Posts by Chocohead
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Quantum Pistons - both extended and retracted at the same time
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Now this was a fun reading comprehension.
With Minecraft 1.7, IDs have been removed, so there isn't a list of ones that IC2 uses.
Instead, it works that each block/item has a name, meaning with Minetweaker a macerator would be <IC2:blockMachine:3>.
In order to see the name of an item, you can hold it in your hand and type /mt hand in the chat, which will tell you it's name.
The Minetweaker wiki tells you all this (pretty much) - http://minetweaker3.powerofbytes.com/wiki/Main_Page…als_.281.7.X.29 -
It all looks so nice, but I feel bad not having Greg's "amazing" tonal gradients!
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Personally, I'd just change Forestry to not have the code checking. You'd probably either have to fool the fingerprint to look like unmodified IC2 (grabbing one out of the Jenkins builds, that probably wouldn't work without some tweaking) or make your own based off your code, although it might not like that either. Put Railcraft in and I bet you'll have the same problem.
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To put it bluntly no.
You could request it to be added as a third mode or a config option, but short of adding Gravi-Suite (or does the pack still have that?) and making an advanced jetpack, which I think still uses the old mechanics, there's no way to get the old hover mode (that I know of).
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Ironically Greg never added them back (yet). And Alblaka is normally logged in invisibly anyway, so there's no way of knowing unless he says
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Before, the pump was kind of useless, with it only really being able to remove the liquid block from directly underneath it. It was reworked so now it can suck liquids from any side, and will work like the Buildcraft pump to be able to take any source block from the lake of fluid it's pumping from.
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Does anyone remember Unidye?
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The advanced miner 100% doesn't need a pump, as it teleports blocks up, pretty sure it's a 15 or 16 block radius that it does it, the holes it makes are huge.
As for the normal miner, all I can think is that the pump mechanic overhaul made it no longer need it.
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the exact maths isnt know to me but it seems to be around 2-3x more heat at 70% coretemp than at 0%. someone with knowledge of the code might nip in and lay it out in numbers i hope.
At 100% heat it would produce 5x more energy, and it scales down from that.
the 50% output also seems to mean it takes 2x as long
Uranium fuel life has been doubled a few months ago, so it might just be you seeing that, as it's just as fast in fluid mode.
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And after that is done the only thing that scares me is simply forestry. The last time i tried to change something in IC2 (file Replacement....) Forestry simply called the System.exit(0); thingy.
If that does not happen and i did some changes to the API (only ic2 classic additions, multible energy packets per tick simply) then everything is done.Railcraft would do the same thing. Modifying either of them, or Redpower would also have the same effect.
Funny you mentioned this, I was going to ask Player about it today
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Just to be clear, are you making it for 1.6.4?
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Coils attack everything if you want to make your house save with electricty without damagaging yourself cables were the best options instead of teslacoils. Because Mobs do not see cables as a problem like lava.
Is this a situation where you've got a mob grinder, or just making mobs walk into them for drops? As yes, then you have a point.
Another thing i do not play those subversions which are not counted as the final version (1.8.1, 1.0,1.1,1.2.5, 1.4.7) Nightvision goggles were creative only in IC2 1.4.7. and the boats were only implemented in IC2 Exp.
Boats were added by RichardG for MC 1.3.2 I think. They were definitely in before experimental anyhow.
A little note even if they say no i can still play with this version for myself privatly. The request here is only that i can share it with you guys ^^"
I have nothing against that, I'm quite curious to see how it'll work out really
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They work for me, how are you trying to get the water in?
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IC2 was until the big changes one of those mods that had every feature working (that was in not cheatgame aviable) after a new version of MC came out. That was a not common thing.
No it didn't. Night Vision goggles (which were only actually added in experimental), boats were never fixed to prevent de-sync bugs while using them (that were and still are terrible) and there were plenty of other mods at the time that worked fine after updating. Don't you remember the number of separate patches there were after MC 1.4.5?
To the Extrem powerconsuming: I had that 5 other addons, even with IC2 (if you count AE and Powerconverters and Foundry as ic2 addon) that produced that bug.
It os just not that obvious if you play like that you require a huge power system for everything.AE and Powercoverters are totally not IC2 addons at all (using IC2 power does not make it an addon, think MFR), and I have no idea what you are referring to for Foundry. I only ever experienced it with Nuclear Control blocks.
Here really cool idea that should work with IC2: Build a mobfarm where every mob get killed by IC2 electricty, without using a tesslacoil. The parts what should damage Entities have to be IC2 Cables,
Only with ic2 vannilla!
If you use IC2 Exp: That will fail to 100%.
If you use IC2 1.4.7 or lower or IC2 classic: That will work really smothly and pretty!Lava does the same thing, but without using energy. Funny that. Tesla Coils were always more fun anyway.
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I always used 2 pumps just because of a historic issue that it would not detect 1 pump next to it, so needed 2, even though it only used 1.
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The comparison is old and wrong, comparing 1.6.4 mods is pointless, as 1.7.10 is where is development is. The EU-Reader does work, there is a config option for cable loss (and melting eventually) and there's masses of new stuff in the 1.7.20 IC2 builds. Oh and about the machines drawing a full packet of EU even if not needed? That was only ever a Nuclear Control bug.