Jup, Platings cannot transfer heat directly to HD's. You need to use Plating>Cell>HD
Posts by Alblaka
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The memory hugging bug was eliminated. It was caused by TE's switching their block's id rapidly. As now 16 generators share the same ID and never change them, the issue can't exist, unless you spend hours on placing/removing Machines.
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This could possibly be a good system to use as teleporter "keys" rather than the system that's currently in development. It's pretty much the same as the one the Runecraft mod uses except it only had 4 blocks to use. 9 is basically uncrackable. (although maybe a little hard to remember)
It's easy to create rememberable patterns
You could, f.e. use Dirt, Stone, Wood (from bottom to top), linked to the world(where you get trees on dirt on stone) and stuff.
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Cables are currently still "full blocks" though they are rendered more cablelike. Eloraams Code for wall-hugging cables is quite more complex though.
Due to the high timecost - low usage factor this is low on the priority list. -
AND there are scuba mods already.
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What if you had a gui similar to the crafting table, and you could put any item or block in any order as the combonation?
This would be a valid option. I can easyly code something like this, yet it's extremely secure (hell, you have 9*8*7*6*5*4*3*2*1*[numberOfAllItems&Blocks] possible "passwords"). -
The errorlog is not asking for a file, but for a field (variable) within a file. Trivially, IDiamonds don't have an own file, they are regular items.
Please contact the author of this mod_IC2EqEx file, he apparently misscoded something. -
The issue is solely related to crafting recipes only accepting EMPTY or FULL battery-items, but the recpe for Lapotron crystal can return a 10% charged Lapotron if you use a charged energy crystal.
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Intended.
If you can harvest a block by drill/pickaxe, it usually isnt wrenchable. -
Changes compared to IC1:
-Terraformers do only terraform the landscape up to x blocks above them (i think it was ~30). Thus, if you place a TF somewhere on 40, it will not affect your floating island on 100.
-Terraformers are functional and shouldn't bug out that hard anymore (though i'm sure people will find "strange behavior" which consists of block-combinations i didn't thought about)
-Terraformers can accept up to 512 EUt.
-Terraformers tend to terraform in clusters (multiple operations on the same area), as well they prefer to terraform areas close to them, first.
-The more energy provided, the faster a TF works. There's a limit of 1 operation/tick, which can be reached by providing x EUt, where x is a 4 digit number depending on the used TFBP (f.e. 3000). -
ID's are already condonsed "max" according to:
- All vanilla & mod mechanisms must be capable of handling the meta-block'ing for this block properly
- MC vanilla code must not interfere with meta-data'd block stats (f.e. light and some other stuff) -
So we get a MFE+LVTranfo? No, don't really see a sense in creating duplicates of machines.
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This could be the reason of people stating Rubber Trees dont grow because of xyz. I assume most artificial farms have dirt, not grass.
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Entirely agreed, this is a fully valid & realistic idea
Will be added.
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It won't kill the saves, but cause massive malfunctions. I disrecommend trying to load (unless for amusement purpouses) IC1-worlds in IC².
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Sounds like a funny idea, but wouldn't make the Saber entirely overkill. I will consider it.
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I see the point. However, it would be a pain, codewise, to create seperate colored cables for all cable sorts.
If anyone comes up with a good alternative idea, we could solve this. -
Due to the vanilla lightning engine, glow for Reactor would as well mean glow for any other generator, always, regardless of their operating state.
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For balance reasons, Charcoal macerating is intentionally disable.
Gives coal a purpouse again. -
Hmmmm.. previously this didn't happen, apparently i disabled the EntityItem collision for the IC² Pipes, somehow, my bad.