ok, thanks for the info omicron.
Posts by Nukeofwf
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So I have been working on reactors and designs etc. and noticed that UU matter now requires extra machines. And looked up fuel. Noticed the lithium and tritium fuel cells.
Do we have any idea (other than theoretical fusion reactors) as to what these are going to be used for, or if they even have implementation?
Thanks for your time. -
yes, with config resetting itself, i cannot run this and rocket science. as rocket science has so wisely not included a cfg file for gui editing.
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So i found the reason this mod wasnt working for me, it conflicts with forestry but in a way that leaves no errors rpcket science stuff just wont show up in NEI or will be craft able if forestry is installed, i removed forestry and it worked staright away annoying really as forestry is really usefull
does anyone have any idea son how to fix this and i have already tried renaming forestry and rocket science with a z
One thing that will really help with the finding conflicts is to get N++ (notepad ++) and open all the configs, then search for #s that are in all open documents. write them down (or look in the log) and change the ones that need changing.
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smp error found, when anyone creates a wet-dry vac. all tin cells from then on become glitched. like infinite tin cells or water cells.
rather annoying.
simply put, don't make a wet-dry vac -
some things, do not put lithium-6 in a fuel slot on the reactor, it dissapears.
second, how long does the fusion take to warm up with all three heaters installed. have sat here with a charged battery in the reactor, with fuel and superconductor. no output by eu-meteredit: NVM i get it now, you have to have both fuel slots occupied to cause it to start running. so don't put lithium-6 there, it will think it is a fuel type. unless this is intended behaviour
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would like to point out an issue with the gui. when using buildcraft 2.2.12 with this, the Lv solar array overrides the buildcraft steam engine gui. manual changing of SA LV gui number makes the steam gui present for both.
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Unknown cause at the moment. will investigate for a causing factor.
2012-01-03 01:55:23 [SEVERE] Unexpected exception
java.lang.NullPointerException
at jb.a(SourceFile:181)
at ic2.common.ItemArmorQuantumSuit.performQuantum(ItemArmorQuantumSuit.j
ava:46)
at mod_IC2.OnTickInGame(mod_IC2.java:1537)
at ic2.platform.Ic2.OnTickInGame(Ic2.java:41)
at ModLoader.OnTick(ModLoader.java:772)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:329)
at cu.run(SourceFile:457)
java.net.SocketException: Connection reset
at java.net.SocketInputStream.read(Unknown Source)
at java.net.SocketInputStream.read(Unknown Source)
at java.io.FilterInputStream.read(Unknown Source)
at kf.a(SourceFile:136)
at oo.h(SourceFile:190)
at oo.c(SourceFile:10)
at wu.run(SourceFile:77) -
Super jumping (ctrl + space) in the nether with quantum boots while moving, will catapult the user in a random direction, so fast to even be called hacking, upon return to basic world, super jump causes sudden huge random launch at apex of jump, even when stationary.
Edit: also applies to helmet, helmet shows full gui full of food when in nether, but food is not actually at full. damage happens as though without full bar, no health regeneration. -
well right now the issue is that the pipe does not connect to a pump, or a tank at the moment. just sort of sits there. no connection at all.
EDIT:
looks like the issue it specifically related to fluid and BCpump and BCtanks. chests work fine.
DOUBLE EDIT: I AM SUCH A RETARD IGNORE THIS! -
I have noticed that buildcraft 2.2.5 does not function (pipe wise) with IC2 any longer,
has there been a change in IC2 that causes this to happen?
any knowledge of a version of BC that would work?
as IC is the only mod that changed in my setup i was thinking that this is an IC related issue. -
alright, yes, that is still the ready indicator, so i guess the miner just did not hit any blocks of liquid, that is all.
so yeah no issue -
yeah i know what you mean, those comments were like 85% of the thread in the old forum posts.
i can understand why they want to keep it to a minimum. -
awesome. well i will plan on a donation soon anyway. love this mod. hate to seem winey.
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might i inquire as to this being fixed in the next version. and if so what is the traditional update schedule? once weekly, on a weekday, whenever it is ready?
typing on phone is slow and difficult. -
well in 1.22-.23 it has a piston looking device now, instead of the teardrop.
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okay, awesome, glad i could bring this to your attention
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alright, well let me draw out a design, as i have switched to a regular bit, still no help.
does the miner and pump have to use the same chest? how many chests can it have?
current setup:
(extractors are pumps, batboxes are single wooden chests)
pumps fill up internal piston, never actually fill and move a cell. -
don't exactly mean to necro this, but i have an interesting problem.
version 1.22
windmills at max height with only 2 cable below.
Using tin wires, the windmill will sometimes burn the cable out, is it possible that these windmills are producing more than 3eu packets?attached pic of problem area
Note: replaced areas of burnout with copper cable so far, no issues except for some power loss. -
Hi, I have a 1.22 server running with a miner with a diamond bit, power, and a pump next to it.
The pump draws water into its piston area, has cells in its top slot, but never moves a water cell into its adjacent chest.
any advice or help would be appreciated.