Posts by MJEvans

    Not just the retrievers; we can hope that the fix for 'overflowing' items is in 1.337 as well. In that case all we need to do is rapidly tick the retriever for empty buckets, and use a detector to trigger the refill. The question is, can that setup do a full 4 buckets/sec? (Actually dual injectors (filters driving buckets in) and retrievers could be setup with a tiny bit more work... quad if necessary).

    This is probably one of two correct places. However you're not asking for the correct thing.


    Req: IC + BC mod - oil cracking generators


    or


    Req: BC + IC mod - oil cracking generators in Industrialraft



    Depending on if you're posing someplace IC or BC primarily related.



    Come to think of it; maybe all of that overpowered oil is why some users think solars are overpowered... (it probably isn't I just don't see a value in that landscape modification).

    This would be a bit easier if Mojang were a little better about communicating various things. However most probably Murphy's law will strike and no time will be optimal. If you have to peg your timeline to anything I'd target the underlying library; just follow whatever one it is (Forge in this case) and try to keep the head compatible with developments there.

    Oh my goodness. I had /not/ considered that. Sufficiently awesome point. Still I wonder how twitchy it will be about drawing buckets out.


    The last 4 bucket, 5 chamber design I speced up more or less needed 4 buckets a second average (it was /slightly/ positive in this regard, but anything less than 3 ticks a second out and you'd better kill it as fast as you can).

    I will again consider building an elevated railway when I have frames to send a machine to do it for me. The one I built in my 1.5 world (gone now; may it rest in pieces) took soo damn long and I had to throw it all away because of the lack of forward vision on anyone's part (notches in the world it's self; mine for just so idealistically building right on top of it...)

    ModloaderMP (server) contains some modloader stubs or something that looks similar to them at any rate.


    This doesn't actually tell us anything useful for figuring out what went wrong.


    Since in doubt the protocol is:


    Download everything again.


    Make sure you have the /correct/ versions in the set.


    Copy everything (backup this)


    Mix it all together fresh and see if you got it right.

    Yeah, that's fun stuff that should be in the (imminent) release pf RP2pr4. Still, as the EAQ / FAQ has links to useful things, the recipes and world items offered by it are wonderful additions.

    Honestly it boggles the mind.


    How difficult would it be to just make CF foam climbable for player entities only? Justify it as something like putting a hidden ladder face in it, or being even more similar to scaffolding.

    RedPower2 is modular. You can have JUST the wires without all that extra logic stuff. (There are some parts that aren't optional, I think the gazillion wire covers really.) However at the same time, why not just install the whole standard mod for compatibility and /ignore/ the parts you don't want to use. You can even turn off the extra ores and world features (giant rubber trees, volcanoes) in the config file (I think on the latter stuff anyway).

    I think he was asking more about the 'mods' to IC2; EG the 'addons'.


    I think my guess at this is; it depends. If it /just/ mods IC2, which isn't obfuscated, (just byte compiled) then probably it will only need to be updated if those interfaces within IC2 change.


    I imagine if the wrench code is modified to make it's success rate a config file option that would break the 100% wrench rate modification. However at the same time adding wrench rate config options for the disposable and electric wrenches would obsolete that addon.