Display MoreJust posted v1.13 and a half. It's mainly bug fixes, but it also has some of the (not fully finished) cross-mod compatibility:
-Reorganized stuff again. Nothing you should notice, but if recipes don't work or items disappear, let me know.
-Fixed a bug with versions of IC2 after 1.115.222
-Fixed solar and static items not charging armor properly
-Added a config option for the Nano Bow's damage; default 0. Increasing it will add as much damage as a Power enchantment of that level would. Primarily for use with mods like DivineRPG, as requested by a user.
-Added the base stuff for integrating other mods. NOTE: You'll get messages saying it succeeded or failed to load AdvancedSolarPanels, GregTech, and Gravisuite. They don't actually do anything yet.
-Added integration for Compact Solars:
-Solar hats can be used in place of Solar Helmets, and the items produced will default to having as much EU production as the solar hat its made from.
-Solar arrays can be used to make more effecient solar upgrades. Use the same recipe as the normal solar upgrade, but with gold or fibre glass cable for the MV and HV ones.
-Increased the default max production value to 512 so that there is a point to using HV ones. NOTE: For obvious reasons, this won't override your config. Either delete your config so it regens, or change it manually.
When you say 'use the same recipe as the normal solar upgrade, but with gold or fibre glass cable', I assume you're talking about the solar production upgrade? If so, using the same recipe (6 refined iron, one solar panel) and replacing the copper cable with glass fibre doesn't do anything. I assume I'm missing something...how do we craft better solar upgrades?