The radio/checkbox buttons should give that away.I got just 60%! Apparently copper is "Reddish" .. Owned by my colour blindness.
Well, derp on me. And I got owned by my own colour blindness too.
The radio/checkbox buttons should give that away.I got just 60%! Apparently copper is "Reddish" .. Owned by my colour blindness.
Well, derp on me. And I got owned by my own colour blindness too.
I had a similar problem.
The engines don't use an ID to define them anymore, but they remain craftable so long as they load BEFORE Buildcraft. Just make sure it's a Generator you're crafting them with, not an Iron Furnace. Someone has to bug the IC2 artist to change that; it's annoying trying to figure out if I'm looking at an Iron Furnace or a Generator without opening the GUI.
Just ran through it.
Perhaps you should indicate that one can choose multiple answers at some of the questions.
Redownload the jar file. You have a corrupted download on your hands there.
no way? XD that is REALY an sick prank!
place a few chests with hidden trigers to an nuke... then wait....wait.... WTF! BOOOOOOOOOM!
wow, that would be an awesomely sick prank! haha
Didn't really help that I had a server mod that allows for chests to produce a Redstone signal once closed. *sigh* Never using that again.
Display MoreI am getting this error when using your most updated version of this mod on MC-v1.1
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java.lang.NoSuchMethodError: buildcraft.api.LiquidData.(IILww;)V
at BuildCraftCore.initialize(BuildCraftCore.java:216)
at mod_BuildCraftCore.initialize(mod_BuildCraftCore.java:83)
at AdditionalBuildcraftObjects.ABO.initialize(ABO.java:118)
at mod_AdditionalBuildcraftObjects.ModsLoaded(mod_AdditionalBuildcraftObjects.java:30)
at ModLoader.init(ModLoader.java:832)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.(afq.java:80)
at afq.(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT f60c6f6e ----------These are the mods I have installed.
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Mods loaded: 47
ModLoader 1.1
mod_ModLoaderMp 1.0.0
mod_NotEnoughItems 1.1.1
mod_WirelessRedstone 1.5
mod_ReiMinimap v3.0_01 [1.1]
mod_AdditionalBuildcraftObjects 0.9-67 (MC 1.1, BC 3.1.3)
mod_Backpack 1.1.0_v2-2
mod_BuildCraftCore 3.1.3
mod_BuildCraftBuilders 3.1.3
mod_BuildCraftEnergy 3.1.3
mod_BuildCraftFactory 3.1.3
mod_BuildCraftTransport 3.1.3
mod_LogisticsPipes 0.1.8 (built with Minecraft 1.1.0, Buildcraft 3.1.2, Forge 1.3.1)
mod_BuildCraftSilicon 3.1.3
mod_zAdditionalPipes Rev34.0
mod_EnderChest 1.0.1
mod_EE Equivalent Exchange 6.0.0
mod_Forestry 1.3.2.1
mod_BuildCraftZFP (Forestry Package)
mod_IC2 v1.64
mod_BCIC2Crossover 1.18 for MC 1.1, BC 2.2.12, IC2 1.62
mod_IC2_ChargingBench 1.64-1
mod_IC2Thermometer v1.19
mod_IronChest 2.1
mod_tome 1.0.0
mod_ModularForceFieldSystem 1.1 Beta 5_1
mod_PortalGun 1.1.0v3
mod_RailcraftAutomation 3.0.0
mod_RailcraftBuildcraft 3.0.0
Railcraft Client 3.0.0
mod_RailcraftExtras 3.0.0
mod_RailcraftFactory 3.0.0
mod_RailcraftInfrastructure 3.0.0
mod_RailcraftRails 3.0.0
mod_RedPowerArray 2.0pr4d
mod_RedPowerCore 2.0pr4d
mod_RedPowerLighting 2.0pr4d
mod_RedPowerLogic 2.0pr4d
mod_RedPowerMachine 2.0pr4d
mod_RedPowerWiring 2.0pr4d
mod_RedPowerWorld 2.0pr4d
mod_SneakyPipes 0.0.2 (Minecraft 1.1.0, Buildcraft 3.1.3, Forge 1.3.0)
mod_stevescarts 1.1.0
mod_PowerConfigurator 0.6
mod_WirelessRemote 0.5
mod_WirelessSniffer 0.6
mod_WirelessTriangulator 0.5Minecraft has crashed!
