The canning machine has been suggested before, it is apparently not possible. The recipes in it don't change that often, and both the IC2 and FTB wiki's are up to date.
Posts by Chocohead
-
-
So it's not the 1.6.4 crafting bug. Is the server version of IC2 the same as the client?
-
Yeah, to tell people he's missing. I accidentally found his Twitter, but that's empty: https://twitter.com/thunderdark_mc
-
That should solve every crafting recipe
Not necessarily, that only fixed the ones requiring things with energy storage.How are the recipes not working, are they not showing in the crafting table at all, or are they showing, but you can't take them out? Which recipe(s) are you trying?
-
At this point, Thunderdark has been missing/busy/generally away for about half a month. Do we put missing posters up now, or wait a little longer?
-
Ohhh, I hadn't noticed that. They upped the version number a couple of weeks ago.
-
-
-
1. Railcraft is almost certainly crashing because of the Chisel version
2. Hence why both are wrong according to the server
3. Forestry does exist - http://jenkins.ic2.player.to/job/Forestry_Dev/458/
Working Chisel for Railcraft 9.5.0.0: (that I presume it's wanting) - http://coloredlightscore.us.to:8080/job/Chisel-2%20v1.7.10-Dev/46/If that doesn't work, then I'm out of ideas.
-
It was in 1.3 due to the fact the reactors were nerfed 1.2.5-older
Do you mean the reactors were nerfed before 1.3, or after? I wouldn't have said either myself. -
Do you have IC2 installed on the server? It sounds like you haven't.
-
-
We need RichardG back to fix them
-
It has nothing to do with breaking the tech tree. What I was getting at was it didn't fit into it at all, a similar way crops don't. Modular energy storage just seems unnecessary if it's optional, and you have the guarantee of a Batrbox/CESU/MFE/MFSU with no messing around with annoying crafting components trying to invent your own storage unit. I have thought about it, merely it isn't something I'd see as a useful feature for the long list of things that it would need to work.
-
Last time I used them was in 1.7.2, and the carbonfibre canoe at least did desync you.
-
They desync you like mad. 1 minute in one and you're over 10 blocks away from where you should be.
-
That is a slow generation that's for sure. But disabling it would make UU useless apart from replicating cobblestone and iridium. Pruning I don't would be possible, as I'm pretty sure it looks into how common a raw material is in the world to get it a UU value, and everything crafted from that can inherit that's value for how much it takes to replicate. A bit like Project E's dynamic EMC system. Caching it I guess could work, but normally it doesn't take that long, how many mods do you have to make it take that long?
-
I like IC2, it hasn't stopped being fun, which I think is where our core differences lay.
IC2 has a linear progression, you must do things to achieve other things. It has always been like this. Thermal Expansion, Extra Utilities, MFR etc. have no progression, you can go from A -> Z without doing most of the other letters, including not starting out with A to get to the end goal. There's nothing about the devs forcing people to do anything, merely stick to the tech tree, which most modern mods just don't have. IC2 doesn't fit with a random, isn't necessary, jump stages feature (partly the reason crops never worked out), and what you're suggesting fits directly into this. IC2 is not TE or MFR, you have to make certain things to progress, and that's that. Nothing modular that lets you skip bits, nothing there just to undercut some other mod's feature, just a somewhat flexible tech tree that you must follow in order to get to the "end".
-
-
Fine, a player could spend hours and lots of resources in their survival mode world to get what they want. Or, duplicate the world and test it in creative, to know exactly what they want, thus not spending anything more than time doing so. Or, not bother at all, as they see no benefit in doing it over what is already there.
That is what a player would do.