Normally this is true; flowing water landing on the top chamer will fan out in four directions, then those fan again in two, and then a floor will fill the last four spots. However I don't trust that and have backup sources of water. Make sure all your source blocks are outside of 5x5x5 centered on the core chamber.
Posts by MJEvans
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Easy workaround, edit .minecraft/config/IC2.cfg, disable sound.
Yeah, it sucks a bit, but it really does make the problem go away.
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Copyright is far too long to be a market incentive. However that's entirely another debate so it's sufficient to say I very much disagree with you and the current terms in that respect.
As for insulting the direction Minecraft has gone in? Yes, booster-glitch rail carts being removed is one thing, but of all the possible changes and additions that have happened since then, the official ones are lackluster and don't improve my adult-digital-lego world experience; they are in fact more of an impediment.
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I assume that's the correct id-damage for pink wool as if you'd /give your self it. Yes that would cause only pink wool to be mined. The 4 has -nothing- to do with priority (as that's just mine or don't mine); it has everything to do with the value returned when you use the scanner by hand.
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more than a maybe, it works fine. I've got the miners here set for all of the RP2 ores (forgot to turn off RP2's copper and tin, oops..) as well as Forestry's apatite ore. Picks them all up fine. Damage values are represented by a colon. (aka: 140:1, 140:2, etc..)to the OP: do yourself a favor and install the mods you want by hand, you'll get a better end product than the giant theft that the tecnic pack is.
No, damage values are not represented by a colon; that's the 'value' the material has to the scanner. Only blocks that have a >0 value are obtained. The default list contains only IC2 + vanilla ores. You will need to add ores from other mods (but you were still missing other stuff in your miner) http://forum.industrial-craft.…page=Thread&threadID=2308
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Ignoring all the other issues, you should also remember that a full 'day' (And night) cycle is just 20 min total. There is obviously compression of time going on and the fact that Steve can move a bewildering quantity of crap is more like saying 'yes, someone could rig up some kind of crap to do this if they really worked at it'.
What doesn't work so well for time-compression is how diamond can be crafted in to things; like blocks.
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Try removing control pack.
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I know minecraft and buildcraft work together. There are three possible issues.
1) You have an ID mis-match between client and server (that is there isn't a conflict between block IDs on either side alone, but the client and server have different ideas of what block IDs are what, meaning you end up holding something you think is completely unrelated).
2) One of the other two mods conflicts with the first. Since Mine Little Pony (presumably, I've not used it) shifts you in to a quadrupedal form it might be adding exceptions per item for where to hold them/etc.
3) It isn't just related to item positioning; different mods alter the rendering stack in conflicting ways with unspecified results. -
eU/t is per tick (a unit of time); eU/p would be packet (AKA 'voltage')
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You didn't read the wiki page http://wiki.industrial-craft.net/index.php?title=Miner carefully enough. You're missing quite a number of vital components. (scanner, chest for ores, probably a pump and cells...)
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Updated IDs for RP2-pr4, added example Redpower2 conf section.
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The logical explanation of it preventing windmill loss is that it prevents flying derbies from hitting it, as well as deflecting higher speed winds by it's own shape such that the wind-mill is never over-loaded.
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A windmill safety shroud unit would be built out of some formation of iron-bars (similar to the chain-link fence addon). When placed in a 5x5 or 9x9 plane centered on a windmill face it would define a region that the windmill's blades operate within. While this would reduce a windmill's output by limiting it to a maximum of 5eU/t; it would also have the benefits of causing the windmill to cease making any other block checks /and/ for it to never break in high winds.
I feel adding this element to the game would make windmills actually look like windmills, instead of like stacks of jet engines stuck on poles. The 5x5 / 9x9 regions would also force wider spacing.
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Querying batbox(or other storage device) levels would easily allow you to develop such a meter. That's really going to be the only logical endgame.
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Every diamond block could drop one diamond and 0-2 'diamond dust' piles (heavily weighted towards 0.5 piles of dust per ore block). 4 piles of diamond dust and 5 coal dust (more just for coloration match) could yield that item that is compressed to become an industrial diamond.
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Does that only happen on server startup? We need more data concerning the what you were trying to do, including when it happened.
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PS: Some worth-less items may generate scrap never or otherwise far less than 1/8 rate. IE sticks. Infinite cobble production is the easiest viable option for building an RP2 based device, and there is probably a buildcraft version of it too (most basic miner?); though you can always do IC2 + BC2 if you power the miner...
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I think there is likely no good solution; but maybe even the adfly links are technically worse than distributing for free since there's an argument that profit might be being made from distributing someone else's copyrighted material (which you have to distribute in order to inter-operate with it... I suppose you technically could distribute an installer and a patch, but already the patch would need updated functions, not just new ones, leading you right back to where we are now).
What would be good, and ethical if possibly not legal, would be to better connect with the community. A choice of base level (adfly/whatever there is now) or donating a little to receive recognition in little but powerfully enabling ways. Those who had donated would have access to the (weekly/nightly) alpha builds that compiled, direct download links, and a proportional 'vote' to distribute among mod-creator endorsed ideas for what to work on next with the mod. (It would be a guideline, not something set in stone; programming is, like all creative things, an art.)
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I actually see 'transporting' stuff around as a basic concept in any mod; just as energy (of some kind) and crafting elements together to make new things are. It's an obvious thing. The only reason IC2 doesn't have such a thing is that /other/ mods were already doing it (multiple plural; there's BC and RP which I've tried, and I've heard of minefactory/reloaded as well) and as nice as it is, that wasn't something /required/ for IC2's tech path.
Buildcraft's pipes are cheep. It's obsidian pipes (when powered) are downright balance breaking. (maybe if instead of glass it wanted an enderperl in the middle it would make a tiny bit more sense)
However the point of buildcraft shouldn't be pipes. It's way too big and heavy of a mod for just pipes. No, the thing buildcraft is about now are gear powered things; miners, motors, modeling, all using oil as fuel. Having used the mining stuff and the motors, I'm not massively impressed. IC2 does the mining aspect far better (though not more cheaply); and lacks only in filling in the massive fracs left behind. RP2 does a -massively- better job at piping stuff, on top of the added redstone logic (it's current core focus) and better machines to interface with it as a result.
Even looking at a small bit of the current updates in progress, IndustrialCraft2 and RedPower2 are taking things in a direction I'll find fun. Buildcraft, doesn't give me that feeling.