Posts by Kane Hart

    Thanks for releasing such an amazing mod.


    I was wondering if we could port this to bukkit with your blessings (just the server part of it).



    Also omfg I hope you consider doing more mods in the future I for one have a large SMP Server with massive power stations. One person has over 10,000 Solar Panels to give you an idea and were looking to make a massive city.

    silentdeth a wonderful suggestion is consider adding a feature in the configs to disable the fire/water animations of the petrochemical generators. In fact maybe consider it on all devices. The reason I say this is because a lot people might start with 1-2 but later on they add up more and more till you have 100's. With just a crap ton of generators I'm dropping to like 10 fps in my lot and use to have 200+.


    Be a really cool idea to have this client side.

    Oh, 2048 is the base energy storage of a Mk 3 charging bench - it's capping out on that each tick. Throw in a storage upgrade and it should be able to take the whole 4096 and then some, if I did my coding right.

    Yup this was correct forgot to post back I ended up finding this out on my own hehe. One thing I wish though if we could place beside a MFSU like a teleporter and drain eenergy from the MFSU at no restrictions of max mfsu 512 tick. Because you need like a lot of MFSU's paralleled to get anything worthwhile.

    idk what halvor issue was mine did match. But both the default 100 and was it 101 id's for the oil materializer and the Petrochemical Generator had issues. the Petrochemical Generator caused client crash on click like the id's were miss matched. The oil materializer caused the gui to not actually work if you open up it shows up and you add uu matter client sees it processing and working but when you relog uu matter is in your inventory and it never did anything lol it trolls me.


    Halvors been telling me this is SMP issue with Crossover not the bukkit port.. All these issues happen in SMP and both them worked fine in SSP.


    So what I did was change the id's to 177 and 178 and matched on the server and works flawless now...


    But I don't get what could be causing it and I could find nothing conflicting them but meh I fixed it for myself anyways hehe.

    Thermometer v1.1.10. IC2 1.70b compatibility update

    it seems to work besides the digital one. When I right click it just opens the reactor and shift click does not do anything. The analog one can be both shift clicked and right click and does not open the reactor.


    EDIT: Derpy it works. It does not show a health bar when crafted :P Charging fixed it :)

    So I might be derping here but this what I'm doing is converting my advance machine id's into the new ones like so:



    Advance Machines:



    Compact Solars:









    So after all that spam as you can see I matched up my compact solar to the same id's even the GUI and I think that does not matter just the block id but it seems to be converting them wrong...


    This what the server side console says:




    Clearly everything is fine but the MV/HV being removed?


    When I went to the roof all my HV went to LV and idk why talks about the MV but the MV = MV still. So just the HV's converting wrong it seems.

    Yeah, people don't typically take into account the wiring that's being saved as well. They are terribly OP, but they do serve a function, and short term it's the best solution we're going to get. I would like to see something more balanced someday but in the meantime, I'll settle for being able to see our SMP server upgraded in a timely fashion.

    did this guy just say terribly op LMAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.... Solar Panels are actually OPED and because of design flaws they can't reduce them under 1eu a tick and the reason they increased everything else by double output. Compact Solar Panels save you tin.. Yes let me state that again. TIN! lol...