Not possible, since we don't have access to the WasteLand block.
You could try talking the Extrabiomes creator to use our API to create an own TerraFormerBluePrint, though.
Posts by Alblaka
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I hope that the chance for getting depleted Cells is now much lower, as it would permit infinite Uranium!
Either you missunderstood me or don't know how breeding works.
I was referring to 1 Uranium being consumed to enrich 16 cells of depleted uranium.
Depleted Uranium is still created with a 25% chance upon Uranium running dry or by turning 1 Uranium into 8 depleted.Which means you can turn 3 Raw Uranium into 16 Uranium Cells (which cannot be used to convert 1:8 depleted again, since they're uranium cells, not raw uranium ingots).
That's definitely not "infinite Uranium", merely 'a lot of'. Which again is a buff to Nuclear and could help turning it into the endgame power source.Sounds good, are you going to be writing another explanation about how the new system works similar to This or is it going to be another "Here you go, now experiment!" like with agriculture?
I've made a perfect detailed sheet of instructions :3 But because I'm mean, I will not hand it to ya :O
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Yep, Breeders still work. Though I've replaced the "x2 Breeding for every 3000 heat" with "+1 Breeding for every 3000 heat", since new components can permit your reactor to survive way past 30k heat.
(My current best reactor can breed ~16 Depleted cells with a single uranium) -
Either the NuclearControl addon version you use is outdated or
Trivial fix for 'incompatibilitys' of a NEW IC² version to other mods. -
I would dare to say such a bug is impossible with the base IC Reactor code, as it would require the reactor to surpass 2,5kkk heat.
You should seek the error in a different mod messing up the reactors / in the tekkit forum. -
Found, fixed. Slight oversight of mine.
Can occur upon unpacking full toolboxes. -
If you encounter an issue with an addon, ask for help in the addon's thread.
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That was what I was saying, I don't think any of the other parts will be stackable.
Well, Plates and one of the heat switches are stackable... because their stacksize does not affect their functionality (they don't have heat-damage values).
The Heating Cells do stack AND increase their effect upon being stacked. -
the sole thing im now overthinking is: (guess thats OT...)
do the other mods work properly without the ic2 folder/api?
will the updated forge screw up any other mod?
im not entirely sure where to put these questions, hope it is ok if i post em under hereTrivial fix for 'incompatibilitys' of a NEW IC² version to other mods.
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Also it seems like we are getting a new personal safe model.
Well, that leak didn't go unnoticed for long, did it? Credits to RichardG, it's his first attempt at modelling via Techne. -
I'm surprised it didn't crash.
Don't blame the miner for not understanding the physics of the empty void, though -
Help us, Albalka!
Oh well... When I first visited the thread, I saw
Help us, Albalka!
And normal generators are already a kind of "steam" generator which burns fuel to generate energy (like thermoelectric powerplants)
and thought 'Well, topic's done with that' and didn't pay further attention.Should probably have noticed this thread getting more replies then it should have gotten
To sum up the obvious:
-Normal generator IS effectively a steam-based generator.
-Suggestion would need much more information for me to even consider it
-OP banned for flaming
-Thread locked
-I'm pleased by the fact everyone (excluding the OP) refrained from dropping into a casual flamewar. Of course there was some (censored) swearing and a slightly derailed discussion, but still within a tolerable range. Kudos. -
Code
Display More/** * Allows an item to act as a terraformer blueprint. */ public interface ITerraformingBP { /** * Get the energy consumption per operation of the blueprint. * * @return Energy consumption in EU */ public abstract int getConsume(); /** * Get the maximum range of the blueprint. * Should be a divisor of 5. * * @return Maximum range in blocks */ public abstract int getRange(); /** * Perform the terraforming operation. * * @param world world to terraform * @param x X position to terraform * @param z Z position to terraform * @param yCoord Y position of the terraformer * @return Whether the operation was successful and the terraformer should consume energy. */ public abstract boolean terraform(World world, int x, int z, int yCoord); }
Pretty much yes.
Any item implementing that interface (present in the IC API), will be recognized as TFBP. -
no
Then do as he advised.
If any of your other mods uses an outdated API-version of IC, it can override the current 'fixed' one. -
I could try to write up a mod to add these programs?
This.
There's a reason I've implemented the TFBP-API class for :3 -
..combine them by default (that actually would make sense)?
Hyper-Jump & Fall-Resistance or Hyper-Jump&Speed ?Former one WOULD make sense... though this would cause the boots to be pretty much unaltered.
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IF we permit one combination, people will demand more combinations for other parts.
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The crafting GUI is not a real inventory, you can open it from anywhere.
I'm aware of that :3
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Is already done, but i dont know the Name of that Mod.
Afaik it's the Portable Workbench mod. I think Risugami or the PlasticCraft-Guy (crap, forgot his name) coded it.
Good old times, when we were all hyped about "OMG, an inventory WITHIN AN ITEM?!" -
The issue is, if we move Hyperjump to boots, you would end up without advanced fall protection.
Somehow the 1 module per doesn't perfectly work out But if we permit multiple modules, you will get invincible + batpack chestplate.Je, Fire/Lava-Nullify would probably be a chest module again.
Btw, upgrading (aka module+suit crating) can be done in the upcoming new machine (Circuit board, crafts circuits, crafts upgrades, and applys upgrades)