Tunneling shield can be replaced by, for example, railcraft bore machine.
Nothing works like the tunnelling shield though, the fact it doesn't move (or at least the original block doesn't) and uses EU are both very useful.
Tunneling shield can be replaced by, for example, railcraft bore machine.
Nothing works like the tunnelling shield though, the fact it doesn't move (or at least the original block doesn't) and uses EU are both very useful.
Is there a way I can output the 4096 EU/t ?
You can increase the tier in the config from 4 to 5 and that should mean it can output up to 8196 EU/t.
where are you getting all your elements from if there is less ores in the world?
The idea probably is you don't need all your elements if the recipes are all much simpler to match more with IC2.
Starting with what GT5U is bringing too is a whole lot worse than starting with GT4, you have to get into GT a lot earlier and everything is generally much more drawn out and complicated than GT4 was. For all the people that get into playing with GT there'll be many more that won't ever try again (not that that's necessarily a bad thing from what the goal of GT is).
Everything you want is definitely possible already with the way textures work now. For 2 and 3 you will just have to override the model files for the Batch Crafter and whatever machine would want finer control over side wise, whilst for 1 you'll have to override the leaves.json in blockstates.
162 shouldn't change anything related to scaling, with XML GUIs anyway. In trying to make IC2 handle it properly it appears to have broken ASP, although that was quite a while ago so I would've expected someone to have noticed sooner. Should be simple enough to fix though, the image tags in the XMLs will need basesize=256 as an additional attribute.
The best way of disabling recipes from a simplicity point of view is actually within the main IC2.ini config file itself. The disable line of the recipes section will skip adding recipes that add an output that's in the list (by IC2 at least, purge will clear out all recipes that output it), and that also avoids having to keep updating the shaped_recipes.ini when you update IC2 and new recipes are added. Either way though, short of getting the connecting clients to have the same IC2.ini or shaped_recipes.ini there is no good way to sync, having differing config files is always going to cause trouble so it's a lost cause. There's plenty of problems seen from mods that try syncing when people join servers (mainly a large lag spike that can cause the connection to drop out, recipes especially as often the list if very big to have to go through).
You'll have to go into the config folder, open up splash.properties and set enabled to false.
It's probably not disrupting them but increasing their own rankings, hence there's so many different pages linked. If it was all the same it would get flagged as likely spam and would be ignored (that's the theory anyway).
If you submerge your head in water it should clean it off.
It's called the Steam Repressurizer, but it's not got a recipe yet if you're planning to use it in survival.
Railcraft has a multiblock steam turbine that can create good amounts of EU for steam, and the newer versions of IC2 have a WIP converter of IC2 steam to normal, but I think that's the only cross steam compat that exists.
Since I also play in 1.7.10, I'd like to correct this for anybody facing the same issue - you have to use tin PLATE in extruding mode in order to create empty cells (1 plate yields 3 cells). Extruding tin ITEM CASING yields tin can (1:1 ratio).
Ah yes, so it does. Been a while since I've played 1.7.10
The explosives look like fun, especially like the piles produced with items in rather than just voiding the drops to avoid lag.
Whilst adding a recipe is a little simpler than a block, neither are very hard providing the block isn't doing something too complicated.
It should be fixed from IC2 2.6.155
Display MoreThere is Simplified Chinese translation.
https://gist.github.com/4679/8…50a5cd25ca1e83ece1b4edabe
Thanks for your work.
Thanks, I'll include it next version.
There's already a crop to get resin, it's sticky reed. Just you've got to cross-breed for it rather than just planting resin (as after all resin on it's own isn't going to grow).
Random recipes that you have to use more than a couple of times are just annoying, especially when you're trying to automate a crafting process that needs them.
The Stirling Kinetic Generator will heat up fluids, but it is really designed for converting HU into KU, the heated fluid is a byproduct.
That works with nearly any other mod using energy since they use capabilities, but because of the interfaces not ic2.
It's nothing to do with that, it's because nearly every other mode uses RF. Which for the record doesn't even use capabilities either. Ever since Tesla and Forge Energy emerged mods are supporting some of the 3, and the most common ones (like EnderIO or RF Tools) support all 3 and will seemlessly convert between them. From the user's point of view they see nothing different, probably because fundamentally they're not.
I don't like to place to many cables and if there is a cable to transport items, that can transport energy too, why put another cable for energy there?
Because the cable isn't transporting the same energy the same way. IC2 cables have loss (unless most others, with exceptions like Immersive Engineering) and have tiers, whilst most mods just have a transfer cap and will output the same as they're given, no matter the distance.