Posts by Alblaka
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IC has silver-cables as own recipe.
As mentioned before, it was a test regarding ore-dic functionality. -
Disappeared? That's much better then crash+corruption :O
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1. Armor display bar is bugged either way, ignore it.
2. Even discharged pieces do provide a few points of armor. Try engaging fights with a set of discharged Armor, it should absorb some % of the damage.
3. Damn it. -
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Oh wow, that really seems to be it. I thought I didn't shift-click before, seems I've been doing it all the time. I'm just really used to it. Thanks
EDIT: I feel stupid now, I played this mod before and I forgot this basic rule :xNow, actually it's not some sort of intended rule, but a quite critical bug that refused to get itself fixed.
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Stop using shift-click?
Either it's that, or you mixed up different versions, because there's no other way to produce method-errors. -
why not just carry an inventory of lapatorn crystals?
Gotta agree with that.
Given energy exchange between nether and world is either impossible (SSP) or difficult (SMP) any sort of "transport energy with a block activating upon using a nether portal" (which would yet again be a pain to code, if even possible) can actually be replaced by just carrying 36 Lapotron Crystals, don't you agree? -
Yes, mod enthusiasts need to be choosy about which mods to use because of the limited block IDs. It would be nice if there were more available - or if Mojang had implemented a more dynamic means for using them - but in the meantime, it's up to mod developers to use Block IDs in the most sparing ways possible. An example would be the advanced machines addon - it uses ONE block ID that covers all three new machines, rahter than one for each machine as the Advanced Generator add-on does. Now, there may be a reason that I would not understand as a non-programmer, but the net effect on the end user is the same. The fewer Block IDs a mod or add-on uses, the less likely I am to have a conflict with another one down the road.
Now, I don't mind manually changing Block IDs to resolve a conflict, but I worry that this may be borrowing trouble - it solves the issue today, at the increased likelihood of casuing another conflict later.
Jep, but there are engine-based limits on how effective one can compress content into a single ID. We're usually trying our best at saving IDs whereever possible, but sometimes it's not possible
I as well would love to see Mojang remove this limitation. But given they want to use Bukkit as ModAPI, this eventually wont happen. -
I'm aware of his issue...but im speaking of shift-clicking in general. It's still opening the gui when i shift click machines to try and put wires on them...since this thread is about shift clicking, i felt it was related..and not needed to start a whole new thread.
We're talking about 2 entirely different features.
If you got an issue in the main menu, crashing if you press a button, it's quite different from an ingame-crash after pressing the "Done"-Button from a placed sign, don't you agree?Either way, did you update to v1.337 (and removed eventual remains of the 1.23 jar)? IF so, please make a new thread and list which machines ignore sneak-placing and still open GUIs.
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@standalone:
Yes, IC will never be coded to require another mod (cept for base APIs) to work, but no, i will not add any sort of automatisation (BC) or redstone (RP), even if some of the machines will highly profit from these mechanism.
Consider IC a hybrid of both attitudes. It's meant to be played with BC/RP, but doesn't enforce it. -
LETS ASSUME it take 10 EUt... this means, by 100000 storage, it would take 10000 ticks = ~5.5 minutes to charge up.
To mention the obvious, i don't think you have a clue of charging rates :OEither way, higher tier equipment DOES have longer charging times then normal equipment. Whereas the storage increases x10 with each tier, charging rate usually only raises by x2-4, causing a increased recharge time of ~x2.5
This is an intended factor. -
Are you sure it's actually empty? And not just "display bar empty but still some energy left"?
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Are you using a TMI'd or Creative Mode'd sprayer (Poofed into the world)... If you are, then that's why. Your sprayer MUST have a damage meter in order to work in the refill recipes.
This.
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There will be more stylish ways of travelling, in future.
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1. You cannot extend weapon reach without modifying baseclasses.
2. Wth is a whip related to IC?No.
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Umm is this suppose to happen i have 2 luminators which are exactly the same. In the config its luminator and luminator_dark.
they both behave the same...and now that im looking at my old config - it seems luminator was in 1.23, but they i see no threads about them before 1.337
Is this suppose to be like this or do i have a conflict? - im running like 50 mods along side 1.337bWe're temporaryly up to 2 IDs to get the Luminator working. All correct.
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shift clicking does absolutely nothing for me. still opens gui
*facepalm*
Please read more closely, he referred to shift-clicking itemstacks within the GUI, which is known to havebeen a serious issue in the past versions (around IC² 1.0). -
I already mentioned i would be going to add some "cover cables in a CF block" mechanism. Still aplies.
And don't worry, i won't even bother with creating cover-like panes (because that's a pain to code), but just create a way to turn cables into full blocks :§ -
Now, as you can guess testers are lazy and confirmed "all works" by just using TMI to create the packs... I assume they work entirely fine and couldnt find issues while using them myself, either.