The fluid distributor apparently has a priority system, so if you could use that. The fluid regulator crash bug with 752+ is very annoying design wise.
Posts by Chocohead
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Uranium ore: 22.2 mb
Uranium block: 20.67 mb
Uranium 238: 2.296 mb
Tiny pile of Uranium 235: 5.74 mb
Uranium 235: 51.67 mb
Enriched Uranium Nuclear Fuel: 31 mb -
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that's up to the balance team
We'd need one of those first.And anyway, Batbox -> 16 cables -> LV transformer -> 16 cables -> LV transformer -> etc -> Machine, which is a way to have nice long cables without large amounts of loss.
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Making the cables themselves tick on every block update sounds like a laggy mess waiting to happen with big grids (especially servers).
The "iffy" explosion logic I really don't see, never did they explode just by adding a generator.
Storage units already output parallel, your one empties before another I haven't seen either.
Ironic how you claim many features could be implemented easily yet surely if they could be they already would have. You also seem to doubt people's inevitability to just make big inefficient cable messes despite what the losses are, smart builds != small builds.
Percentage loss over actual loss is annoying too, you can't say how bad a setup will be if you can't be sure exactly how much EU is flowing to start with to magically lose so much percent. I'd not describe a new option immediately as "the best" one, I'm pretty sure Player already has quite a few ideas how he wants it to work, just he's not quite sure how to implement it yet. Or he doesn't have time to.
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Replicating it is already a massive loss in terms of EU needed for what you could get back.
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Potentially you could add it into the initial values section of the config at 0, but not sure if that would actually disable it or make it free (or whether IC2 would ignore the setting).
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That recipe was removed from the game months ago.
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Ahhh, IHL has fallen prey to the upgrade changes. Like the Thermal Centrifuge has apparently.
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I tried launching test 11 with Optifine and got this font crash:
Display Spoiler
Code
Display More[19:16:21] [Client thread/DEBUG] [FastCraft-core/]: 9 / 30 applied [19:16:21] [Client thread/TRACE] [FastCraft-core/]: 63deb131 b977dd1d f168a731 dcd7e26c 603787d2 cb9a1328 cb011c41 913bc1c0 ca014a04 1591ae13 5365096f 9e3cbc4a c63d74f6 23343968 852176b9 d767c93d feaafe10 c0861319 31e7b92e 79afe342 06d43284 [19:16:21] [Client thread/DEBUG] [FastCraft-core/]: 10 / 30 applied [19:16:21] [Client thread/TRACE] [FastCraft-core/]: 63deb131 b977dd1d f168a731 603787d2 cb9a1328 cb011c41 913bc1c0 ca014a04 1591ae13 5365096f 9e3cbc4a c63d74f6 23343968 852176b9 d767c93d feaafe10 c0861319 31e7b92e 79afe342 06d43284 [19:16:21] [Client thread/DEBUG] [FastCraft-core/]: 11 / 30 applied [19:16:21] [Client thread/TRACE] [FastCraft-core/]: 63deb131 b977dd1d f168a731 603787d2 cb9a1328 cb011c41 913bc1c0 ca014a04 1591ae13 5365096f 9e3cbc4a c63d74f6 23343968 852176b9 feaafe10 c0861319 31e7b92e 79afe342 06d43284 [19:16:21] [Client thread/ERROR] [LaunchWrapper/]: Unable to launch java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_51] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_51] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_51] at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_51] at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?] at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?] Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/gui/FontRenderer at java.lang.Class.getDeclaredMethods0(Native Method) ~[?:1.7.0_51] at java.lang.Class.privateGetDeclaredMethods(Unknown Source) ~[?:1.7.0_51] at java.lang.Class.getDeclaredMethods(Unknown Source) ~[?:1.7.0_51] at ReflectorMethod.getTargetMethod(ReflectorMethod.java:50) ~[ReflectorMethod.class:?] at ReflectorMethod.<init>(ReflectorMethod.java:36) ~[ReflectorMethod.class:?] at ReflectorMethod.