Posts by Kane Hart

    Bug is simple - macerator is not working. when connected with energy net, It looks like it is supplied with power, but it wouldn't start. Tried to cheat from NEi, Tried batbox+macerator, tried upgrades, nothing works. Even loading IC first.
    I think, that either forestry or mystcraft are messing up. At least, mystcraft did FREAKING mess out of my bees and some small stuff and api is outdated (btw tried replacing IC api in other mods zips and jars).
    Dunno, weird.
    Railcraft has its own macerator, at least.

    try replacing the copper cable with fiber. Its a known bug if its the one I think its triggering.

    Thanks Greg! How much is the max input btw I assume it could take a direct power from fusion? Ever considered making a new quantum power line? <3 Also consider increasing blast resistance on most the expensive components. You don't want a month of work down the drain over a creeper? Maybe I'm being silly though you decide :)

    I will not be able to test till late tonight but thats find because yourtime zone anyways. But the new block if I had been told the recipe right is way way way to frigan cheap. idk why but you went major pussy on this one haha. Tier 4 don't forget. You should of made it the same recipe but requiring them as a 3x3 with center empty or something.


    I would at least consider redoing the recipe into something 4 times more powerful tbh.

    I am working on semi cheap-cheap reactors who will have massive eu output but only eff of 1-3,
    also for your first reactor i would recommend The portable Beast,
    because when you want to upgrade to a high expensive or medium expensive reactor you can take the components.
    even though it is not that cheap,

    Thanks it looks good. So do we still put it in water of 25 blocks around it if I recall 3x3? or is that over and done with?

    Batpacks giving armor points is an extremely temper situation where I blame Forge. Back in 1.2.5 it was giving armor points even when the code told it specifically not to, then all of a sudden it worked again, and now in 1.3.2 it is not working again.


    On bad drill recharging, see the thread reporting that bug.

    I did and I beat the bastard to it btw :P, Also another one is sheering not working again with the saw but I'm sure that has been reported a dozen times.

    Added 9/21/2012


    Drains Items can't be charged via batpack
    - Sounds odd but when your out mining with 2-3 batpacks when your
    batpack empties and you forgot to switch your tool dies of course. So
    you usually throw on your 2nd one and then take forever to break a block
    then BAM it charges. Well not anymore :(


    Batpack seems to give armor again
    - not sure if this is intended or bugged but I thought Id add it to the
    list of bugs, once again it gives you protection and 4 bars at that.

    eww the guy who did not like my ICBM SPotlight :P

    If you put in more IC related content and actually put effort into your thread then id be happy to have you on the forums. But it was pretty much a slap in the face cross linking post and it's really offensive that we want to whore our addon section for that.

    The cause for the jetpack issues should be key updates not being sent out, also related to machines not orienting on login due to lack of initial data.


    The server isn't receiving the packets. As for 5, much was talked, nothing was solved.

    Talked to pahimar about the client-only tag off the potion removal method. Since he was working on some new effects and such for EE3. He said it was already noted by lex. So I assume it might be on a todo list.

    What things ? Addon have 2 items now. I can add disable gravichest option, but this item is primary in addon.

    I was more referring on future additions :) Sometimes devs add something to destructive or to cheap and where a person like me would love to just disable it :) For example on my one server all we do is use the ultimate lap pack.

    cpw has a ton more experience with the IC2 API than I do, and given that he does work on forge, he has a ton more java programming experience. I will work on getting this rewritten but I won't feel bad if cpw comes along and puts something out. :) Updating an existing addon to a new version of the game is a lot easier than writing one from scratch using an API I'm not familiar with and believe me, a total rewrite starting from scratch is probably best for this mod.

    I know CPW might have more experience but he only got that way for keeping on working at it. I just like seeing others who want to actually give a fair attempt at it to have the opportunity. I don't mind waiting and I think others can wait too :P