Posts by Epic Lulz
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When I try using the most recent versions IC2, buildcraft, railcraft, and forestry together, I get a slew of error messages, each one different when I try mixing and matching recent versions with slightly older versions, to find the combination of them all that might work.
Also, I have yet to get a single experimental version of IC2 to work at all, irregardless of everything I try.
The main problem is forestry and railcraft. They add IC2 functions in a not-very-optimal way, and this causes crash issues with experimental versions they aren't build for. Since you have both of them, then the problem is even worse because you have to find a pair of Forestry and Railcraft versions which are built for the same IC2 experimental.
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Just curious, what version are you using?
That post is 15 days old... around the same time as the first build of IC2_experimental.
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Um wut?
I don't understand.
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Well, what I'd like to know is this: about how long am I going to have to wait before IC2, buildcraft, railcraft, and all these other mods that, as of 1.5.2, all worked together, all work together again? A week? a month? a year?What do you mean by "all these other mods"?
And most of them are working well and fine together in 1.6.
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I don't know how I get them neither plant them
It's from the IC2 agricultural system. Refer to the Agricultural Engineering section in this forum for more info.
You plant it on cropsticks.
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Thank you very much sir, which build would you recommend?You will have to go very far back to the first E-net change (excluding debugging stuff) which is in build #30. So you will need to get build #29.
However, the new changes aren't really that problematic (except that the packet system has been reworked) and have been optimizations, so I would recommend the latest build, which would be either #86.
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Hello everyone,I'm trying to run this version of IC2:
http://ic2api.player.to:8080/job/IC2_lf/It looks like a stable port to 1.6.2, but the latest commit was 1 month ago. It works pretty well, so far I've been unable to find any error in the IC2 features.
The only problem is issue with textures - all armors & packs display as black/pink texture on the character, although all of them have proper textures in the assets. Also the texture for the iron furnace is not working.
Are there any plans to finish this port to 1.6.2, or the dev team is focusing only on the experimental and this port has been abandoned? (In this case I would try to fix it on my own).
Thank you very much for your effort, I've spent countless hours on this mod with my wife.
Those bugs are fixed in the experimental version, so you should consider getting the experimental version. It has some new (albeit rather unfinished) features.
Beware not to get the latest builds though, the E-net (code that does all the energy transfer) is being overhauled.
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4. That was a Gregtech-exclusive question. Sorry! I knew that Gregtech wrenches never break machines and they are not enchantable.5. Why do nano sabers enchant like normal mining tools. They are not axes, pickaxes, or shovels.
6. Vanilla Axes CAN be enchanted Sharpness, Smite, or Bane of Anthropods.
7. Mining Lasers can be used as ranged weapons. So I expected Focused Laser (Power), Forcing Laser (Punch), Flaming Laser (Flame)!
Nano Sabres aren't supposed to go with piddly magicaboozle power-ups. No, they go with PURE POWER and high electricity costs. -
Electric minecarts? If you mean Batbox etc. carts from Railcraft then they're unable to consume any power
He probably means electrical engine carts or locomotives.
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I thought that if any part of an e-net was loaded it would load chunks where the rest of the e-net connects to. I might be wrong, but that's just what I've heard.
If so that would cause heavy lag issues like those on the Mindcrack FTB server.
If you have GregTech, then it is probably better to use many IDSUs (but those are expensive).
Otherwise, you can just put multiple generators on the way and stuff like:
- If you use coal or wood or whatever power, you could transport coal/wood to be burnt at the places you need to charge trains instead.
- If you use lava power, same way, just transport the lava and generate energy where it will be used.
- If you use nuclear power, well that may be a slight problem.
- Etc. etc.You can transport stuff with carts or pipes (not really recommended) or AE network teleporting thingies or tesseracts.
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I'm not talking about how long a current will last, but how long I can run it until it doesn't function. I was wondering because I'd like to run a line down my rail line to provide charging points for the trains (using traincraft and power converters), and also for simplifying setup of oil refineries (also using power converters for that). I was wondering how long my maximum length would be. I'd be running at EV if it matters.
That depends on the type of insulation:No insulation: 2047 blocks
1x insulation: 2155 blocks
2x insulation: 2275 blocks
3x insulation: 2559 blocks -
I'm now using experimental versions, which have a different crash, which inturn could also mean I'm doing something wrong or have forgotten to install something.
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: ic2.api.recipe.IMachineRecipeManager.addRecipe(Lnet/minecraft/item/ItemStack;Ljava/lang/Object;)V
One of your mods include/override/use an outdated version of the IC2 API, try deleting all the /ic2/api folders from all your mod files except IC2s.
