Posts by Alblaka
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Afaik the only rare natural dye2 you cannot create with UUM yet are black dye and cocoa beans.
Will add those 2 with a cheap UUm recipe (no reason to make them extraordinary expensive). Exspecially since painting a load of CF-Blocks black to create stylish and functional streets would take loooooooooads of hunting squids. -
What you see is not lag (from latency) but client side rendering issues. You should try if you see a difference when you turn smooth lighting and adv. openGL on and off - Im 95% sure that this is related to Mojangs new light rendering in 1.8.x and not IC! The more structures players build on the surface the more troubles Mojangs new code gets into. Does not happen always but often!
The difference in day and night would be easy to explain when the bug is in the raytracing code Mojang utilizes.
We have invested a nice amount of time to trace that issues down on our servers.In this case replacing the solar panels with stone should'nt influence the lags, as both blocks behave identical when it comes to light-influence.
Would be worth a try to pinpoint the cause of that error. -
And an electric furnace. and that's just the Prerelease of "blutricity"
Wait, what?
That's going too far for my taste.
/statement -
Uhm, he's showing off the usage of construction foam + painter, implemented in IC² 1.23, which was released a few days ago.
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Hmmm, highly interesting.
Assuming you took those graphs on day/night on the same potion under same conditions (players online, machines (not) running, etc), your guess at a Rendering issue isn't entirely off.
If it only appears on SMP-Mode, it's most likely some networking issue, causing some sort of useless spiky calculation on the client. Most likely rendering or something similar.We will have a look into this, thanks for the report.
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Hmmm... i actually fixed exactly that issue before the release, or at least i thought i would have.
Basic check: Equip the nanohelmet for some minutes, then remove it and watch your hunger bar. Is it going down rapidly after equipping the helmet?
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Copper spawns below 60 i guess, with a focus on 40.
Tin spawns on 40, downward.
Uran spawns in minimal veins quite everywhere. -
New ore blocks do not use new ID's, but i still prefer going with as few ores as possible. We don't exactly need 50 different ores with practically no use for each.
The idea of adding silicon via sand(stone) is a nice idea. If i find enough valid uses, i will consider implementing it.
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Jup, will be raised to 4 EUt.
Tin cable is meant to support Solar, Wind, Water, but none of the other Gens. Setting it to 4 should do the trick.
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And it does take WAAAAAAY less ressources then colored wool :3 And is more griefer-resistant.
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Je, the recipe was meant to be overworked some, resulting in further nerfing diamondcables (by making them more expensive), whereas providing a recipe using ER Silver for more cables per recipe. Not fully done yet.
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Je, this bug is known for some time but not yet fixed.
An issue with the heat dispersion code, only dispersing HEATDIFFERENCE/2, which in case of heat=1 is 0.Will be fixed soon.
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Yup, you can use them as automated water-cell filling (with BC)
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The reasons for OPS being capable of accessing PCs were quite plausible. Noone yet wanted to open tradeomats as OP, though.
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*headdesk*
My bad, strongly missread that one.
Yes, one could make it config-toggleable I guess. and while on it, i will add a hook to always-enable it in SSP (unless Notch implements a thiev-NPC). -
Probably a slight error regarding the new drop system of 1.81, or a coding flaw.
I admit, as it's an additional side-feature it probably wasnt tested by anyone yet.Thanks for pointing that one out.
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Jup, a critical error like that one is always high on the priority list.
Thus i can confirm there will be no further release without this error being fixed :3