There's no way to move it the same way you can't move hU, but unlike hU, Aroma made an addon that adds axles that can move it: [Addon] [MC 1.7.10] ElectricalAddition
It's only really a testing mod though, so last I checked there's no textures.
There's no way to move it the same way you can't move hU, but unlike hU, Aroma made an addon that adds axles that can move it: [Addon] [MC 1.7.10] ElectricalAddition
It's only really a testing mod though, so last I checked there's no textures.
If you hover over them it tells you the maximum output, the kinetic generator is 512 EU, hence you can only pull 512 EU/t from it.
You can't, the machines will always have a max output depending on their tier, you can't pull more than 512 EU/t from a HV generator etc.
Sounds a lot like something Millienaire does, just it uses vanilla and it's own items.
Good day, could someone explain to me why plasma launcher fully functional, but doesn't have proper localization and recipe?
Because it's not fully functional? At least, the power it fires with is dependant on the angle it's fired at, it doesn't always shoot a beam out, and has issues exploding in water if there's other things near by that are effected by the explosion.
Thunderdark added it just be before he disappeared moving house, so it was never finished.
hi
i have some problem to use this add on with IC2 2.2.782 Experimentali see recipe for item 4916:6 but cant craft them.
i think is because item 4232 from IC2 is 4232:1 now
any suggestions ?
NEI support for the canning machine
Long time since the last crop addon was released, nice to have another
Can anyone think of any other methods?
Both Advanced Solars and GraviSuite have items that can't be crafted when on a server, because of IC2 changes so that all reactor components are crafting with a damage value of 1. Until SeNtiMeL comes back, you can use the following to fix them.
Because I'm nice, there are multiple options to achieve the same thing:
Installing
You only need to copy the industrialcraft-2-2.2.xxx-experimental.zip\assets\ic2\config\shaped_recipes.ini file, and put it in a folder called "ic2" in the normal mod config folder. You can then put the lines below anywhere of the file, but putting them at either right at the top or the bottom is best, because everytime you update IC2, if the update contains any recipe changes, you'll have to do the process again with the new shaped_recipes.ini file. A little imperfect, but for most builds you won't have to, and you can always use another one of the methods instead if you really don't want to bother.
Advanced Solars
Only the MT Core needs a recipe changing:
; Fixing Avanced Solar Panels
AdvancedSolarPanel:asp_crafting_items@12 = "GRG|G G|GRG" G:AdvancedSolarPanel:asp_crafting_items@5 R:IC2:reactorReflectorThick@1
Gravisuite
Both the Engine Booster and the Cooling Core need their recipes changing:
; Fixing Gravisuite
GraviSuite:itemSimpleItem@6 = "GPG|COC|PVP" G:minecraft:glowstone_dust P:IC2:itemPartAlloy C:IC2:itemPartCircuitAdv O:IC2:upgradeModule V:IC2:reactorVentDiamond@1
GraviSuite:itemSimpleItem@2 = "CHC|PIP|CHC" C:IC2:reactorCoolantSix@1 H:IC2:reactorHeatSwitchDiamond@1 P:IC2:reactorPlatingHeat I:IC2:itemPartIridium
Installing
You need to get the Uncomplication Addon. To be warned, this addon does lots of other things, such as replacing plates/item casings with ingots, and restoring the old E-net. For the sake of this, I'll show you how to disable all the other changes, so you can just use it to fix the recipes.
In the
Uncomplication.cfg file:
# Configuration file
classic-e-net {
# This enables the custom classic-like E-Net. This also disables IC2's own E-Net! [default: true]
B:enable=false
# If this is set to true, it will instead of exploding, a machine will just stop accepting energy. [default: false]
B:enableIC2EasyMode=false
}
general {
# This will enable the recipe overrider. This means, you can use Ingots instead of plates in crafting recipes. See Uncomplication-Replacement.ini for more information. [default: true]
B:addCraftingRecipes=true
B:addCraftingRecipesExp=false
B:addMAchineRecipes=false
# This will enable the MachineRecipeOverrider, so you can use Ingots instead of Plates in machines. [default: true]
B:addMachineRecipes=false
# If you set this to true, Uncomplication will add its blocks and items. [default: true]
B:enableBlocksItems=false
# This will hide the recipes that are overridden from NEI, so you can't see them anymore. [default: true]
B:hideOldRecipes=true
}
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Now, go to the Uncomplication-Replacement.ini file, and remove everything from it apart from the top 3 lines. For each mod, add the lines in this file.
