IC2 will probably wait a while for 1.7.3 and 1.7.4 and so on to be released first.
Posts by Epic Lulz
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All the energy backpacks (BatPack, EnergyPack, etc.) will only lose their power to electric tools.
All the electrical armor (NanoSuit, QuantumSuit) will only lose their power to damage and special abilities.
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so macerating centrifuging is only for byproducts?
metal former for cables
compressors can make metal plates?lastely what do pattern storage, replicator and scanner do exactly please?
The metal former can do a lot of things, such as creating tin cells, item casings, etc. I advise you to use NEI and NEI Plugins to see the changed recipes and how you can craft those (or make those in a Metal Former). The early-game way of making plates is to smash 1 ingot (not 2, that would be GregTech) with a Forge Hammer (80 uses) but I think you can make plates in a Metal Former or a Compressor afterwards.The UU-Matter system also has been revamped. Firstly, Mass Fabricators need 10x the energy (so 10 million EU without scrap, 1.667 million EU with scrap) and 10x the scrap (if you use scrap) to fabricate. The output is now 1 bucket of Liquid UU-Matter, instead of 1 blob of UU-Matter. If you want to create items from UUM, you need to scan them (not all items though, usually the raw materials) in the Scanner (thereby consuming it) and you will get a pattern (which you can store in the pattern storage). Afterwards, place the pattern and pipe Liquid UU into the Replicator. The replicator will then create new items from the Liquid UU.
You can also raid generated structures (mineshafts, dungeons, villages, etc.) to find Iridum Ore to scan.
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It's not. Mojang is foolishly pushing forward for its own content, and has decided against trying to add community based work for-the-moment as a whole. I don't foresee a change in this policy...
Since Jeb took over Mojang, there has been a bit of a development drift from small aspects being added into a large sand-box (Notch style) to more organized rewrites and story driven content to add theme (Jeb style). For a good period of time, this was all fine and good. But since Jeb and the Mojang team have taken it upon themselves to flesh out Minecraft into more of an adventure RPG world, rather than an open sand box of creativity, they have ignored the community contributions and begun doing as they like in result...
It was Notch's haphazard laziness that prevented us from getting a Mod API before the official Minecraft release. Now, it appears that Jeb and Dinnerbone have changed objectives entirely, and would rather just continuously add content in a DLC like manner than focus on creating official tools for community creations. Which is a shame, since I think a valuable, educational, golden opportunity could have been seized had they allowed more official support for Minecraft modding...
Maybe not so much. I think Dinnerbone said somewhere on his Twitter feed that most of the newer changes would bring them a few steps closer to the Mod API, but it would cause modders trouble in the meantime.- 1.2: Increase of world height to 256. Gives some biodiversity and environmental mods more space to develop.
- 1.3: Merger of SSP and SMP. This did throw quite a big problem (some mods like RedPower never truly recovered) but modders have to maintain 1 version instead of 2 separate but similar versions.
- 1.4: Not a lot of changes (except maybe some NBT data improvements), and there was little trouble for modders upgrading to 1.4 from 1.3.
- 1.5: Texture pack changes, now more modular and also ensures some future texture-compatibility for texture pack makers.
- 1.6: New launcher helps setting up multiple instances for mod users, providing convenience.
- 1.7 (upcoming): Depreciation of IDs removes many bogus bug reports, and cleaning up of 500 000 lines of code definitely makes Minecraft smoother and improves the quality of a hypothetical mod API. Biome mods are possibly less "hacky", the sound engine may let modders add better sounds than before. EDIT: Yes, and packet rework too, that will be a trouble. (Thanks RawCode)All the odd number changes (1.3, 1.5, 1.7) posed/will pose a big problem to modders, but they are bringing us closer to the mod API (whenever that is).
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Just to be clear, with 'most recent Version' of TConstruct you mean 1.5.0d6 (aka the development version) or 1.4.7d7 (the recommended, stable version) ?
It was a very recent commit, so it should be the development version.By the way, you can delete this feature, it's called PeaceOfMind or something in the plugins/ directory in the TConstruct file.
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Mojang has released the 1.7.1 pre-release and there has been 3 disturbing tweets from cpw.
@KrypticDot @TheKevin8082 complete world save rewrite, complete block and item identification rewrite.
EwyBoy @SeargeDP low to medium. Depends on how bad you've been
(In response to a question on how well an FML mod will survive 1.7)
@KrypticDot @TheKevin8082 we estimate about 20% of 1.6 is still gonna be recognizable in 1.7.For those of you not in the know about the snapshots, these are the major changes in the snapshots:
- More worldgen
- Rewriting of a few thousand lines of code
- Rewriting the sound engine
- Resource pack redevelopmemt
- Achievements & statistics overhaul
- New color pallete for maps
- Block IDs are deprecated (still usable, but will be removed in a future update)
- Command changesWell I guess we can forget about modded 1.7 until Xmas.
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Alternatively you could disable that feature in the configuration file if you want to.
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Known issue, it will probably be fixed when the E-net is fully ready.
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IC2 version = 2.0.266-experimental
I thought I understood the mechanics of IC2 experimental EU and transferring of power properly and how cables work but this has me at a loss... So I have a IC2 experimental miner setup with tin wire going directly into it being powered by 3 generators using coal, that seems to work. I went to add 3 low voltage solar panels to the wires and all of a sudden BOOM the miner explodes along with my drill and scanner...