<init>(ReflectorMethod.java:23) ~[ReflectorMethod.class:?] at Reflector.<clinit>(Reflector.java:72) ~[Reflector.class:?] at net.minecraft.crash.CrashReport.func_71504_g(CrashReport.java:163) ~[b.class:?] at net.minecraft.crash.CrashReport.<init>(CrashReport.java:55) ~[b.class:?] at net.minecraft.crash.CrashReport.func_85055_a(CrashReport.java:442) ~[b.class:?] at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:871) ~[bao.class:?] at net.minecraft.client.main.Main.main(SourceFile:148) ~[Main.class:?] ... 6 more Caused by: java.lang.ClassNotFoundException: net.minecraft.client.gui.FontRenderer at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101) ~[launchwrapper-1.11.jar:?] at java.lang.ClassLoader.loadClass(Unknown Source) ~[?:1.7.0_51] at java.lang.ClassLoader.loadClass(Unknown Source) ~[?:1.7.0_51] at java.lang.Class.getDeclaredMethods0(Native Method) ~[?:1.7.0_51] at java.lang.Class.privateGetDeclaredMethods(Unknown Source) ~[?:1.7.0_51] at java.lang.Class.getDeclaredMethods(Unknown Source) ~[?:1.7.0_51] at ReflectorMethod.getTargetMethod(ReflectorMethod.java:50) ~[ReflectorMethod.class:?] at ReflectorMethod.<init>(ReflectorMethod.java:36) ~[ReflectorMethod.class:?] at ReflectorMethod.<init>(ReflectorMethod.java:23) ~[ReflectorMethod.class:?] at Reflector.<clinit>(Reflector.java:72) ~[Reflector.class:?] at net.minecraft.crash.CrashReport.func_71504_g(CrashReport.java:163) ~[b.class:?] at net.minecraft.crash.CrashReport.<init>(CrashReport.java:55) ~[b.class:?] at net.minecraft.crash.CrashReport.func_85055_a(CrashReport.java:442) ~[b.class:?] at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:871) ~[bao.class:?] at net.minecraft.client.main.Main.main(SourceFile:148) ~[Main.class:?] ... 6 more
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Because making griefing easier is definitely a feature. I don't get why mutiblocks are the new thing to add for everything, having each solar panel checking if it's in a valid formation isn't going to improve performance of them ticking anyway. And mob spawning could be really easily stopped by putting glass on the top of them.
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It's 1.2.5, entities could still be pushed about, which is why it's so weird.
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since a lot of things that previously have been banned from IC2 are now in there, can you please re-do the rules concerning them ?
What rules? There has always been the informal code of what not to request but I never saw a definitive list. Well, not an up to date one anyway... HELP: Suggestion Compendium
by passively requiring UUm, you mean once you can't supply it anymore, the biome reverts back to normal except for blocks ?
It's converting the biome using UU, not just passively using it to pretend to be a different biome. -
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that should be a square
Why limit it to a square? Rectangular terraforming could allow you to run them at the same time easier than each one having it's own square. And circle mode to bring back the current mechanic.
All other blueprints should change the biome
Which blueprint would change to which biome? There are some that would fit to change it into quite a few biomes
add some others.
Such as? There's already a pretty wide range for what you might want
Although I vote for biome changing be an UU dependant feature.
Passively or per block changed?
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The problem is not the range, but the way it terraforms. It goes too randomly, being wasteful on the way it converts (you see it reduces the speed of terraform as it gets closer to "finish" the job).
It should convert blocks one by one, in a similar fashion the miner scans and digs for blocks.
It also has the inability to change biomes, which would be a great purpose for a REAL terraforming machine.
The randomness makes pretty patterns, but it does slow it down when it scans which is a shame. If it was to change to one by one, it'd end up spiralling around the terraformer, which I guess could look cool too, but completely prevent you from using multiple to speed the process up.
It does have the ability to change biomes, but only the mushroom TFBP does it. -
Cargo implies it's not being used up.