Incinerate the incinerator-bot texolincinerator!
Posts by Epic Lulz
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To disable it simply use IC2 API.
It has good recycle disabler.He's talking about disabling the feature of Redpower Alloy Furnaces to convert bucket back into iron. (Which is undesirable, as buckets can be made from tin. Effectively making a tin --> iron conversion exploit.)
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Pfft who needs Ice, I use Still Water blocks.
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I've searched 3 pages, but I don't see anything related to this. I hope I don't miss an idea and end up with an idea that has been suggested before.
Have you ever felt that that Insulation Cutter was not HAYO enough?
Have you ever needed to produce some copper cable out in the field, but you don't have a crafting table on hand?
Want to revolutionize your cabling?
No worries, for Industrial Corp. presents - the Cable Interactor (TM)!The Cable Interactor is manufactured from the highest quality ingredients!
PS Pay a fairly small amount to gain access to our manufacturing blueprints!
== Advanced Alloy
== Carbon PlateIt is a Tier-2 Item, so you will also need the Multi-Functional Electricity Transmitter(TM) or a Lapis-Lazuli-Based-Portable-Energy-Storage-Unit(TM) (commonly known as the Lappack) to charge it. Because of the included Energy Crystal, it has a hundered thousand EU storage, so you can spend much more time before heading back to your base to recharge!
The Cable Interactor has three modes, change by Mode-Rightclick! The first mode is the Cable-Insulator Mode. Left-clicking an already-placed cable removes one layer of insulation from similar cables up to 4 blocks next to it and places 1 rubber into your inventory per layer of insulation cut, at the mere cost of 40 EU per layer of insulation removed. Shift-left-clicking suspends the multi-uninsulate behavior. Right-clicking an already-placed cable does the opposite effect.
The second mode is the Cable-Presence Mode. Left-clicking on a cable breaks it almost immediately, for 60 EU! Additionally, you can right-click on a placed cable, and then target another cable, and the position of the cables will be swapped, for 100 EU only!
The last mode is the Cable-Fabrication Mode. Right-clicking will open up a GUI, and you can select a cable type in the GUI. After that, you select the number of cables to fabricate. Finally, you click the "Fabricate" button, and it will use items from your inventory to fabricate the items! (Note that we have installed a HAYO-2000 that recognizes when your inventory is full, or if you have insufficient items, and will not conduct this process, telling you the reason.)
Additionally, another product we have released, for the slightly more affluent, the Upgraded Cable Interactor(TM)!
PS Purchase this and you will get the Blueprints 15% off!
== EU-reader
== Cable Interactor
== Painter
== FreqTrans
== Advanced Alloy
== Electrical Wrench
The Upgraded Cable Interactor has an increased 100 000 EU storage! With some new technology, we are also able to obtain savings of 10% on electrical stuff! Additionally, it comes with 4 new modes:
EU-Reading Mode. Right-click on the cable to start the reading, then right-click again, to receive the following information, for a small cost of 25 EU:- Average EU/t.
- Largest packet seen.
- Loss of this cable.
- Loss of this entire piece of cable.
Painting Mode. Right-click to open the GUI. You can assign up to 4 colors, and 4 corresponding keybinds in the interface. After that, press one of the keybinds to start painting for that color, using the dye in the interface. Adding water will clear the slot of dyes. Each painting costs 35 EU!
Next, we have the Telekinetic Cabling Mode. Shift-right-click a placed cable to target a cable of that type. Then, right-click an already-placed cable to initialize a link. After that, left-click another placed cable to finished the link. If you right-click on a non-E-net related object, it will automatically place cables in the shortest route from both ends of the link. Additionally, it will tell you how much cables left of that type you are missing, HAYOishly!
Finally, the Wrench mode. No surprises here, it functions like a wrench for Electrical Storage Units and Transformers.
WHAT ARE YOU WAITING FOR? BUY THE CABLE INTERACTOR NOW!
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I tried to run IC2, IC2ComboArmors, IC2 Nuclear Control, Buildcraft and Traincraft.