**It crashed as soon as I installed your mod.
when I take out your mod, every then works fine....
----------------------
</init></init>
</init></init>
Try renaming the file so it loads BEFORE Buildcraft.</init></init>
Take a look around at some of the other threads here. This is a Forge-side bug.
Install this version: http://www.mediafire.com/?pr4hp49e7z1cp
I'm using it now and it works.
WTF!? I actually need help and you're making a social experiment out of it? How about go onto reddit and try it, it'll yield more results as allot of people browse reddit.com/new
-facepalm- That's Richard's signature. It's a copy-paste thing. You don't hang around forums much do you?
On topic: You have an ID conflict between IC2 and RedPower2, find your .minecraft folder and there should be a folder called 'redpower' in there. Inside that is a file called 'redpower.cfg' make sure to open it with a program that is NOT Notepad (e.g. Notepad++). Close to the bottom of the file should be a line called 'autoassign=0' change it to 'autoassign=1,' save and run Minecraft again. Rinse and repeat if necessary.
Well, I liked the BC-IC2 Crossover mod, but it's incompatible with Equivalent Exchange for some arcane reason that has something to do with the way EE saves block IDs, and I'm too deep into my LP to ditch EE. On the good news side, it appears that TehKrush of Plasticraft fame has picked up MFR, so maybe he'll be nice and update Power Converters for us. Who knows.
Odd. I have the IB build of the IC2-BC Crossover and EE and they work fine together.
Moving on,
Since the standard IC2 machines have upgrades that make these obsolete. Can I make a suggestion?
Add an internal queue so that the machines can store more than one stack and still retain their spin up feature.
I like. Reminds me of the DM Furnaces from EqEx, give 'em a queue and they'll smelt on their own.
I think I read that Ferru requires either an Iron Block or Iron Ore underneath it's block of soil. Don't quote me on that.
Have you ever heard of the original proposal for Niagra falls generator transmission? Edison said use DC, but that required using 8 repeater stations from Niagara to Buffalo. Tesla Came in and preached AC power. So they built it his way. AC required no repeater towers, and maintained power over a distance of 20 miles.
Maybe we have it lose 2 EU / kilometer. That seems fair. (1 / 500 blocks)
I'm well aware of the Edison-Tesla Niagara Falls thing (a la Physics Class), but what I was trying to do is a way of balancing the whole idea and try to fit into terms of IC2.
Actually, it's a Forge bug. Check some of the other threads around, a few of them have links to a fix.
Well, considering that I know for a fact that even AC has loss (though miniscule), how about this:
There are three Alternators for LV, MV, and HV. When EU is run through one, the normal EU-loss is halved depending on the cable employed.
Huh?
So, someone on my server built an industrial engine and hooked it up to their HV line, without coolant, then let it run for a few hours (like 12 MC game days or so) before I noticed it, apparently pumping as 'steady red' the whole time, and it never exploded. Are they supposed to explode? If not then why do they take coolant? Do the lower tier engines explode without coolant?
These engines do not explode but take a serious MJ penalty if they go red, check the OP and it should say something along the lines of, "All electric engine run best when blue"
It's recommended you hook the LIE (Trolololo) to a water source with golden pipes to keep it running at optimum.
Definitely reasonable. But perhaps make the ->
considering by the time you have the diamonds for the GF cables you should have enough Lapis to make the circuits (for me anyways). Opinions?
I'm gonna watch were this thread goes, I like this idea.
98nchen
Prepare for a world of flaming! Everyone here knows enough to be paitient when it comes to add-ons that have to be updated. We know that quality means more time needed to be spent on updating, besides we know that these modded do have a life besides IC2 and Minecraft.
Can someone get someone in here that has the banhammer?
1. Might want to edit the title before the thread is removed to something like: [Suggestion] Alternator Never mind, you got it.
2. Do want! +9001
Actually, once I get going, I'm gonna be putting up a topic under the Videos section. Keep your eyes peeled. Just have to reinstall my mods.
*Decided to do a full blown update to prepare*