Posts by Kye_Duo

    I still think the max should be what i said, but very unlikely.
    For example, you have 1% of meteor every day. If that 1% is true, you have, like 50% for tiny size, 25% for small, 20% for medium, 4% for big and 1% for huge.
    Yo gotta be very unlucky to get a big-huge meteor, right in your house.


    The tiny to medium explosions would be easily blocked by 3 to 5 block thick cobble wall/roof, while big and huge are blocked by 1 to 3 thick reinforced stone.
    That would stimulate ppl to use CF :3


    Meteors should leave some lava and meteorite ores (those are crushed and centrifuged into iridium and uranium - more byproducts can be added by other mods [GT]).


    only if I get some way of a meteorite defense in IC2
    I don't want to have to get MFFS to protect all my stuff that has to be outdoors (forestry tree and bee farms).


    eh, no thanks.
    I don't care to have that big of an explosion, unless you add a meteorite defense system.


    I suggested that a few days after you make your first Scanner, a meteorite will rain down nearby and give you a single iridium ;p


    something like galacticraft's meteorite ore? LOL, as long as it doesn't destroy my stuff on impact like in GC, that would be cool.

    are you having to modify any BC byte code functions via core mod to make these work? that is what I'm asking. The people at BC don't like that, it is the reason they aren't supporting MFR and powercrystals power converters any more. the mod author is intentionally modifying BC byte code functions via a core mod and the BC devs don't like it and will refuse to assist anyone with problems with those two mods.
    If this isn't doing that then it is fine.
    I wish my textures were better....I have no idea why it is doing that...it shouldn't be so gradient with the colors....though being my first texture for a non-standard block it is bound to have a few problems.

    they need to change the way you get iridium ore. Don't make it just loot. Give us a chance on scanning and replicating items to get iridium ore. really low for common stuff, but higher for rarer, radioactive, and more complicated stuff, like these energentium things or RTG pellets, with appropriate liquid UU-matter costs.
    then people won't be forced to spend days searching for a small chance of iridium ore.
    or go something like the thumacraft research route. Or perhaps make it so we have to craft everything that doesn't require iridium ore and scan it for the iridium ore recipe. That would prevent someone from skipping straight to quantum armor.

    So, what should I start on first? Gui's or actually make the re-made engines? What do you guys want my highest priority to be?


    whatever it takes to get it working, the GUI's can come later if it is possible to use the mod without them
    the one that needs the GUI the most is the adjustable, but that can come later if....aw darnit. your changing the block ID's so I'm going to lose all my engines when I update....oh well....

    You can use overclockers to increase the speed of the replicator.


    the speed of the replicator is not the issue. it is the sheer energy and scrap cost of UU-matter that makes it useless.
    though I have to say I have my mass fab (in my 1.4.7 world) hooked up to the power of my electric mob farm to provide a heavy draw (along with 4 fast elec engines on obsidian pipes to pick up the stuff). I don't know how my rig will have to be adjusted in the experimental build. The power comes from 2 full size HP boilers from RC, providing 720 EU/t (well would if it wasn't for the power loss in BC pipes)...Drat...I know I will have to adjust it unless the HV transformer will remain....They should remain and be renamed to power diodes, providing one way power regulation. So you could pull off 32/128/512 EU/t, or just go the other way around as needed, like if you wanted to let all the extra power from a set of machines go into a main line to provide power elsewhere....
    btw, these boilers are getting biofuel from the saplings off my 3 tree farms. I have 4 liquid fueled HP boilers going and still make a massive surplus per hour. Though this will drop for a bit when I update to 1.6.4 or 1.7. I'm just waiting on the power conversion mod I use (and Red Power 2 but that one may get replaced by an alternative mod soon.....)
    I did also try to put a setup in the nether....but it seemed like either the mobs didn't drop stuff if I didn't kill them or they just didn't spawn if I wasn't in the nether even with a dimensional anchor.

    perhaps the replicator should be made a touch unstable when you try to replicate radioactive matter like uranium and plutonium. Give it like a 1% chance to spit out iridium ore as well. That would give people the chance of getting it without having to strip mine entire areas just for the chests out of the dungeons.

    It's technically meta-data. And yes, it is. Well, after about three hours messing around with code, I finally got it done the engines done but.... My Eclipse workspace is broken! :evil: Working with broken code. :( Ready to throw this virtual project against the virtual wall.


    naw, go build something in MC and then nuke it. All creative of course. Or just go set off a ton of nukes in a creative map just for the heck of it.
    If it helps make it look like a BSOD'd computer. :P

    Buildcraft applies 1% power loss by default. This value can't be set to 0, because of API change in 1.6.2.
    I must think about cooling engines with liquid. Probably I will left it without changes.
    Adjustable (Regulated) engine is on to-do list and will appear after adding GUIs.


    what?!??!!
    BC yanked all power loss a few versions ago.
    I also don't like the recipes, why do I have to use the next lower power elec motor to craft the one above it? That only makes sense if they were generating power but they are just converting it

    why do you have a power loss?
    Most conversion mods don't have loss. I know its not realistic but, this is MC. We don't care about realistic.
    Also, liquid coolant for elec engines doesn't make sense. You can't cool elec engines properly by just cooling the stator. Cooling the rotor can only be done with a lubricating fluid due to the fact it is spinning. Electric motors are air cooled.
    And what about an adjustable elec engine? Why do you not have one of those or is that on the to do list?

    I have a question:
    I am in 1.4.7 (still waiting on a few mods to update to 1.6.4) and I have a set of recyclers being powered by an MFSU. Each recycler has 2 transformer upgrades so I can power them directly with the MFSU. Since the MFSU is getting bumped up in power output, will I have to do something to this rig when I update or will it be fine?