Posts by Geo Terra

    Rocket Science causes texture pack switching to break to:


    This happens with both optifine and nonpatched nonhd texture, but oddly does not with mcpatcher.

    I can confirm this, but Minecraft locks to this error even without this addon.


    Did you update IC2?

    Stopping the quote wall now...

    If the machine is in the "somewhat new" range (last 1-5 yrs), the BIOS should have the boot from flash media option in there somewhere (usually in boot priority, but I have had to turn the option on first, then change boot order)

    Great suggestion, I use LiLi myself, i'v done it manually before and it SUCKS, best part about LiLi is that it will even download them for you, then add in that it even makes a persistant, great great great, if you're wondering if a distro is good or not I can tell you my opinion on almost any of them that LiLi offers
    Thain (Havasushaun)

    And, if I'm not mistaken, LiLi also packages the installed distro with a portable version of VirtualBox to run it without affecting the host OS.

    Apparently not. It loaded both mods fine, when i removed the other mod, the recepies started immediatly. The only reason i didnt catch this before is becuase i assumed that it would report any item code collisions, or block code collisions. you would think. Apparently not. It looks like it doesnt catch them if the item or block codes are defined in a .cfg file instead of in the source code.

    Yeah, this add-on has a number of IDs that collide with CJB's mod. The only way i found out about the conflicts was my terminal (Linux). Changing the IDs got to be a pain, though.

    Same deal here. It's really beginning to annoy me.

    EDIT: Weird, apparently this addon conflicts with a lot of the IDs from CJB's Mod. After I removed CJB, it all worked fine. Everything worked (the nuke warhead explosion is MASSIVE!)

    for god sake put the full fuel can in the dam generator

    seriously dude WTH

    technically inside the fuel can its sorta aliquid thats unporable and unseeable, but if you made it into a fuel pellet essentially making it a ball of liquid?? (hoping you see a flaw)

    -shrug- Well, I thought it was a good idea at the time. Like I said, I was basing it out of the whole bucket vs. tin cell trade off, unstackable fuel cans versus stackable fuel pellets.

    If there are too many flaws with this, then a mod can delete this thread.

    I was thinking about how one could use Fuel much more efficiently, then the idea of Fuel Pellets hit me.

    Basically, you throw the fuel can into a compressor and out comes a single fuel pellet (yes, the can is lost.) These little guys are stackable and are able to be "burned" in generators for the same amount of EU.

    Or, if the devs want to add a little more work to something like this, try putting the can into an extractor to get something along the lines of a gelatinous fuel block, THEN putting it into the compressor. The tin used is still lost either of the three ways:

    1) Burning the can in the Generator, straight out
    2) Putting the can through the compressor
    3) Putting the can through the Extractor, then the compressor.

    I'm just thinking this along the lines of the bucket-cell trade off.

    In this case, yeah. I know where your coming from on this. Instead, I think that the wrench should just dismount machines guaranteed, but have the machines possess a failure percentage that is proportional to how many materials were needed to craft the machine.

    Eg.
    The Nuclear Reactor/Chamber -- 10% chance to break
    Macerator -- 50%

    I'm setting these as suggestions based roughly on how difficult it is to get the resources needed. And if the machine fails, it just drops it's contents, no components. UNLESS it drops only a portion of the materials.

    PS. Yeah, I honestly think that the reactor should be treated as separate components, but still be linked in some way. But if the main chamber went down, the whole thing goes.