Posts by Epic Lulz

    Hello, My name is Gabriel.


    I am going to include your mod, MFFS, in my modpack if you give me permission to.It said in the Modpacks section that we should ask if we to include your mod into the mod packs? My modpack is named "Minecraft Remade". If you need a mod list just pm me please.


    thankyou,
    Gabriel

    Please seek calclavica for modpack information. As you can see, the origial author Thunderdark has retired from modding due to Real Life issues and he has handed over to calclavica. There may be different modpack policies.

    OK, so Tekkit is disliked. I'm not Tekkit, I'm not using Tekkit. I have permissions for every mod in my modpack.


    How, exactly, does the fact that you dislike Tekkit have any bearing at all on the fact that I'm one of the half-dozen or so modpacks blacklisted by IC2, when I don't even USE IC2, and I just want to get off the blacklist?

    Why would you need to care about if you are blacklisted or not if you are not using IC2?

    I can understand your hate against "BuildCrash", but thats sad anyway.
    GregTech could have microblocks on its own without any dependencies, or it may be a pain to code?
    Maybe a mod fusion with immibis microblocks (which is independant, i believe)

    If memory serves me right, all GregTech blocks are full-sized, so there is no use for microblocks.

    Yeah, Immibis' microblocks been mentioned quite a lot of times. Additionally, the microblocks can autodetect blocks to saw.


    APasz: Apparently you don't understand. Integrating another mod's feature is really simple nowadays if the mod has an API. All you need is to call the methods needed and include the API afterwards. The only trouble it can cause if the mod's API changes. But I doubt there are any non-prerelease mods out there who have extremely volatile APIs.

    They did the same as chickenbones, you can run WRCRE without RP2 as far as i know. Its simple all you do is get permission from whoever and then you have to integrate the code from the other mod into your code which can really mess things up. A lot of these guys have other things in life like a wife/husband, kid/s, job, etc... so they don't have the time and they most likely would any more then what they are already doing because if you do something for too long you tend to get a little mad and you end up not doing your best.

    What I was trying to say was that your original argument was invalid because mods like Applied Energistics can add BC features without BC installed. Same thing with Railcraft and Forestry.

    Yes, it would be possible to do BUT you would need to install BC core and it would just be a massive headache and the cables would most likely need to be rewritten at which point you may as will just code them your self and forget trying to use BC facades.

    Then explain how Applied Energistics is able to add cables that can accept facades, but yet can run without Buildcraft.
    However, as said before, immibis' microblocks is the best solution.

    May I ask why there are two input slots on the Rotary Macerator but it only macerates one ore type and then leaves the other ore type in the secondary slot? Is this supposed to happen am I doing something wrong?
    Other than that GREAT mod. Wouldn't survive without it. Otherwise I need to overclock my machines like 50 times.....

    The other slot is for additive macerating. Putting copper ore in the first slot then putting tin ore in the second slot will produce bronze dust. Coal and water cells make hydrated coal dust. Iron ore and coal make refined iron dust.

    I'm wondering, but shouldn't it be possible for them to unstack only when they are damaged or in the reactor? So you can stack freshly made cells. Also, add that ability to all reactor components if the former is possible.

    I'd say, make a MultiBlock Structure in which every mobs entering would turn into something as simple as an item in a chest ? ^^. Then, Nuclear Reactor GUI style, and CrossBreeding ^^.

    Compact Mobs Mod?
    And don't forget the random jars of green liquid and organs, the electricity jolter, the stitches and the "IT'S ALIVE!".

    Is it possible for this to work on Tekkit Lite? I added the server file to the server and the client file to the client but I still can not use the new recipes with UU Matter. Any help??

    *sigh* This is why modpacks, are a bad, bad idea.


    The latest version of this mod is for IC2 1.103, or for MC 1.2.5. Tekkit Lite is running MC 1.4.6/1.4.7. Hence, they are incompatible due to changes in Minecraft known as obfuscation.

    +1, just about sums up my opinion of the new change

    Honestly I think the new change should have came earlier. Advanced Solar Panels were so cheap and easy to set up even with GregTech before that nobody used other forms of energy generation, such as the windmill towers, nuclear reactors and even the standard generator. Now, people need to consider if they want the expensive but simple ASPs or the cheaper but slightly more complex wind gens and nukes.

    Actually going 39 blocks would give you 1 EU/t, not 0.2 EU/t because EU loss is always rounded down to the nearest whole number.


    And I don't usually say this, but you gave me a hard time trying to understand what you were talking about.

    It's not too unbalanced. Big thing is how cheap it is (mostly stone, a touch of metal, and a semi rare mob drop), but even then making large amounts of it requires serious infrastructure (tried making a small building out of it without alembics/clusters/capacitors/wisp containment in place, got random potion effects for hours and still dealing with wisp spawn).

    I meant that it would be quite tough for azanor to balance Warded Stone.


    It is kinda cheap... but yeah for flux-free production it would take quite a while to get the stuff you need for that.