I almost rage quit the server I was on at the time but instead went to single player survival/creative to test and find out why this happened, even without the generators running and just using 3 low voltage solar arrays connected directly to a miner with any kind of cable will cause it to explode. Can anyone explain this to me?
There is so many inconsistencies to it also for example if you go test it out and place 3 low voltage solar arrays then the cable and then the miner, for some reason when you first do this in a newly loaded world it might not explode, UNTIL you put a drill and pipes in to to activate the miner then it'll explode, whats weird is after that first explosion now if you repeat the same steps it'll blow up as soon as you place the miner without even activating it. If you start with just 1 low voltage solar panel connected to the miner and then add more it doesn't explode, until you start it.
I don't know you really have to play with it just to see how inconsistent it is, but I don't understand why it explodes... I thought maybe i'd use a batbox to connect to the low voltage solars arrays to it and then connect the miner to the batbox but for whatever reason you can't charge a batbox with a low voltage solar array? (again confused)
I'm not trying to connect spend resources to connect solars to an MFE an then transformer it lower just to run a miner there should be an easier solution and after spending like an hour trying various things like charging a batbox or using lv transformers or mv transformers the simplest solution i came with was 3 low voltage solar arrays like before, any cable connect to a mv transformer thats connected to the miner. How that solves the problem I don't know... a low voltage solar panel can only make 8eu/t so I don't understand the exploding of the miner or the need to use a mv transformer or why they cant charge a batbox directly. #SoConfused
The mod that has the LV solars and MV solars etc. (Compact Solars) is not fully updated to IC2 Experimental yet, expect many E-net problems.
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A quick overview:
The way you craft machines has now changed; refined iron is deprecated. You now need to smash iron ingots into iron plates with a forge hammer (that has durability) or use the metal former. The way you produce cables has also changed; you need to cut it. However, most of the new items can be made using a metal former.
Canning machine has been revamped. It has some abilities of the TE Liquid Transposer, and is now used to make some recipes, such as Construction Foam.
Ore can be directly smelted for 1 ingot, or macerated for 2 crushed ore.
Crushed ore can be directly smelted for 1 ingot each, or washed to get more purified ore.
Purified ore can be directly smelted for 1 ingot each, or thermal centrifuged to get some byproducts in the form of pure metal dusts.
Pure metal dusts can be directly smelted for 1 ingot each.The RTG (Radioisotope Thermoelectric Generator) generates energy infinitely based on the amount of RTG pellets inserted. RTG pellets are made from plutonium, which is a byproduct of nuclear fission. You can also use MOX fuel, which has a production that scales based on the heat in the reactor (the hotter the reactor, the better its production). There is also a new method of producing uranium fuel cells. Any radioactive minerals must be handled with a Hazmat Suit equipped.
1 pellet = 1 EU/t. 2 pellets = 2 EU/t. 3 pellets = 4 EU/t. 4 pellets = 8 EU/t. 5 pellets (max) = 16 EU/t.EU/p has been removed entirely as packets now merge inside cables when they form. Due to this, tin cables can conduct 32 EU/t, copper = 128 EU/t, gold = 512 EU/t, HV = 2048 EU/t, Glass Fibre = 8192 EU/t. MFE and MFSU have been bumped up a tier each, so they can accept and output 512 and 2048 EU/t respectively. CESU is now the tier 2 storage item, and can output 128 EU/t. BatBox = 40 000 EU; CESU = 600 000 EU; MFE = 10 million EU; MFSU = 40? million EU. The lappack has also been renamed to the Energy Pack, and stores 600 000 EU instead.
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Quoted from "Chocohead"
The seed addon added a machine version of the cropnalyzer, but was only ported to 1.4.7
Who needs thats? GregTech computercubes can scan seeds, as a block.And its lategame. People usually start farming midgame (or even early-game). This would probably be more useful.
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The problem is that mobs will definitely spawn in the shaft if it isn't lighted up (unless you play on peaceful) and not many people wear full armor (especially early mid-game) just for mining.
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Can there be an upgraded cropnalyzer that is a block and has a batbox inside for power? I'm tired of having to make a ton of Re batteries to analyze 3 things.It would be crafted like this:
xxx
wcw
xbx x= refined iron c= cropnalyzer w= copper cables b= batbox
Refined Iron will be gone soon...I believe there was an addon for it called SeedSmart or something like that. Maybe incorporate it into IC2?
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We need logs.
EDIT: And what is the exact mod setup?
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Some things are not meant to be toyed withimage hosting 20mb
Um what? -
High voltage lines IRL are uninsulated because friction --> heat --> decrease resistance. Well, something like that.
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How about let's use the real world way, decrease resistance by decreasing the amount of insulation. However this comes at a cost - anything nearby is fried.
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All you need is the forge installer, and the server jar file. That's all!
Use the install to server function with the forge installer, and do it to the server jar file. Done!
Load up your server, wait for the mods file to be created. When its created, Drag-and-drop!Just a note that he may not understand that and mess up everything and be rude again, which is what i'm expecting.
He could have asked how to create a server without MCPC+ instead of all the shitty talk before, but whatever. ~SpwnX -
The only thing requring silver in IC2 is Glass Fibre Cable, and you can use redstone for that. So that is no need to use silver with IC2 alone, but it is a bonus.
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Update IC2 and NEI.