Posts by Geo Terra

    btw everyone what to expect in the next update is: AdvPumps, Insane Voltage ( >2048 eu) Cables, PESU (plasma energy storage unit), and super conductors

    I am also taking ideas for how to slightly nerf superconductors

    *facepalm* Really taking things to the next level, ain't ya?

    Anyhow, by definition, superconductors have negligible to none energy loss, so you can't put a nerf there, but perhaps it will require the Rare Earth Dust/Magnets to be produce (Read: Align the particles in the material so that the electricity is immediately passed on without wearing away the value (My magnet physics are rusty right now.))

    Okay, I think I might figured it out, AdditionalPipes has some sort of wicked bug that creates this error when placed in the mods folder. I only know cause I've been through it before.

    *light bulb* Advanced solar helmet crafted with a :Quantum-Helmet: to produce 5 EU while your under the sun. nuclear chest plate! crafted with :Quantum-Bodyarmor: allows a miniature nuclear reactor in your chest plate to produce power!
    geothermal leggings! crafted with :Quantum-Leggings: basically a version of the geothermal generator thats portable but produces 3 less EU per tick. water mill boots! crafted with :Quantum-Boots: produces 6 EU every second your in water... just a few ides.


    @Geo-Leggings - I don't think Steve would appreciate that heat around the ol' potatoes. :P
    And, thank you. You just reminded me of an add-on I was meaning to work on. *runs off to grab MCP*

    Regardless, it still takes 1.75M EU (even with scrap) to generate the iridium for one panel, regardless of its source. And that panel will have to run for three daylight hours to recoup that investment. No matter where the power comes from, you're still in the red until then - and if you don't think an outlay of 1.75M EU to craft a power generator is an absurd expense, I don't know what to tell you.

    I was pleased to see that someone had updated the mod - and let down by the ridiculous expense that makes the whole thing pointless.

    Agreed. Really, the Iridium is overdone (I know we need uses for it, but I think it should be used in a T3 solar panel). Keep Adv. Alloy for this and another tier would use the Iridium.

    Assuming everyone is in favour of a T3 generator.

    Amazing. If you would like, and you have a sort of "bleeding edge" add-on, you can send it over to me to test and potentially create demo vids for. I'm not afraid to do some minecraft-breaking. 8)

    On a related note, I support these idea wholeheartedly, I like the Adv. Machines add-on but I always felt like there could be more done (no offense to the author). If you want to accept my offer, just drop me a PM.

    i believe he was talking about the real minecraft release that takes place tomarrow at minecon also alblaka said that the next release of IC2 would be for 1.8 so im guessing it will be soonish

    My guess (according to the impression I got from Al's blog post): probably within the next rough week or three.

    Al, if you're reading this, I'm just guessing. Can't wait for the next release.

    Steel is half as effective as lead in absorbing radiation. Use that. Or use Chacoal impregnated felt like current Hazmat suits.

    A HEV suit in IC should protect you from electric discharge (Wires and teslas), fire and lava, drowning(it has breathing equipment anyway), radiation and pollution related hazards like acid rain and unmitigated sunlight.

    Doesn't have to contain lead tho, tracks are made of steel but don't rust and dirt ignores gravity's pleas for order...I think we can get away with this :D

    I concur. A HEV suit would be a welcome addition, but I suppose the QSuit (with some tweaks, could do this), but I would REALLY appreciate this as an add on until then (if Al agrees, though)

    </init></init>

    </init></init>
    Corrupt JAR file, please redownload.</init></init>

    </init></init>
    Pretty common error nowadays.</init></init>

    Actually, if install the mod after you've created a world, you would not find the new ore for a while, depending on how many chunks were generated before installing.

    By default, MC generates about 200 chunks at the time of spawn (can someone confirm that?), if you did not move one move, THEN installed the mod, you's have to travel out about 14 chunks (roughly) for the world to start generating the new ore.

    Hi, im new in the forums, i dont know if someone as already posted a patch for this but i havent found anything(for this version)
    im using buildcraft 1.15 and latest version of adv. machines (and tmi) and when i make or give myself a sing. compressor (id 199-2), it is unnamed while it is in my inventory but works perfectly.
    please respond quickly, thanks.

    This is a known bug in the 1.15 version, Zip forgot to put the name into the files.