Posts by Direwolf20
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Thats pretty awesome :).
PS -- Whats the 'FC' that he refers to in the first sentence?
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Zeldo, maker of the Buildcraft Teleport Pipes (Now called Additional Pipes) has a 'Chunk Loader' component to his mod.
http://www.minecraftforum.net/…tionalpipes-15-bug-fixes/
I know a few developers are interested in his chunk loading technology, and I think hes planning on releasing it as a stand alone mod or API or something. (NOTE: If someone from the IC team wants, I can contact Zeldo, as I've done some videos for him, and communicate with him over gmail communicator).
That'd basically do what you're looking for. I've not tested it in SMP yet. Obviously, in its current implementation, it'll need to be installed along with buildcraft, and put the Teleport Pipes in whatever areas you want to stay loaded.
QuoteWhat does this "ChunkLoader" do??:
What this does is every time you place(or see an existing) teleport pipe it will add the chunk that the pipe is in to my "ForceLoad" list. This functions differently in SSP and SMP. When you break the pipe that chunk is released.SSP: In SSP it will load all the chunks that you have pipes in (and a few around those so systems don't break). In SSP chunks stay loaded until you exit.
SMP: In SMP it will load all the chunks that you have pipes in (same as SSP), however when someone leaves the threshold of that chunk and that chunk is unloaded, it will force it to reload and stay loaded.
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Sorry, I like to explain things so that everyone who watches can understand whats going on, not just engineers and computer science majors. Few people in this world know what an AND/OR gate is, not to mention a toggle latch.
Also, while its probably not necessary for an even distribution pipe for THIS build, I do a build later on in the series where its absolutely required. Zeldo (Maker of Teleport Pipes) also added a pipe specifically for this purpose (even distribution of items) after watching this video.
I feel like it was a successful one, sorry you didn't enjoy it so much.
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Thanks :). I will probably get to Nuclear Reactors at some point, they're pretty complicated though and will require a long video.
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Yea, depending on the ore under your feet, lapotron would probably be perfect. Use an MFSU ->MV->LV->Miner
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I've used this setup many times, but I find that going from level ~60ish to bedrock requires about 1 million EU, give or take. Unless that changed in 1.15
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ThunderDark:
Your machine works very similar to something I posted in the suggestions forum, but has a somewhat different purpose. You might be the ideal developer to create an addon for a 'Holographic Projector'.
Let me know what you think of the idea
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I noticed sometimes when adjusting the sound level of Minecraft, the IC sounds don't follow suit -- especially if I quit the game and rejoin.
For example, I lower the MC sound level to 5%. MC and IC sounds are both very low. Quit the game and come back, to find the MC sounds very low still, and IC sounds back to being rather loud.
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Did you install it into your JAR file, or put it in the mods folder? Did you get all the pre-req's? See below (Download links on the wiki page i linked):
http://wiki.industrial-craft.net/index.php?title=Download
For playing install the following mods in the SAME order in to your minecraft.jar:
1. Risugami's ModLoader
2. Flan's ModLoaderMP
3. Player's ModLoaderMP-HotFix
4. SpaceToad's MCForge
5. Player's SoundFix (Without it, you haven't any sound)
6. Player's Crash-HotFix (Without it, your client will sometimes crash)
7. JCLA3114's XP Orb Fix (Optional but helpful | The fix isn't needed for playing SMP)It's strongly recommended to install these prequesite mods in the listed order onto a freshly downloaded minecraft.jar for optimum results.
How to Install
First install all mods above, then just put the industrialcraft-2-client_v1.15.jar into your 'mods'-folder located in .minecraft
Do not unpack your minecraft.jar.
Do not drop the whole client or the downloaded archive into your minecraft.jar.
Do not forget to delete the META-INF folder if you didn't delete it already.
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So I did my tutorial video on pumps, and noticed that it only drains the water directly underneath the miner.
A) Is this intended, or did I do something wrong?
B) What do you think about having it go in a 5x5 (or 9x9 with OV Scanner) area under the miner, so you can collect more water/lava per placement of the miner/pump combo. Basically, have it clear out the water/lava just like it would any other resource. Branch out to find it.
Thanks
If I wasn't clear, check out my Tutorial Video on pumps (will be place in the tutorials section on these forums shortly).
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I have nothing useful to add to this thread, except to say I agree with the following:
ALSO: YOUR PROFILE PIC IS EPIC!
Ok, maybe I'll add something useful. After making my quantum suit, i too didn't know what to do with my UU matter. Diamonds is all I can suggest. I'd like to see more recipes using Iridium.
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The first part is intended, however the miners is not meant to get stuck if there "aren't enough pumps".
Excellent, thanks!
I'll be sure to cover that in the video.
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Alblaka -- is this considered a bug or intended function?
The very next tutorial video I will do will cover pumps, and I want to be able to say in the video "Heres how they work" or 'Bugged, but here is a workaround'
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Are pumps working in 1.15?
EDIT: They are still weird, but I just read the bugs thread about pumps, and it seems like they might have a workaround to get stuff going. I'll play with pumps tonight and do a video if I can build a reliable system.
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I also noticed it doesn't travel as far through 'empty' air.
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That could be done with Wireless redstone, if it was a redstone signal that did it.