If that doesn't fix the problem, try removing mods (except IC2) one by one until you get the one that doesn't crash. Then bug the mod author of that mod about it.
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Quoted from "BillJoehobo"
Wait this was added back in? The one thing I missed from back in IC1!... guess I should watch the beta releases...
IC1 had stuff like electric minecarts, obfuscators, non-advanced alloy... A simpler time, when MF remained un R-ed, Advanced Redstone was still a thing, and Eloraam still made Spore videos. When allocaters (allocaters? was ist allocator?) were still a thing, people still used obby pipes, and EE was OP. Buggy as crap though.Don't necropost.
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First of all, welcome to the forums.
Secondly, ALWAYS PUT YOUR ERRORS AS PASTEBIN, DOWNLOAD. LEAST OF ALL, SPOILERS.
Thirdly, update IC2_experimental if possible.
Fourthly, if problem still persists, remove mods except IC2 one-by-one to see if any of them produces a crash with IC2. -
I doubt radiation-based steroids are magic...
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Have you ever wanted to figure out how much of what materials you need to craft something? Ever notice that certain recipes are pretty easy... until you account for all the machines you need? Ever wonder how much stuff you'll need to make a Quarry or a whole stack of Quantum Bodyarmor ?
I've just started a project which will help. Pick from a list of recipes (or add your own), select how many to make, and it will automatically figure out:
- How many of what resources do you need?
- What tools / machines do you need?
- How many of what resource do you need for the tools?
- What items do you need to craft in what order?
- What will be left over after you've finished crafting?
I've just launched the bare-bones version with support for many vanilla, Buildcraft, and IndustrialCraft recipes. It's all open-source, so anyone can help expand it to cover missing recipes, other mods, or add new features. Check out the GitHub project if you'd like to get involved!
This would be a useful tool for GregTech, but with all the alternative recipes it would be a major hassle.
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Presenting the latest in technology... we have the Lumi-Radioemitter (LRE)!
It uses electricity to excite radioactive elements and emit very strong radioactive waves that can change the behaviours of players!The LRE-Core is so easy to craft that it can be crafted at home!
All you need is: 3x Luminators, 1x Advanced Machine, 1x Advanced Circuit, 2x Refined Uranium Ingots and 2x Reinforced Glass!Arrange them in this pattern:
Where = Luminators, = Reinforced Glass, and this yields 1 machine!
When you place it down, it won't have any effect. Despite the uranium already inside the machine, you will STILL NEED radioactive elements to power it up! This is where our LRE-Radiostarter comes in!
Harnessing the power of coal-embedded thorium, you can craft 3 Alpha Grade LRE-Radiostarters with
Where = Advanced AlloyThorium not strong enough? Use re-enriched uranium instead! You can craft 5 Beta Grade LRE-Radiostarters with
Where = Tin Block and = Nuclear Reactor ChamberStill doesn't satisfy you? Fear not, with the power of UU-Matter and Iridium, you can craft 7 Gamma Grade LRE-Radiostarters with
Where = Iridium Ore and = Beta Grade LRE-RadiostarterNOTE: Depending on the configuration and properties of the universe you reside in, you may obtain 1 Unprimed Gamma Radiostarter instead. In that case, you will have to craft 49 Gamma Grade LRE-Radiostarters with:
:Tin Dust: :MFS-Unit:
Where :MFS-Unit: = Unprimed Gamma Radiostarter, :Nano Saber: = Nether Star and :Tin Dust: = Tin BlockFinally, you can build the LRE! The LRE comes in 3 different tiers, depending on the build of the structure.
For all tiers, make sure there is a line-of-sight to the sky above the LRE-Core.
For all tiers, on the top of the structure is a single LRE-Core in the centre.
For all tiers, on the 2nd topmost layer, is a 3x3 layer of Alpha Grade LRE-Radiostarters in the centre.
For Tier II and III, on the 3rd topmost layer is a 5x5 layer of Beta Grade LRE-Radiostarters in the centre.
For Tier III, on the bottom layer is a 7x7 layer of Gamma Grade LRE-Radiostarters.Then hook the LRE-Core to power. It can tolerate High Voltage.
The last thing to do, is to sneak and right-click the LRE-Core with a wrench, initializing the LRE! You can now access the LRE GUI from the LRE-Core.
Be warned, this will convert every part of the LRE into an indestructible material! Explosions will still penetrate the LRE, but won't destroy it!
