Only if you use them significantly when it is worn.
Je, slight code limitation :3
Nice idea, though, i'll add it to the list.
Only if you use them significantly when it is worn.
Je, slight code limitation :3
Nice idea, though, i'll add it to the list.
Grab IC, BC and Eloraams Mod They're meant to be used together.
As well, no@suggestion, solely because it's done in ER mod already.
>> Luminators. Once we get them to run without eating up 4 blockID's, that is.
Uhm... in that setup the first rubber sheet should break and the 2nd works as normally. Mind upping a video or something?
No, but you could add a check in the code for each of those machines to see if the chunk they are trying to access is loaded first, right?
Ah, you meant that one. Yes, that's possible and the easiest solution.
Probably it's some sort of "time rewind" as you encounter it in SMP if the client is for some reason "lagging behind" and tries to reach the current time. It usually cause everything around you moving faster, didn't knew it could influence the gameticking mechanism as well.
This or that, it's a Portal-related bug either way... doubt i can fix it.
Ah finally :3 Thanks for mentioning it.
It's easyly possible with a miner and already crashed IR once, due to the mass of cobble produced (and being left uncollected XD).
The basic idea is following
The ! marks the cobblestone generation, the cells represent Water/Lava Sources.
Miners are somewhat slow. Thus you can even put a diamond drill in and it will for sure never reach the ore, will always attempting to, effectively mining cobblestone en mass.
@ Alblaka
Will this sort of thing be working with Redpower or entirely incompatible?
(its a much more advanced (compact and complex) form of redpower logic isnt it?)
One major use of Electronics will be to control EU and redstone flow.
If i implent Electronics somewhow, you can be sure to get some redstone thingy.
My current intention is a block which can read in or write out redstone specifically on either on it's 6 sides.
The issue is it would force people to plant up to 4x receivers behind each transfo.
4 Batboxs behind a LVtranfo? no problem.
4 MFE behind a MVTransfo? Hmm, kinda expensive for a basic MV-line
4 MFSU behind a HVTransfo? wtf
The current solution is fine, afaik, because it permits to plant a single storage unit right behind the transfo.
As well, please keep in mind this will still bottleneck the system if used uncautiously, as the storage unit limits the output of the line to what you suggested (and what the first implementation was).
Don't think we need much change here.
No :O
It COULD fit into the "Minecraftish Physics", but depleted cells are meant to be either recycled (by Breeders) or recycled (literally). Thus i will not make them craftable into something useful.
Imagine the most intelligent solution possible. That's it.
If you wire an electricStorage block (actually, most Generators are considered one, though they only have an actual storage of a few EU, like 100) into any sort of consumants, it will constantly check whether the machines need energy. If so, it will exactly send "ned energy + distance loss" as a packet to the machine.
Splits can be ignored. Except for the fact you should try to keep unnecessary splits out, it consumes additional CPU.
Actually, latter part is what i had intended. Placing a kernel permits to name it. All other parts would probably be labeled by numbers.
Eventually i will even manage the libary to be capable of storing "alias"'s... thus you could name "RedstoneCore3" into "ReactorControl" or stuff.
You DO realise that his "fix" was to "cripple" the miners by manually removing the pipes? That's not exactly something we can provide as a patch.
Interesting... stackoverflow with merely these few calls? Usually a stackoverflow goes over ~100 lines.
Either way, mind providing more intel in regard of the miner setup? OV or OD, exspecially.