Posts by Geo Terra

    just got a PM back from Pah, at the moment it seems that we will have to choose between this or EE, this will be fixed in EE3.


    His message: "Fixing this in EE2 would require a substantial rewrite of that portion of the mod, and that's not time I want to dedicate to something that is going away in time. In the interim users will have to decide if this issue is a big enough issue that they have to choose between which mod they want.


    Sorry that's not the answer you were hoping for, but I'd rather fix it right then attempt to hack something in the existing codebase as it is. That's why I'm doing EE3 (the rewrite) as it is."


    Sorry guys, but there is a fix in the works that will come in the future.

    The strange thing is when I did the spotlight and only had IC2 and GS installed, I didn't have a problem with load order.


    Oh, I'm heading over to the EE thread shortly to bug Pah about fixing the whole fly function thing. If you could supply me with any information that I could use to convince Pah to fix it, it would be extremely helpful (I'm new to coding)

    Oh my, I didn't know I even qualified for this kind of thing... But I suppose it would due to add a little information:
    Employees: None


    Description: Still trying to find their niche in the industrial world.


    Could you change the leader name to Mr. Omega? It's become the alias I've ended up going by.

    Holy sweet Jesus those armor parts are expensive as piss.. O.O


    Looks like something that I would actually have left to invest my energy into. Definitely going to try this out once I have the chance too, lol...

    Yes, they are expensive, but the UltimateLappack and GraviChestArmor is well worth it.


    To those having problems, try spawning in the components then building the gear from there. It worked for me in the spotlight I just did.

    -__-" Try upgrading Forge to 3.3.8.152:
    http://lexmanos.no-ip.org:8080/job/Forge/152/


    What this error is trying to say is that this mod is looking for the Forge version of ModLoader (so is Forestry, but I'm not going to go there). I'm really surprised that you managed to stay back in the past so much and were still able to run those mods.

    Luminators, it seems, is counted as an entire block. If you put your crosshair in the air where like dirt would be, but a luminator is there, it counts it as the luminator hit block. This is really difficult to build around them.... Fix it please?

    Not necessarily a bug, but if my memory serves, the Luminators are due for a rework in the future, I just don't know when.


    And a word to the wise, don't ask for the date, you will be impaled on a Lightning rod, promptly roasted in a lightning storm and sacrificed to the Dragon-Lord himself (I think that's the ritual). Also, I would suggest peruse the suggestions compendium before making any suggestions.

    Minecraft code (including the downloadable IC2.jar file) is obfuscated -- Unless you can somehow figure out what the method (say) "abq7(i q i v s P)" refers to, using jd-gui won't get you anywhere. Also, jd-gui won't decompile mod_IC2.class anyway (it just throws up an error message, I forget the specifics).

    I tried looking into the IC2.jar with JD-gui once. Holy crap there's a lot of obfuscation. An yeah, JD threw me an error about the obfuscation.

    NEI = NotEnoughItems, you do have it.


    Open your inventory, press 'O' if nothing is there, go under options (bottom left corner), go to block settings button (I forget what it's called exactly), and there should be an option "Hide Unused Block IDs" or something to that effect. Click on it to change it to show unused block IDs, now go back to your inventory and look through the items until you find a free ID, it should look like vines with a white number overlayed on it below 255, change the conflicting block ID to that number and you should be good to go.