very thing, and as of 1.2.2 it doesnt do this at all. Very very useful.[DOUBLEPOST=1359310024][/DOUBLEPOST]
Bad design is bad design. So much of GregTech is redundant (Forestry bronze nerf), pointless tedium (compressor for storage blocks), newb traps (compressor for storage blocks with copper), or punishment for the sake of punishment (machine explosion mechanics). Minecraft is not I Wanna Be The Guy, and modpacks already require significant learning with little to no in-game explanation.

The quality and validity of criticism varies, but it is a necessary and integral part of design. If you don't like it, get over it.
Sounds like you just want ez mode. And punishment? Are you kidding? I suppose you think mods should give you a damn hug too instead of killing you for getting yourself into a stupid situation. Exploding machines teaches you not to be retarded, seems like youve had a few blow up in your face. learn.
 

drazath

New Member
Jul 29, 2019
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Ugh, Mindcrack v8 still has IC2 1.112.170? It has a really bad bug that spams the server console (which ends up bloating the server log files to 10's of gigs in size). There's a lot of threads about this in the server support area, like this one, how could they have missed it.
 

Bevo

New Member
Jul 29, 2019
240
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That is a problem with IC2 not FTB. There isn't much FTB can do about that. 170 is the latest IC2 Beta release. If you want to use one of the newer ones that isn't yet released you need to do that yourself until IC2 releases a newer beta version than 170.
 

drazath

New Member
Jul 29, 2019
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So why not just use one of the newer revisions? They're available to everyone, after all. Just because they're not 'release' versions, they'd rather release a pack with a broken version?
 

Bevo

New Member
Jul 29, 2019
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IC2 probably won't give permission to use anything that isn't at least a beta release. Releasing very early version of mods in large packs like this just means their forums will be swamped in a sea of people upset about stuff not working which is what happens when you put a bunch of unreleased mods together.

Also on my server I updated to 184 and I still get the debugger spam. It isn't quite as bad as 170, but is still very bad.