What, did you think I ported to BuildCraft or something? Yes, it's made for IC2 Experimental. However, a lot of the features are buggy and broken. I'm not interested in this mod very much, so fixing them is less prioritized then other activities.
Posts by xbony2
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List updated. It's cool to see new GT addons, there didn't used to be so many.
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It's been a while since an update. Have no fear, the next update will come eventually. This is a list of the changes and things to do before 2.2.0a is released- some people might be waiting for fixes and want to know a little bit more. This also serves as a changelog so I don't need to do it later (of course, it is subject to change, the wiki-ready one will probably have less silly comments).
* 5x5 Reactor Card. This is added by DMF444. Currently it only displays though- the full version will be usable inside of the Remote Thermal Monitor.
* Added an API to the Range Trigger, meaning that not only the Liquid card, but the counter and generator cards can be monitored. Needs some testing, though.
* Added more OpenComputers Drivers, including the (normal) Info Panel driver, Thermal Monitor Driver, and extended the Advanced Info Panel driver.
* Changed a bunch of the recipes (again). Suck it, AE2 users! Some things are cheaper, some more expensive.
* Adds the Italian language, for our pizza-loving peoples.
* Made Gregtech recipes better, so you can make Big Reactors stuff and the Remote Thermal Monitor.
* Fixed the older recipes, also uses refined iron instead of iron.
* Fixes WAILA providers.
* Added pack.mcmeta.
* Updated Russian language.
* Fixed issue with Energy Sensor Kit. This does mean you need 691+ IC2.
* Made the Web Upgrade more stable if/when it is used again (Player did this, heyo).
* Changed Big Reactor's recipes to be more NC2-ish.
* Removed two commented-out classes.
* Stabilized the BC-crossmod code.
* Disabled web-related configs that didn't do anything.
* Lots of refactoring. -
What are your recipes set to?
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Use Nuclear Control 2.1.2a goddamn it. That older version is buggy.
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Cheating?
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The energy bug is a result of ItemGradualInt being changed, since the IC2 API changed. It will be fixed in 2.2.0a, but until then use 690 IC2. I do not know why the thermal monitor does not update it's neighboring blocks, it does call notifyBlocksOfNeighborChange. For the information panels, do not put them on a chunk boundary.
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I can't even get the Energy Sensor Kit to work, something is definitely up.
Edit: I managed to fix this with a good bit of debugging. Just a note, some of the newer versions of IC2 (691 about) changed a class so the energy storage kit will not work without and older version of IC2. This will all be fixed in 2.2.0a.
Edit2: cg49me I did not experience the issues you described. Try using IC2 690.
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Yeah, it would be pretty mean. So I'm not going to make one
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It would be fun to have exploding iridium rotors so people waste their materials
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Would the Iridium rotor break the windmill?
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Going to look into that.
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Iridium Rotors don't make a ton of sense, it would probably be too heavy to spin.
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I was trying to get it to spin by clearing out land
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Here's a picture with a texture-ful rotor:
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Yep, that's the textureless thing.
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Also see:
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Player fixed #1546, which means mod authors like me can add new Kinetic Windmills
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Nice For god's sake though, update to a new version of IC2 Nuclear Control. 2.1.2a is the supported version, that older version has many bugs and ugly textures.
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You should make a Github repo