Just use en_US then. It's the physically most up-to-date as that's the one that's changed first when things are added/changed/removed.
Posts by Chocohead
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en_US. en_GB should be quite close but it's probably missing the new ones as I've not updated it that recently.
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I don't get it. It seems like a some texture should be rendered here, but it rendered in wrong position and size.The texture of the progress arrow is on the GUI texture, but because the progress of the machine made it overflow past it's width, it wrapped back around and started pushing the rest of the GUI texture along.
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Dyeable Quantum Armour was a feature Greg worked on but never got round to fixing/finishing from what I remember. The glass and leather suggestions are good ideas.
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That's down to interpretation, the actual Unidye item can be used both as a wildcard and a random dye depending on the situation, so it's still only really one coloured dye. I guess Quantum Dye would be just as accurate. Also Unidye sounds better than Multidye.
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Unhappy that you can't dye things with a machine? Lacking an automatic way to have your clay stained? Well you (somewhat) can now!
Here at Unidye® Inc, we strive to provide the highest quality dying technologies at the lowest of prices. With literally years of experience doing it manually, and about a week doing it automatically, you too can now enjoy automated dying.
Impressive image of all the 2 machines
Impressive image of a dyed quantum suit
I'm re-writing UnidyeIt's still early on with only the Wool Dying Machine (and NEI support) implemented, but it's a fun journey of discovery to see all the questionable methods LinusPhoenix was using to make things work.
Current Features
- Well, the Wool Dying Plant has a recipe, it works. Currently wool, hardened clay, glass and glass panes can be coloured, should work with any ore dict dye, will be easier to test when I actually have more than just vanilla dyes to test with.
- The Armour Dying Plant has a recipe and works perfectly to dye leather armour. It also perfectly dyes Quantum Armour, but IC2 doesn't actually change it's colour
- The Unidye dye is back for all your dye replicating needs, as well as the non-exploit dyes to avoid exploits with Unidye
- The Electric Fishing Rod hurts a lot if you shank some one with it, and makes cool noises when it "fishes"
- The Quantum Suit (and Cauldron) are ASM-patched into dying working, or cleaning working in the Cauldron's case.
- The config file generates, and 1/9 of the options (sort of) work.
Recipes for the lazy
Planned Features- Everything else in Unidye.
- Fix the fishing things so they actually fish out of the Fisher
A machine to dye leather + quantum armourASM fix dying quantum?
Current BugsMachine rotationPotentially server-client syncing, don't have a server to properly test it thoughCan't see anywhere that it could pose a problem though.
- The config maybe be ignored/not used
- Electric Fishing rod's damage bar likes to ignore right click
- Electric Fishing rod is ineffective at catching fish
- Some items, including the Electric Fishing rod, are still WIP
Changelog-
0.5 - Added ability to dye Quantum Armour directly via ASMing IC2, also unused half baked solution lying around in phnxflms.unidye.QSuitPatching that was my testing to getting it working
- 0.4 - Added custom dyes, including Unidye, and some items back (including the steam upgrade) as well as fixing crash bug with dying quantum. Probably some other minor things too I forgot
- 0.3 - Added Armour Dying Machine, made dying machine generally more expandable
- 0.2 - Fixed NEI handler being really derpy, fixed Wool Dying Machine's recipe not actually being there, added glass + glass panes dying option, cleaned up some messy things
- 0.1 - First release
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When you forget to tell it to output and reset
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The scanners are better than pure metal detectors too, as they can detect non metallic ores like coal and redstone.
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Great, enjoy your diamond drill
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There's the problem. 810 should work fine as long as the kinetic generator faces the right way like Benur explained.
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There is always the chance that they were using one of the broken builds, as 808 broke the Turning Table and it was only fixed in 810.
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It's coming back...
Also, there's a fancy new anti-necro alert when you post in an ancient thread, which is cool.
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Also milk doesn't clear Radiation effects
It was always the intention to stop people cheating their way out of being careless. Terrawart might not work anymore either, which is a shame, because it gave an excuse to breed for it.
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You need to rotate what ever form of kinetic generator you've got there so the circle side is facing the Turning Table.
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You're right, but I'm not sure the clone will survive long. The transition from TMI to NEI was in a way different modding scene than today, where we have mods with ingame documentation left and right.
It may happen sooner than you think. The 1.8 NEI port is buggy and somewhat unfinished, but Chickenbones has been missing for months so nothing's been done about it. And as people shift to 1.8.8 as Forge stabilises, they're going to want a working NEI. It is open source now though, so the chance of someone forking it without changing a thing is a lot higher than it used to be when it would have to be decompiled first.
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It will have a clone. Something like NEI has been around too long and had too many users to die. The same way TMI's interface was kept for NEI purely because people recognised how to use it.
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Custom tilesheet part of Forge backported to 1.6.6
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Even if we did have a way of injecting documentation into NEI, half the time it would be either out of date or too brief to properly explain what it was describing.
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They could have at least been on the otherside that T/NEI isn't on.