There should be a section in the controls named IC2 with the mode switch and boost keys, amongst others. IC2 definitely adds them to the menu, so it would be a pack thing if it's not there, but there should be no reason for them not to be.
Posts by Chocohead
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Ah, not intentionally removed, it's the old parser bug about multiple recipes for an item (ie this and this). Ironically the change in 820 was only due to it removing the repair recipe for them, so they've gone from single use to uncraftable. If I had a 1.7 instance I'd hack together a working one, but the current code base has changed enough to make it a pain, if you have something like Minetweaker you could add the recipe yourself much more easily
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Good to see you've managed to resolve your problem, and potentially help others who might be at a loss to what is wrong
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Which Minecraft version are you using? There should already be recipes for them anyway, they weren't ever removed from IC2 itself unless a modpack has configured them out.
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If you upload the crash report so we can take a look at it, that would make it much easier to be able to suggest things that could be done.
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Glad you managed to sort out the problem, sorry we couldn't be anymore helpful
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From the sounds of it, rubber cane is probably the nearest Russian translation of sticky reed. The removing it using rubber is a little less obvious, so at a guess it might be a re-arrangement of "getting rubber from the sticky reed" due to translation order problems. Confusingly there is already a page about it that seems quite clear in the mechanics, but perhaps they didn't see that.
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The text is more for warning that it can't be inserted rather than it won't work at all. From what I've found it's own when you're trying to put components into a reactor that it is an issue despite the wording suggesting a more general state of not working.
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Yeah, a little oversight that death doesn't reset fog effects
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Just put your head in water, or any other liquid, and it will wash off the UU
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IC2 is designed around having the energy loss, so as such there is no way to disable it. It can be reduced however by using better cables (ie glass fibre ones) and using higher voltages when possible to reduce the loss per energy packet.
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Armor reacts on keybinding even in inventory. For example, typing space (' ') in JEI causes flight (while wearing Nano/Quantum Chestplate)
That sounds potentially problematic, I'll look into that.
Helmets' energy capacity less then energy capacity of Nano/Quantum Helmets (100k instead of 1M for Nano, 1M instead of 10M for Quantum). Is it intended?
It's probably just a legacy from a long time ago when the Nano and Quantum Helmets had those capacities too, I'll bump the solar ones up to match.
It downloads automatically Compact Solars, but not the last version, and when updating to the new version, it will continue to redownload the old version, and so Minecraft crashes because of mod duplicated id.
Another thing not links directly to your mod, but Compact Solars, it displays in redstone creative tab, not the best. It should have his own creative tab, or in IndustralCraft, or Tri-Addon creative tab.That was from when I'd ported Compact Solars but it hasn't been published yet, so it's actually bundled within the Tri-Addon jar rather than downloaded. Also as a result the Compact Solars stuff is detached from the other three addons, hence it doesn't end up in the tab with the rest of them. Whilst I could put them there, Tri-Addon was only ever a temporary thing originally for BTM, so I suppose it's really on Compact Solar's side to whether they want to put their stuff in IC2's tab, have their own, or anything else for that matter.
For reference though, if you open the Tri-Addon jar and delete the META-INF folder it will stop extracting Compact Solars on launch.
You should publish your mod on Curse, because I don't think will allow anybody to use it in modpack. Curse is pretty annoying when it comes to non Curse mods. And it would be the best for you too, you would be paid by Curse for it.
The plan is to get the porting bugs fixed then release each addon on the Curse projects they already have, that way people don't have all 3 if they don't want it, and those following the projects will get notifications that there's a new version. They're definitely going on both here and Curse though, I know how much people appreciate it
Can I also thank you both for trying it and reporting back, the more bugs that get reported now, the fewer bugs the actual releases will have
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It seems the only course of action is to ask someone who works on Project Red, there clearly isn't an obvious pattern to why it does and doesn't connect, given we also implement ISidedInventory like Modular Turrets.
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It's probably a similar problem to Advanced Solars had, or any generator that outputs more than it's tier for that matter. When you attach more cables it splits the output between them rather than increasing the over all through-put, so it will only be able to output as much power as the tier allows. Fundamentally the design is too powerful for an EU reactor, and I suppose as a result pushes you to use a fluid reactor to be able to get the full benefit of the design.
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Merged the threads together so the answer has some more context
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Sounds like a reasonable idea, I've no idea why it wouldn't work at this point.
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It's most likely the end of the internal axle the fan blades are attached to, so smoother would probably make more sense at higher resolutions.