GregTech 6.02 is upon us with plenty of new additions! Safes! Solar panels! Silicon boules for hardcore circuit crafting! Drugs! And more!
GregoriusT said:6.02.00:
[IMPORTANT] I didn't test the Mechanical Safe in multiplayer Situations. It should work, but I have no Idea if it prevents other Players from accessing/harvesting it, so feedback is appreciated (even if its duplicate posts).
[REMOVED] Lots of old Code. Also refactored some Stuff! This is the Reason why it is now at 6.02.
[FIXED] Pigs dropping neither Bacon nor Ham.
[FIXED] Cows not dropping Ribs.
[FIXED] Bacon Sandwiches not actually using Bacon.
[FIXED] NEI Bug where certain Recipes arent displayed for the Crucible, despite them being there.
[FIXED] Smelter being able to smelt Ore Stuffs, such as Bauxite into Metals.
[IMPROVED] Molds now accept Fluid Input. Note that whatever Pipe you use has to have enough Bandwidth to fill the Mold 100% in one go. Or you just place it adjacent to the Smelter.
[IMPROVED] that aforementioned render related thing a bit more, by reducing calls to getTileEntity, when checking adjacent GT Blocks for opacity.
[CHANGED] A lot of Machines to accept Inventory Input from the Tank Input Side too (just not automatically, only if you pipe/hopper it in). Did the same to SOME Fluid Input Sides too. Don't worry, your existing automated Setups won't break on this change.
[CHANGED] Bath to have its Auto-Fluid-Output at the Bottom. (this is the only case where I actually changed the purpose of a Side, what might break automation, wait, there is no Recipe outputting Fluids anyways for the Bath so I didn't break anything)
[CHANGED] using Silk Touch on Small Ores increases the percentage of "good" Gems being dropped. And if you somehow can combine Fortune and Silk Touch they would stack together on this effect btw.
[COMPAT] EBXL and BoP stuff is now supported, in regards of Items and Recipes.
[ADDED] Wooden Buckets. They can only carry Milk and Water, but that is enough for pretty much all purposes you could have earlygame. Note, they have the annoying downside of being unstackable, even when empty! They are meant for earlygame and not for cheap bastards.
[ADDED] Mortar Recipe for 8 Scraps + Mortar = 8 Tiny Dust. I think this is worth mentioning.
[ADDED] Mushroom Stew Fluid. Should also be compatible with the MFR Mushroom Soup Fluid. It can be created by mixing a vanilla Brown Mushroom with ANY other Mushroom (see ExtraBiomesXL, Biomes O' Plenty, Twilight Forest and Harvestcraft)
[ADDED] Antidote, a Pill that just cures Poison. It is made with vanilla Brown Mushrooms.
[ADDED] TNT Recipe using Flint Dust.
[ADDED] Blast Resistance Tooltips to all my Blocks. Btw regular vanilla TNT Blasts need a Blast Resistance of 16 or greater to be proof.
[ADDED] The Progress Sensor can now also measure the countdown value of the vanilla Mob Spawner. If it shows "0" it means that the Spawner is trying to spawn something but fails doing so. (Light Level and other Spawn Conditions)
[ADDED] Transformers for Electric Power.
[ADDED] Crystallisation Crucible, which creates Silicon Boules and similar.
[ADDED] Solar Panels (8EU/t Day, 1EU/t with free view to stars). And don't tell me 8EU/t is OP, you know that almost every Machine requires a Converter from EU to its actual power and that those all have a 50% loss! That means its effectively 4 Generic Units per tick unless you are able to power a machine directly with EU. Also the Recipe for the Panel is quite hardcore with crystalline Silicon Plates and stuff.
[ADDED]
Safes with 15 "safe" Inventory Slots.
Mechanical Safe. This Safe can only be opened by its Owner.
Keylocked Safe which is basically the same as the Mechanical one but also requires a Key Item to be opened and closed. The first used Key will be the one to open/close it. Note: It can only be harvested while open.
I might add a Digital one later, that has a Hexadecimal Number Pad for access by more than one Person.
NOTE: The Safes aren't 100% Blastproof! People can blow them up to get the Resources! (That is if they have a strong enough explosive, what depends on the Material of the Safe itself)
[ADDED]
Stone generator Module.
This Item can be used to generate infinite Stone inside GT Machines by just putting it into the Input Slot.
This process ofcourse still needs Energy to function as you dont just get Stone Items from it, but instead a "Token" that functions as if a vanilla Stone is inside the Machine (works for most Machines).
Yep, combined with an Extruder you could make an "Igneous Extruder" with it. XD
Note, that this is not as OP as it sounds, and GT5 had a Cobble generator as Machine back then too. This is just the new way of doing it.
[ADDED]
Item and Fluid Filters. (in the 3 variations Items, Fluids and Items&Fluids)
They are based on Extenders, so you cannot chain multiple of them together nor combine them with actual Extenders.
They have 54 Slots and default to not let anything go through when they are left empty.
In case of Fluid Containers, such as Buckets or Universal Fluid Cells, it will NOT take the Fluid inside them as Filter Value, you have to rightclick the Item in order to switch it to the contained Fluid.
Things can also go through the Filter in reverse direction (out of the block it is attached to), but in that case the Filter won't apply and will let anything pass.
When Machines pull things through a Filter they only grab things the Filter allows to pass. Note that the main side has to be the one facing the MACHINE and not the Chest.
6.01.08:
[IMPROVED] something render related regarding rendering of obstructed Facings. (the improvement is that they now don't render anymore with GT Machines and Foamed Wires/Pipes)
[FIXED] Another Crash Bug when mining certain Blocks. Like Sugarcanes or Cauldrons.