A pump will make water cells if you place empty cells in the top slot. (And to an earlier question, a miner can't get past liquids unless there's a working pump next to it.)
Posts by Drashian
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Single-use batteries can (currently) only be used in machines and energy storage blocks. Without the portable charger in IC2 though, it might be reasonable to add item-charging functionality to them.
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Getting a depleted cell back is only a chance thing, not guaranteed.
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My understanding was that any modder could submit hooks to be included in Forge.
Could be, I'll look into that. I can think of one or two others to submit too.
Edit: Yep, they take patches. Off to write a few and see what they think.
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It is indeed possible to hook to the dispenser code via ModLoader, so we could do it that way. Now, personally I prefer opening them myself (it's fun spam-clicking a stack of them and watching the goodies fly), but I can see the appeal of building them into automation.
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I like the idea of (virtually) explosion-proof walls being made of iridium. Might have to cost as high as 1 or 2 iridium per block (inb4 "that's trivial to get with my 27x27-chunk-wide cactus farm") so that complete peace of mind was suitably expensive, but once balance was decided on the implementation would be easy enough.
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New clay recipe: I like this idea. Plus, involving water cells gives us an excuse why making clay should be an IC2 function at all. >_> As I mentioned in a previous clay thread I'd change the result to 8x clay balls instead of 2x clay blocks though, so it can be fed onward through a build factory.
Changing the industrial diamond: Unfortunately, we can't make a new item using the same item code as an existing one. The only way we could implement mixed recipes is by creating one recipe for each possibility, and that would spam up recipe book mods something terrible. Maybe if running a regular diamond through an extractor produced an industrial diamond ("removing the flaws/impurities" to make it more like an artificially-manufactured diamond).
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machines must be registered as redstone device with modloader.
I believe you mean Forge, I see the interface, thanks for the tip. I'll implement it when I get out of work and see if that doesn't fix all our redstone problems.
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We're not replacing every lava bucket with a custom item, that would wreak havoc on any other mod that used them.
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Think of it as suspended above the ground, since it does have to have anchor points on the sides. But yeah, it should be working as long as it has a bit of empty space below it.
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There's a fix for these issues (including, I'm pretty sure, the sound - but I can't verify that right now because I'm at work) in line for the next release. Thanks for all the info, guys.
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If I'm reading this right, it'll continue until it's flatificated (this word is now real because it's awesome) about an 81x81 square around itself. Though it will show a strong preference to the nearer blocks.
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it actaully can handle a lot more than 5 eu/t IF its coming from solar panels and no other source. I have a setup with 50 eu/t with this cable and no meltage. But if i hook two batboxes together it melts. I don't know if this is intended though.
EDIT: Ive now tested it to 150EU/t using only solar panels and the cable is fine. I think there isn't a current limit as long as power is from solar panelsClose. Pulses never combine in cables, so each one of 10, 100, or 1000 solar panels is still only sending a 1EU/t pulse, and thus they never overload the wire. Should also work for wind and hydro generators.
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The only reason I can think that panels -> batbox -> batbox wouldn't fill the second one would be if the first box's dot wasn't toward the output cable (which you already said wasn't the case), or if you'd accidentally attached the input cable to the second box's dotted side. Or, I guess, if you had 32EU loss on the cable between them... which I assume you don't.
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Off the top of my head, this is (most of) the new gadgets and machines since IC1:
- Induction Furnace
- Magnetizer
- Electrolyzer
- Transformers (as a part of the new energy net)
- Nuclear Reactor (not technically new, but completely different from the old one)
- Electric Jetpack
- Dynamite-O-Mote (not currently craftable)
- Electric Wrench (not currently craftable)
- Cable Painter & Insulation Cutter for the new cables
Probably not a complete list, but it'll get you started.
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Making the change to the stone furnace would require a base file mod. Not happening unless Forge happens to come out with a way to change existing fuel values.
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All the known cooling issues were fixed in 1.00, yeah. Things should be running hotter now.
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Fixed, thanks for reporting.
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Okay, I've been working through the drill problems.
- Empty drills can still harvest blocks - cannot solve easily. Since canHarvestBlock isn't passed an ItemStack to check the charge of, we may have to go with the IC1 solution of creating a separate item for uncharged drills.
- Empty drills still work at top speed - solved.
- Hitting things with an empty drill destroys the drill - solved.
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I havent checked since 0.9, but the Electric Jetpack had two identical recipes defined as well.
Most recipes have a charged and an uncharged version, which use the same items but with a different meta ID on the battery/crystal/etc components. You might just be seeing that.