Not entirely sure, but if you have the Chunkloading Blocks from Additional Pipes, you can force load the chunks that your base is on, I think that might help.
Posts by Geo Terra
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I'm so sorry for the delay, internet has been screwy with me plus school has set me back a ways. The redux of episode one is being uploaded now.
I'm sorry for any background slurping sounds, my little brother is a Minecrafter and wanted to watch me while drinking a cola. Sorry guys.
FRAPS seems to be playing somewhat nice for me, I'll see what I can do to get it running fairly well w/o lag, keep in mind, I'm recording on a laptop. I think I'll hunt down a game accelerator to help.
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Thanks Richard, I was going to post this. This will be nice for my rail bridge systems.
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That's actually a really good idea. Just a hunch, but it will probably require the editing of base files
Unless we can get Forge hooks into the mob's entity data. Will take a while I think.
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Hmmm... Do want. Makes me think of something near to the Apiarist's Chest from Forestry.
Can we have a built-in Cropnalzer to the chest too?
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Just FYI, the EXACT SAME BUG occurs with water mills, too. I'm not going to give a long, detailed, post, trust me, it's the same.
P.S.: I LOLed when I read AkiTensai's post, but it was a depressed LOL... my computer literally freezes, as in can't even minimize/close the window, for up to 5 minutes when my water mills kick in. It reads 0 FPS for a VERY VERY long time. Oh, and more depressing LOL, if I leave the debug screen open during this lagfest, my screen turns solid red
Be glad it's not the Blue Screen of Death.
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If the mod is running without errors, there will be new ores generated. Don't only move beyond your farest point "on" the world, also pay attention to your mining tunnels which can be quite long
Best way is to look for a small ocean and across it, that should be around 200-1000 blocks.Also you should now, that rubber trees only spawn in swamp biomes
PS: But if you want to start a new world anyway, have a look at "MCEdit" where you can cut© parts from your old world and import it at your new one
That's the way I just did it and it worked great
Or use MCedit's prune function.
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The ladder collision box basically telling the game that it's *technically* a block, so you can jump off of the top and it clears snow if it occupies the same block area.
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Very creative, I like it
I had always thought of scaffolding at face-value,using it to assist my building, but using it as a building material never entered my mind. I'll have to try that someday.Ditto. This will help with my bridge projects, my idle world has two ravines separated with a 1-block thick wall.
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I would say ID conflict, but according to the report you have two instances of IC2 1.64 running.
Try starting from a clean Minecraft, that might help.
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http://mojang.com/2012/02/09/minecraft-snapshot-12w06a/
"Zombies will break down wooden doors on hard difficulty"
At this point, I'm fairly sure that someone from Mojang is reading this thread. Also: NOOOO!!!!!!
Also, Jeb has admitted that there is a bug in this snapshot where Zombies will break Iron Doors at some point.
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Got the same issue, the engine "produces" 750 eu per redstone tick and can reproduce it with every engine, but only the small engine give the energie back to the batbox, all ohter engines just charge themselves, realy fast!
But I got another issue too: With in creative mode the Petrochemical Generator is 30000 times in the itemlist, everytime with a higher :xxx value. starts at 212(:0) and goes up to 212:32767. It is a bit annoying because the itemlist is incredible long. I dont know if this is a Forge/Modloader/ModloaderMP bug, but it definitly is not because of other mods.
I am using BC2.2.12 and IC2 1.64, does anybody have this bug too?Creative's code looks for ALL ID's including metadata, but I think Eloraam hasn't added the Creative hooks to Forge yet, so Forge mods might bug out a little in Creative.
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If you are going to quote me, at least quote correctly, if Elo made an API, dependency on core file would not be needed and the rewriting of the pipes would not be so extensive.
My assumption is that Eloraam does have plans to make an API, but judging from her protectiveness over RedPower2, it would be a safe guess to say that she will publish it once she is "done" with RedPower2.
Which might be a WHILE off.
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Guess that makes sense. Well, time for me to try UU-Matter recipes 700+ times again. (Doesn't NEI let you see them these days? I'm going to have to change from TMI one day...)
NEI does. But you have to alter a setting in the IC2 config, but I'll let you find it.
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When I checked the thread, the author of the Mine Little Pony does have plans to work on Forge compatibility.
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my god its a lot
buildcraft 3.1.3
ic2
redpower
ee2
additional pipes
NEI
logic pipes
sneaky pipes
laser mod
crafting table 2
ender chest
forestry
advanced machines
portal gun
powercraft
tomes
wireless redstone
timber
modloader
kodloadermp
minecraft forge 1.3.2.1
minimap
spc
cheat pack
audio mod and optifine
i think thats italso noticed when i put fuels from EE into normal engines from buildcraft they would not use it. i moved on and didn't test again cause i was working on something else. hopefully this helps
Alright, I run with a number of those mods and I'm able to craft all the engines.
Oh! Try replacing the Engine's Adv. machine block with a regular machine block, there's a slight bug in the recipe.
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Hmmm... look into your ModLoader.txt, problems that don't crash MC usually show up there.
Are those the only mods your using?
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eh, at least you'll get a world without the craptons of extra ores.
small tip for next time: run backups. even if it's just right click and sent to compressed folder.
looking forward to the re-launch of ep 1. I assume it'll be the same seed?Yeah, I'll definitely be making backups from now on.
Hmmm... Yeah, same seed. I like it. Also, I pruned my mods list so it's a little easier on me, I'll edit the OP shortly.
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Hello,
I've tried to install this mod but haven't gotten MC 1.1 to identify it yet. I'm attempting to install mod_advancedmachines-3.2-beta-2-Client.zip and I'm using IC 2 v 1.64 and buildcraft v 3.1.3. I'm also utilizing Modloader, ModloaderMP 1.1 v2, and Forge 1.3.2.3.
I placed the advancedmachines .zip file in my mods directory. The game starts fine with no errors or id conflicts but while in a world the recipes aren't recognized. I also can't see any config file in the /config directory. Any help would be greatly appreciated.
Try renaming the file with a 'z' in front. Sounds like a loading issue.
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