you sir are a heartless dick
lol.. You do realize I was sticking up for you and calling the flamers the asshole?
you sir are a heartless dick
lol.. You do realize I was sticking up for you and calling the flamers the asshole?
Thanks everyone for showing the true assholes in the IC Community.
QuoteInteresting. I assume it could be related to clientsided-movementhandling, whilst the metal poles charged status isnt continusly updated clientsided. Will have to try adding some networking mechanics.
Thanks for the report.
Great news thanks for the info.
Came to see if this was a known issue, and indeed it is. I can at least confirm the same behavior for me in 1.0 SMP. (Server will upgrade to 1.1 soon, but I doubt that'll make a difference.)
Yup like wise it does kind make sense. It's like the client does not even know it has power in it and sometimes it does but only part of it haha.
If the answer is yes then I will save you the trouble and let you know that spawning items creative /i with a mod or any way but not creating them properly has some bad effects due to the metadata I think its called.
I could be wrong but you might be missing forge on the server.
You can grab 1.3.2 server forge here:
http://lexmanos.no-ip.org:8080/job/Forge/1/
Didnt have a batpack/lap at the moment. So Rubber boots also causes that behaviour.
did you in anyway before? See what happens is it damages the armor perm from what I seen. Throw the boots in question on the ground and pick them up. Let me know if it picks them up once or twice.
(Didnt want to make a new thread for this)
I have noticed some weird behaviour with the extreme damage and rubber boots.
Whenever i equip my rubber boots with any other piece of armor, those pieces will instantly break (using 1.3.2 forge rev 29, the armor breaks but instantly regenerate though, with 1.3.1 the armor permanently breaks), and when im using any armor without the rubber boots they work normally O.o.
It's because of the batpack lappack and etc. It should be fixed in 1.65+
Theres already an add-on for this. I'll try to find the link for you.
EDIT: Here you go: http://forum.industrial-craft.…page=Thread&threadID=2397
Tell us how that goes for you..
Now moving on... There is to many current limitations and issues with the current telportation system to even consider adding new things to it.. Once it can be worked out and working flawless in SMP I really see no point. Might as well disable them as a server admin. Less Headaches.
I was wondering what the math was for 1 bucket of oil to eu (total) as well as fuel (total).
You might want to add some sort of trial in. Let people play on the server for a few days and see if they like it, if they do they can pay the $10 and continue to play. I've played on so many minecraft servers, and it seems like the ones that are asking for the most money tend to be the worst. Because of that, I just can't justify paying to play on a minecraft server I don't know anything about.
With a /nuke command :)?
Soooo... back on topic, has the author been around to say whether or not it will be updated, or is someone else willing to update it? It is a gating mod on my server for the update to 1.1. (we have the older version already running in our 1.0 world and don't want to update without it.)
From what I hear he is having issues and no ones helping him out with it and so were kind of screwed.
Yeah the overclockers are end game fun I feel. At low levels meh couple help but still a big drain if you are not jumping into something like geothermal. Not sure if you guys noticed but base machines seem to have also been nerfed a lot. That damn macerator is screaming a forced OC module. It's not even bearable lol.
You can whine all day long about how expensive overclockers are, but for a nice midway balance of speed and power consumption, they are GREAT.
FYI it's not so much overclockers being expensive as it is Adv. Machines being way OP...
Don't get me wrong I do like them sort of. I just miss the convinces options that was offered through the advance machines mainly for extracting resin was a beast with the 3 outputs. If forge got their act together I think I might actually have just gone and updated without the advance machines but I still support them for the game. I think if they used 2-3 eu tick for leaving them on and used say 50 EU while running if not more then I would easily still gone with advance machines hehe.
Display Morehttp://forum.industrial-craft.…page=Thread&threadID=4290
http://forum.industrial-craft.…page=Thread&threadID=4074
Overclockers....
Could you add a config to disable the extra slots? I don't need nor want and they get in the way of convenient inventory.
Ok, just ignore all out efforts, haven't you noticed a little feature that was implemented? Oh that's right your too good to look through the wiki, or read something called a "changelog" It's there for a reason you know, so people know what gets added. We are NOT going to implement more advanced machines such as in this mod, the induction furnace is where that rail line dead ends. Don't like overclockers? Deal with it. That's all your getting, if you want to run this mod your more than welcome to, its a cool mod, but don't expect us to bow down to you so you can get what you want.
Many disagree with you but we respect your decision not to add Advance Machines to IC and people need to stop being rude about it. But I'm a bit curious about the feature that was implemented changelog etc. What are you actually referring to hehe?
Be happy that you got them disabled without having to spend time with the config. As much as you might want sounds they cause major CPU leakage where even the debugger in F3 will show it using like 80% usage. It's not worth it at this time. The random bug issues with the sound is also been known for a long long time.
Spacetoad had not tested the latest forge build when he uploaded to the internet so I doubt this will get fixed to the weekend from the front page. You can go back to 1.3.1 or use this working 1.3.2 http://213.239.220.114:8080/job/MinecraftForge/
Pretty much the only thing that was change is a working version number. As you can see in your error "MinecraftForge Major Version Mismatch, expecting 1.x.x"
Display MoreI got this problem, when i run server in minecraft-server.jar
[SEVERE] Unexpected exception
java.lang.RuntimeException: ModLoader has failed to initialize.
at ModLoader.ThrowException(ModLoader.java:1249)
at ModLoader.init(ModLoader.java:658 )
at ModLoader.Init(ModLoader.java:1312)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:103)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:315)
at cz.run(SourceFile:465)
Caused by: java.lang.RuntimeException: IndustrialCraft 2: MinecraftForge Major Version Mismatch, expecting 1.x.x
at forge.MinecraftForge.killMinecraft(MinecraftForge.java:332)
at forge.MinecraftForge.versionDetect(MinecraftForge.java:344)
at mod_IC2.initialize(mod_IC2.java:85)
at ic2.platform.Ic2.load(Ic2.java:22)
at ModLoader.init(ModLoader.java:637)
... 4 more
Spacetoad had not tested the latest forge build when he uploaded to the internet so I doubt this will get fixed to the weekend from the front page. You can go back to 1.3.1 or use this working 1.3.2 http://213.239.220.114:8080/job/MinecraftForge/
Pretty much the only thing that was change is a working version number. As you can see in your error "MinecraftForge Major Version Mismatch, expecting 1.x.x"
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hehe, Nothing to discuss really the decision is yours and I respect that. I just enjoy and want to help you provide the best quality control possible. With my own server if it's just pure bukkit, Vanilla, or IC/BC/RP Server. I tend to go through a few days if not a week testing and I mean hardcore testing to find all the bugs and issues we can and report them to their respectful creators.
But thanks for your reply and thanks for working hard and struggling with some the limitations and impacts of other mods cause!