When i add Traincraft to that combo, this happens:---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3Time: 25.02.13 01:13
Description: Failed to start gamejava.lang.IllegalArgumentException: Slot 4095 is already occupied by shedar.mods.ic2.nuclearcontrol.BlockNuclearControlMain@2120a8f3 when adding src.train.common.blocks.BlockAssemblyTableI@6733fa82
at amq.(Block.java:326)
at akb.(BlockContainer.java:11)
at src.train.common.blocks.BlockAssemblyTableI.(BlockAssemblyTableI.java:25)
at src.train.common.blocks.TCBlocks.loadBlocks(TCBlocks.java:31)
at src.train.common.blocks.TCBlocks.init(TCBlocks.java:20)
at src.train.common.Traincraft.load(Traincraft.java:91)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:676)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)A detailed walkthrough of the error, its code path and all known details is as follows:
----------------------------------------------------------------------------------------- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 459319352 bytes (438 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26a FML v4.7.35.556 Minecraft Forge 6.6.1.528 8 mods loaded, 8 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.115.207-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
IC2CA [IndustrialCraft 2 Combo Armors] (industrialcraft2comboarmors-1.12.zip) Unloaded->Constructed->Pre-initialized->Initialized
TC [Traincraft] (Traincraft-3.1.13_030.jar) Unloaded->Constructed->Pre-initialized->Errored
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6800 Series GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: nullIs this a typical Block_ID mismatch or something 'bigger'?</init></init></init>
When you see
Codejava.lang.illegalArgumentException: Slot xxxx is already occupied by yyyyyyyyyyyyyy when adding zzzzzzzzzzzzzzp
then you should known it is a Block ID mismatch. -
Hi there
I encounter on really weird bug.
After update my MC to 1.4.7, same as server, downloaded latest forge and IC2 1.112 (even tester 1.115) client won't connect to server.
Server start it without problems. (console say: [IC2] Activating mode IC2 ; so its working as other mods)
On single players no problems, working, can nuke anything, using lasers electric devices or even addons.But problem happen when i try it connect, my client lost connection instantly.
Server say: XXXX lost connection: disconnect.endOfStream
XXXX lost connection: disconnect.endOfStreamon client side, no error only button "Done", even client not crashed, propably he try it show error what are missing or whatever but there are no error output.
I can try it relog but with same effort.
My char get it inside, its show it position on server console (so login are was success to server), but still lost connection.Only happen that with IC2 mod even if only IC2 work on server.
Some one know what happen and how to fix that problem?
Likely to be ID mismatch. Try mapping the IDs to be the same as in the server.
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About a week and a half ago I set up a MFFS Defense Station. It's purpose was to guard the open entrance to my plot on the server I play. I threw in 8 Field Modulator into the station to give it a warning area of 11 and an action area of 8. Every time another player on the server ran past my entrance they would get a warning at 11 blocks distance but wouldn't get damaged if they went further, but still killed all hostile NPC's like it is supposed to. Today however things went weird. The station is still set to NPC Kill but now it is damaging players as the run past. I've looked threw the forums but can't seem to find an answer as to why this sudden change happened even though the settings haven't been messed with. Has anyone else encountered this issue before or is it a new bug? Anyone know how to fix it?
I've never experienced that before.
However, Thunderdark will no longer be developing MFFS.
Please pass all bugs to Calclavica, the maintainer, over >>here<< .Can some of the mods here delete/lock this thread, and direct all further comments/responses to the new thread?
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Just checked the nukes code and there is actually a field called drop, which if you set it to 0 then it won't drop anything. If the ic2 team doesnt want to add it, then they could at least add the method to the api
Sounds interesting...
How about another way of implementation:
Nukes are crafted as they are now, but they produce no items upon detonation.
Then you can craft an Item Preservation Upgrade, the recipe for a Raw Mass Conservation Upgrade (crafting recipe can be disabled) is:
(The represents nothing)
After that, it must be charged in an MFE or higher with 200 000 EU to become a Charged Raw Mass Conservation Upgrade
Finally, the Item Preservation Upgrade is made by canning a C.R.M.C.U. with 3 pieces of UUM (configurable).
