So yeah, it's not just the classic mods you can enjoy either.
Posts by Chocohead
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Aaaaaah, minefactory when it still used redstone impulses
( Hope reloaded reintroduce them xD , but first, put EU compat back :O ).
Skyboy is literally more likely to add in redstone power than he is EU at this point.
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People actually use UE? I thought it was just one of those nice idea mods that people kinda ignored after the Voltz and Ampz modpacks.
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The Green battery... How was it named again >.<'
The single use battery?
Also, good old MineFactory setup, none of this reloaded nonsense.
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Hurrah for addons still updating!
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I know about brewing, but most of it is patchy as it takes too long to reliably test. And no, holding back for him is pointless, IC2 has changed alot since 1.3.2 which was about when things were last added by him, so I guess it's time to modernise/update the remaining old things just a little.
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People should stop trying to fix things and just let Player do it
Also, I got IC1 working for MC Beta 1.3
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It would be really interesting to be able to do crops and brewing with accurate information for each crop stick/barrel, although we'd have to hide it from Alblaka
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I don't care much how it's added, I just want it
The crop stuff was pretty much based off the GT scanner though. The brewing stuff on the otherhand is new
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Just because you guys have no idea how to fix it
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For testing when the supply of EU is irrelevant, the debug tool is great. It isn't however the most useful tool when it comes to more obscure things like crops and brewing, where documenting is still rather hard, as information is based off mostly random events for crops, and brewing it seems no one has looked at in any depth since 1.2.5 (not that I expect it to have changed either though :P). It'd be nice if the debug tool had information for what growth stage a crop was on, as well as what type it is, and potentially things like hydration and nutrient value of the soil and air quality, along with more information on booze barrels as they ferment, like the hops/reeds-wheat-water ratio, what it would currently produce, and how long until it changes to the next thing (if it can). Wiki wise having a way of telling a block's hardness/resistance would be nice too.
These wouldn't be all that useful if they piled on top of the current debug output, so I'd suggest another mode (switching with mode switch key and rightclick most likely) which would output the crop/brewing information, and a third one for the hardness/resistance of the right clicked block.
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Going back to this, I've not been able to replicate this, no matter which drill type or scanner was used.
All I can think is that it's a multiplayer only bug, or you were doing something wrong.
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To think I started this expecting 4 billion cobblestone for 1/2 billion water mills, and now someone's gone and found a semi-realistic method of doing it.
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HOW??
I mean HOW???8 Generators into 3 Batboxes, they're all full, so apparently the EU is split badly as they rush to fill the power the 8 recyclers use
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Why did we ever switch to doubles?
This is vanilla IC2.
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IHL would be a lot more complicated that a little orange thing
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:they have to each other that the they aren't visible.
And people think our documentation is bad, no idea where they're getting it from. -
Never worked out the total cost of it though, which is half of the fun
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also, isn't dividing by 25 a littlebit too much? you can get, i think, around 2000eu/t from an ic² reactor, which uses 7 blocks. the max size big reactor you suggest is 49 times as big, so it should be able to produce 49 times as much power, too, right?
The difference is pushing an IC2 reactor to output 2000 EU/t means you have a lot of uranium in it, and will be playing with fire to get it cooled fast enough. IC2 reactors also go bang when they overheat, Big Reactors just work a little less efficiently.