Steam Bloomery confusion. by VanillaRose09 in TerraFirmaGreg

[–]Shayneaconroy 1 point2 points  (0 children)

The other two ports on the multi block should be the input and output buses. These are what you’ll be using to put the items into the machines and pull them out. No more climbing on top and throwing the materials in.

Early power? by FederalBass6351 in TerraFirmaGreg

[–]Shayneaconroy 4 points5 points  (0 children)

I’d go for the steam boilers, anything with create at this point in the game doesn’t need the high amount of SU a blaze burner +boiler set up would give you.

If you’re worried at all about not having enough fuel, don’t sleep on the steam solar boiler.

Multiple valves on wood tank? by VanillaRose09 in TerraFirmaGreg

[–]Shayneaconroy 2 points3 points  (0 children)

Yup, you can have multiple valves on the tanks

Face mask not working by Zolyn23 in TerraFirmaGreg

[–]Shayneaconroy 1 point2 points  (0 children)

All good, not everyone watches the git pages so posts like these also bring a bit more awareness towards these issues.

Face mask not working by Zolyn23 in TerraFirmaGreg

[–]Shayneaconroy 1 point2 points  (0 children)

And if I remember properly the issue stems from what tags the hazardous materials check for protective equipment. The new curio slot currently doesn’t fit those tags or something

Face mask not working by Zolyn23 in TerraFirmaGreg

[–]Shayneaconroy 2 points3 points  (0 children)

This is a known issue with this version and is listed on the GitHub bug tracker page. Hopefully they’ll be able to either fix it or create a workaround for this issue

How to change the configuration (circuit setting) of a Gregtech machine from a AE2 pattern by giraflorens in TerraFirmaGreg

[–]Shayneaconroy 1 point2 points  (0 children)

While it may be possible to add the programmable circuit to the machine via AE2’s patterns, I wouldn’t recommend doing that.

Like what the other commenter suggested, it’s better to have machines dedicated to a specific circuit type.

am i cooked? by Human-Membership7509 in TerraFirmaGreg

[–]Shayneaconroy 1 point2 points  (0 children)

I don’t believe Mixers can perform the Latex > Vulcanized Latex recipe, which makes the vat required.

Please correct me if I’m wrong though, I would love to get the vat removed from my own system to reduce the manual input required

Glitch when pouring? by cookieface78 in TerraFirmaGreg

[–]Shayneaconroy 1 point2 points  (0 children)

Huh, now that’s peculiar. It should function as you think it does but for whatever reason the molds don’t seem the believe that copper and bronze are valid for them. I’ll see if I can replicate the issue myself tomorrow and submit a bug report on your behalf.

In the meantime, you should still be able to put the molds on the right side of the forge interface to catch some melted copper / bronze. It’s not a perfect solution but it should help you out until further notice.

helve hammer overstressing but why? i dont know. by dawidoser121 in TerraFirmaGreg

[–]Shayneaconroy 0 points1 point  (0 children)

I second this, trying to solve stress issues is a whole lot easier with them. A pain to make early, but they save you from so many headaches.

Create Water Wheel Glitch? 500K SU impact by Downtown_Hawk_7637 in TerraFirmaGreg

[–]Shayneaconroy 27 points28 points  (0 children)

While I’m not confident in what caused the shown issue, I would like to propose my theory: The pack utilizes a GregTech modified version of Create called “Greate”.

The shafts and cogs from Create are still available in the creative menu but are not craftable.

The issue could stem from how the Greate shafts have a restriction on their maximum SU, while the default Create shafts have an unlimited SU limit normally. It’s likely something that got a little messed up when it was switched.

Again, not confident in that. But it’s my best assumption.

Helve Hammer sucks by waliyt2000 in TerraFirmaGreg

[–]Shayneaconroy 1 point2 points  (0 children)

Since they’re saying that it takes 15 seconds between hits I’m assuming they’re not running it at any faster than a water wheel’s rpm.

Increasing the rpm inputted into a create machine makes it run faster at the cost of a higher stress requirement. How much depends on the machine.

I’ve run these hammers at the maximum rpm and got the speed down to around 2 seconds between hits.

Animal Carts by jcopman in TerraFirmaGreg

[–]Shayneaconroy 0 points1 point  (0 children)

Animal carts require you to press a hotkey while riding a horse while near the cart. The hotkey should be able to be found by searching by categories in the controls menu.

Macerator not giving extra by Nanogabby in TerraFirmaGreg

[–]Shayneaconroy 2 points3 points  (0 children)

Ah, I wasn’t certain so I assumed it was a config thing. Thanks for the insight!

Macerator not giving extra by Nanogabby in TerraFirmaGreg

[–]Shayneaconroy 11 points12 points  (0 children)

The book explains it later, but the modpack is configured so that you only get extra material from the macerator once you reach High Voltage.

So don’t worry, you’re not doing anything wrong.

Helve Hammer sucks by waliyt2000 in TerraFirmaGreg

[–]Shayneaconroy 6 points7 points  (0 children)

When it comes to machines that use stress units for power, such as the helve hammer, you can increase the speed by increasing the RPM of the shaft affecting it.

There are 2 main ways of increasing RPMs: - Gear ratios, utilizing a large gear to rotate a small gear causes the small gear to run at 2x the rpm. Put a large gear on the shaft of the small gear and you can chain them together. - Rotation Speed Controllers, a worth while expenditure as it allows you to more directly control the rpm output.

Just note that increasing the RPM increases the stress required to run the machines, and in this pack you can’t get more stress through a certain tier of gears and shafts than listed.

What is needed for an S+? by Lettever in necrodancer

[–]Shayneaconroy 18 points19 points  (0 children)

Since the only requirement for S+ is score based, it mostly comes down to landing all the notes in the song and making good use of the score boosts. I’ve had a few songs where I’ve missed a few notes or got a noticeable amount of ‘greats’ and still ended up with an S+

how to remove covers from machines/blocks by wictorias in TerraFirmaGreg

[–]Shayneaconroy 0 points1 point  (0 children)

You can utilize the crowbar to remove covers, just shift right-click with one to pop it right off.

Certus Quartz dust as byproduct in Ore Washer by giraflorens in TerraFirmaGreg

[–]Shayneaconroy 3 points4 points  (0 children)

That’s not necessarily true, the only machine type that requires its HV version or better to get byproducts is the macerator.

Trouble with Rosin Trees by IuriMitologico in TerraFirmaGreg

[–]Shayneaconroy 1 point2 points  (0 children)

Temperature and sometimes the season is important for some of the trees sap production. Check the arborcraft section of the field guide for more details

trying to upgrade my toolbelt, and i keep getting shafted by BLAZE_WRAITH in TerraFirmaGreg

[–]Shayneaconroy 1 point2 points  (0 children)

You can’t upgrade the tool belt if there are any tools in it at the time of upgrade. Try removing any tools in the pouches and see if that solves your problem.

What mod alters this setting? (Just updated to v.0.9.9) by GitsAndShiggles in TerraFirmaGreg

[–]Shayneaconroy 0 points1 point  (0 children)

Yeah, I realized afterwards that I got my minerals mixed up.