To revert the LRE back into its original structure, simply right-click the LRE-Core with a wrench! The build will be reverted, and the LRE-Core will pop off!
NOTE: The LRE-Core will draw 10 000 EU to initialize!These are all the abilities the LRE can do.
Tier I (Radius: 9 blocks)
- Base consumption: 8 EU/t
- LRE has a internal storage of 16 000 EU
- Player can select 1 effect base
- Provide 20 s of Haste I to all players in range. Cooldown: 15 s. Consumption: 120 EU per player applied
- Provide 20 s of Speed I to all players in range. Cooldown: 18 s. Consumption: 180 EU per player appliedTier II (Radius: 17 blocks)
- Base consumption: 32 EU/t
- LRE has a internal storage of 128 000 EU
- Player can select 3 effects base
- Provide 15 s of Haste II to all players in range. Cooldown: 10 s. Consumption: 200 EU per player applied
- Provide 15 s of Speed II to all players in range. Cooldown: 12 s. Consumption: 350 EU per player applied
- Provide 15 s of Resistance I to all players in range. Cooldown: 12 s. Consumption: 180 EU per player applied
- Provide 15 s of Jump Boost I to all players in range. Cooldown: 10 s. Consumption: 150 EU per player applied
- Provide 15 s of Strength I to all players in range. Cooldown: 12 s. Consumption: 200 EU per player appliedTier III (Radius: 33 blocks)
- Base consumption: 64 EU/t
- LRE has a internal storage of 1 024 000 EU
- Player can select 6 effects base
- Provide 10 s of Haste IV to all players in range. Cooldown: 6.0 s. Consumption: 375 EU per player applied.
- Provide 10 s of Speed IV to all players in range. Cooldown: 8.0 s. Consumption: 660 EU per player applied.
- Provide 10 s of Resistance III to all players in range. Cooldown: 8.0 s. Consumption: 520 EU per player applied.
- Provide 10 s of Jump Boost III to all players in range. Cooldown: 6.0 s. Consumption: 420 EU per player applied.
- Provide 10 s of Strength II to all players in range. Cooldown: 8.5 s. Consumption: 450 EU per player applied.
- Provide 5 s of Regeneration I to all players in range. Cooldown: 4.2 s. Consumption: 700 EU per player applied.
- Provide 10 s of Fire Resistance I to all players in range. Cooldown: 7.2 s. Consumption: 450 EU per player applied.
- Provide 5 s of Health Boost I to all players in range. Cooldown: 4.8 s. Consumption: 700 EU per player applied.
- Provide 6 s of Saturation I to all players in range. Cooldown: 5.0 s. Consumption: 540 EU per player applied.Finally, depending on your universe configuration and properties, these values may be multiplied by up to a hundred-fold.
If you feel unsatisfied with your LRE, there are multiple upgrade slots to apply upgrades!
(Note: all increases are not compounded)- Range: Increases radius by 15% per overclocker applied. Capped at 80% increase.
- Effect Level: Increases effect by 1 level per overclocker applied, and increases power consumption by 50% per overclocker applied. Capped at Level 4 effects.
- Effect Inversion: Inverts or corrupts effect when a inverter upgrade is applied. (E.g. Speed IV --> Slowness IV, Health Boost I --> Health Boost lvl 128 (inverts effect))
- Chooseable Effects: Increases effects chooseable per 2 overclockers applied, and increases power consumption by 20% per overclocker applied.
- Player Control: Limits effect and opening to player who placed the control upgrade inside. If Effect Inversion has been applied, it limits effects to every other player instead.An inverter upgrade can be crafted with:
:Mining Laser: :Matter: :Mining Laser:
:Matter: :Nano Saber: :Matter:
:Iridium: :Mining Laser: :Iridium:
Where :Mining Laser: = Redstone Torch, :Iridium: = Iridium Ore, :Nano Saber: = Nether StarA control upgrade can be crafted with:
:Uranium Ingot: :Advanced Circuit: :Uranium Ingot:
:Advanced Circuit: :Uranium Ingot: :Advanced Circuit:
:Uranium Ingot: :Advanced Circuit: :Uranium Ingot: -
I talk about korean MMORPGs that require ages of grinding to reach some goal.
gregtech very close to typical korean mmorpgs, some mods, like thaumcraft typical korea style (as you may know, it force player to perform research by doing something simple and boring 999999 times)
As far as I know, Greg probably isn't head of design, he's probably just helping out implementing the code.