Advanced Solars
Only the MT Core needs a recipe changing:
Gravisuite
Both the Engine Booster and the Cooling Core need their recipes changing:
Installing
You need to have Minetweaker for this method. You need to make a file in the scripts folder it will make when it's first run, then you need to make a Fix.zs file. The name doesn't especially matter, but the extension does, make sure it's zs, and Notepad doesn't turn it into .zs.txt For each mod, add the lines to this file.
Advanced Solars
Only the MT Core needs a recipe changing:
# Fix Advanced Solars
recipes.addShaped(<AdvancedSolarPanel:asp_crafting_items:12>,
[[<AdvancedSolarPanel:asp_crafting_items:5>,
<IC2:reactorReflectorThick:1>,
<AdvancedSolarPanel:asp_crafting_items:5>],
[<AdvancedSolarPanel:asp_crafting_items:5>,
null,
<AdvancedSolarPanel:asp_crafting_items:5>],
[<AdvancedSolarPanel:asp_crafting_items:5>,
<IC2:reactorReflectorThick:1>,
<AdvancedSolarPanel:asp_crafting_items:5>]
]);
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Gravisuite
Both the Engine Booster and the Cooling Core need their recipes changing:
# Fix Gravisuite
recipes.addShaped(<GraviSuite:itemSimpleItem:6>,
[[<minecraft:glowstone_dust>,
<IC2:itemPartAlloy:0>,
<minecraft:glowstone_dust>],
[<IC2:itemPartCircuitAdv>,
<IC2:upgradeModule:0>,
<IC2:itemPartCircuitAdv>],
[<IC2:itemPartAlloy:0>,
<IC2:reactorVentDiamond:1>,
<IC2:itemPartAlloy:0>]
]);
recipes.addShaped(<GraviSuite:itemSimpleItem:2>,
[[<IC2:reactorCoolantSix:1>,
<IC2:reactorHeatSwitchDiamond:1>,
<IC2:reactorCoolantSix:1>],
[<IC2:reactorPlatingHeat>,
<IC2:itemPartIridium>,
<IC2:reactorPlatingHeat>],
[<IC2:reactorCoolantSix:1>,
<IC2:reactorHeatSwitchDiamond:1>,
<IC2:reactorCoolantSix:1>]
]);
Display More
Installing
Simply download the mod from here, and put it in the mods folder.
Advanced Solars
Automatically detected and fixed.
Gravisuite
Automatically detected and fixed.
I thought electrolyzed water was transferable through pipes, as it is a fluid.
It was never a fluid, but you can still move the cells about in normal item pipes if that's want you want to do.
Minetweak the correct recipe?
This is all on Advanced Solar's side anyway, IC2 changed so components always have a damage bar, which it never accounted for.
Thermal Expansion tesseracts if you're okay with 25% loss.
There is no loss with them anymore
the cells charge and discharge quite slow
Not with MFSUs they don't. At least if you compare to emptying them in a Batbox or CESU. There's also no loss, you get the full 20k EU back.
It almost looks like the saved E-net data is a block shifted over from the actual world.
Steam setups aren't that unreliable, but if you've not got that much refined iron then biogas would be the best way to go. Also, it's much easier to expand the biogas setup just making bigger crop fields and more fermenters, expanding steam setups can be more awkward depending on how you pipe the steam into the turbines.
Well, the available options you've got for lava power gen would be...
1. Geothermal Generator
2. Liquid Heat Exchanger -> Stirling Generator
3. Liquid Heat Exchanger -> Steam Setup
4. Liquid Heat Exchanger -> Superheated Steam Setup
5. Liquid Heat Exchanger -> Biogas Setup
Like you found, 1 and 2 produce the same amount. 3 will produce more, but if you were going for that then it would make more sense to go all out and do 4. Both do carry the issue of having the running refined iron cost of turbines (but they do last an IRL day each, so it's not that high) and the potential to screw up and lose distilled water, but refined iron is cheap if you've got a quarry of some sort and automated blast furnace setup, and solar distillers can be used to top up the steam generators if they do lose a little when the chunks first load. 5 is the most interesting setup in terms of range of what you have to do. You'd need an automatic crop farm, and automated macerator -> canning machine with pump to produce the biochaff, which would hit the overall net gain of power, but even with that I'd say it would be better than 3, potentially not than 4 though.
I'd say it's down to whether you want a reliable setup of 5, or a probably higher producing 4 but with the running costs of refined iron over time.