And the radioactive properties of Uranium spontaneously "imprints" the memory of the items onto the Iridium Plate and UUM. Stored Electronic Charge in the Item Preservation Upgrade spontaneously converts them into the items that were dropped.To upgrade a Nuke, simply right-click a placed nuke with them. When you break the nuke, you get the nuke + upgrades. To remove upgrades, wrench a nuke and you will get back all your I.P.U. (can be configured to % chance) plus your nuke.
Each nuke can be upgraded only 8 times. Each time will increase drop rate of nuke by 10%. When you the nuke successfully blows up, you have a 40% chance to get R.M.C.U.s back.
(Sorry to hijack, but this seems like a great expansion to the nuke not drop blocks idea...)
Alternatively, add a new command:
/ic2nuke tileDrop false -
OK so i think it is unfair that the ultimate solar helmet doesn't have the affects that the has, because it takes some time before you can get the in the first place. then once you upgrade it you think OK well i will still have all the the same affects like the gravity suit does for the . then i went to hunt for some wither skulls with that helmet on and figured out that this helmet i spent all this stuff on like a ultimate solar panel doesn't protect me from the withering affect. then i tested it in water and i almost drowned. so to get to my point please make it so that the ultimate solar helmet has the same affects as the because i don't like having to craft another just for combat agents monsters with affects and to fight the wither. It makes you waste supplies that you could use on other important things, and it is a real pain to do if you have Gregtech on.
thank you for taking the time to ready
- cannedoilline
P.S. the mod is great and well balanced to make the gravity suitAlready suggested and i think denied.
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I am not sure if this has been posted, but can you make an invisibility shield?
Use camouflage upgrade and DO NOT place blocks into the camo slot.
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IIRC 1.4.6 and 1.4.7 use the same obfuscation, so mods for 1.4.6 and 1.4.7 are interchangeable, so there is no need to download 1.112. However, you still must update Forge and Optifine (if you use that).
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Just a quick question...How the hell do i even get Industrial craft?
Why do you want IndustrialCraft? It's about 6 major versions outdated and doesnt have QuantumSuit, agriculture, "non-lame" uranium refining, Induction Furnaces, Nano Sabres, Electric Treetaps, Lappacks, Rubber Trees, ...
But here is the download link if you really want it: http://wiki.industrial-craft.n…_for_Minecraft_Beta_1.7.3
If you're talking about IC2... can't you see "Releases"?
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Construction foam doesn't work. The wire and CF disappears and I have to restart to be able to destroy it and replace the wire.
Likely to be CF bug.
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-SNIP-Always use the latest beta before reporting bugs... it is likely to have been fixed in the next version.
Additionally, use spoiler tags before posting errors like these {spoiler} text {/spoiler} but using [ ] instead of { }. -
Unforunately, but according to this section's rules, Hamachi isn't allowed.
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So... I can't imagine that this hasn't been mentioned... But... Have you considered adding modules to protect against various negative effects, such as nausea, poison, or withering?
Quote from http://machinemuse.net/todo.php
IV drip? - potions of healing, food
That probably includes antidotes. -
Yes, they have to be fully grown to crossbreed. You may also put some weedex on cross-cropsticks, so weed can't grow there.
If you're micromanaging crops, that wouldn't be advisable as it does a permanent damage to the crop's yield value.
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Yes. How long does it take plants to crossbreed, and can they only crossbreed off fully grown plants? Either could explain it.
I believe that they only crossbreed from fully-grown plants.
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So I decided to check out the Agriculture system in IC2 today, so I made a building to grow crops in and crossbreed, and now an hour later, nothing has crossbred, and the only thing that will grow on the crossbreed specific blocks are weeds (subsequently destroying my crop blocks). I have tended to the crops myself, everything is properly irrigated, and I am fairly high up, I really dont see what the problem is. Any help or suggestions?
Did you put double-cropsticks?