[Addon v1.95]Rocket Science v0.89 - flying autominers, missiles, and nuclear fusion!


  • Try reading the forums or even possibly the wiki for a change.


    repeat after me: the EU a cable can carry is per *PACKET* not total. aka: it's perfectly possible for glass fiber cable to carry that much as it's only taking 120 or 30 EU/t packets.

    Exactly. Eu/t is a total bastardization of the concepts of power voltage and current. As a wire-rating, its like voltage, as a measurement with the eu-meter, its more like power or current.

  • hey, i have an other problem: if i use foresttree, the modloader don´t red the rocketScience. if i add rocketsciene in the modloader config, he delete this while starting. but i want to use rocketscience AND foresttree. can someone help me?
    there is no problem with the ids etc.


    with best regards, ian

  • The update to 1.2.4 won't take near as much time as 1.2.3 did

    Hopefully not... I hate having to use fission reactors to power the forcefields I use to pen in all the mobs I have from 'Mo Creatures and the Fossils and Archeology mod (I use the Modular Forcefields Plugin, BTW, MUCH easier to use than default Shield Generator).... I usually end up forgetting about the reactor, up until it explodes or fatally irradiates the area around itself.... Or runs out of uranium, and then I have a T-rex eating all my horses and shit....

  • Hopefully not... I hate having to use fission reactors to power the forcefields I use to pen in all the mobs I have from 'Mo Creatures and the Fossils and Archeology mod (I use the Modular Forcefields Plugin, BTW, MUCH easier to use than default Shield Generator).... I usually end up forgetting about the reactor, up until it explodes or fatally irradiates the area around itself.... Or runs out of uranium, and then I have a T-rex eating all my horses and shit....

    And thus, Jurassic park movie style.
    I'm hoping this mod updates to 1.2.3 instead of 1.2.4, because I'm gonna miss out on a lot of mods if I have to update as well.

  • And thus, Jurassic park movie style.
    I'm hoping this mod updates to 1.2.3 instead of 1.2.4, because I'm gonna miss out on a lot of mods if I have to update as well.

    Same here, a LOT of the mods I used in 1.1 barely have updated to 1.2.3, due to the fact that 1.2.3 was buggy as hell....

  • You lost me after soldering o.o but ya take your time



    Sincerely,

    The forum lurker

  • hey, i have an other problem: if i use foresttree, the modloader don´t red the rocketScience. if i add rocketsciene in the modloader config, he delete this while starting. but i want to use rocketscience AND foresttree. can someone help me?
    there is no problem with the ids etc.


    with best regards, ian


    Just fix the ID conflicts.

    Age: 16. Favourite school subject: Physics/Chemistry.


    The IC2 forums could really use a lot more of [REDACTED], [DATA EXPUNGED] and ████████.


    I'm in a so called "after-school". It's freaking fantastic and nowhere near as boring as normal school!

    • Official Post

    Took a break from my magnetohydrodynamics problem set today to start the update to 1.2.3. The new height limit is really great for the missile defense system; it gives enough of a lag time between firing and impact for you to evacuate your base when the alarm klaxon sounds. I should have at least a teaser image of a fully-functioning defense system up by Saturday.


    (Protip, don't fire an incendiary missile at a jungle - in addition to frying the poor little ocelots, you'll never put out that fire)