Oh, that is freakin' epic!
I wonder if it would be possible to add in a way to collect the mob-kebab's drops and deposit them in a chest?
Oh, that is freakin' epic!
I wonder if it would be possible to add in a way to collect the mob-kebab's drops and deposit them in a chest?
Erm, what does this "ZPM" stand for?
Zero Point Module. Stargate (SG-1, Atlantis(TV show)) device capable of producing "infinite" energy from a material's Zero Point, or in the show's case, a vacuum space.
Search it up on Google, quite interesting physics behind it.
PS. If I offended any SG fans here, sorry. I'm a bit rusty on my SG tech.
Rocket Science causes texture pack switching to break to:
Code Display Morejava.lang.IllegalArgumentException: input == null! at javax.imageio.ImageIO.read(Unknown Source) at ur.a(RenderEngine.java:906) at ur.b(RenderEngine.java:854) at bq.a(SourceFile:126) at ge.a(SourceFile:152) at df.a(SourceFile:65) at iw.b(EntityRenderer.java:882) at EntityRendererProxy.b(EntityRendererProxy.java:15) at net.minecraft.client.Minecraft.run(SourceFile:689) at java.lang.Thread.run(Unknown Source)
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.
Actually, the climbable feature could work nicely for adventure maps.
Display MoreBugggggg report!
Display Spoiler
--- BEGIN ERROR REPORT 924aab5 --------
Generated 03/11/11 10:28 PMMinecraft: Minecraft Beta 1.8.1
OS: Windows XP (x86) version 5.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9600 GT/PCI/SSE2 version 2.1.2, NVIDIA Corporationjava.lang.NoClassDefFoundError: ic2/common/RecipeInput
at mod_Missile.(mod_Missile.java:194)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1179)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at aam.(aam.java:61)
at aam.(aam.java:10)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at net.minecraft.client.Minecraft.run(SourceFile:629)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ic2.common.RecipeInput
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
--- END ERROR REPORT 734665e2 ----------
Did you update IC2?
When you get the chance to alter the skin, you can just erase the module thing on the top face of the chest and no one won't confuse it with the Personal Chest.
Naturally, you'll have to create the texture, but it shouldn't be too hard.
Hmm, I am getting an ID conflict, but the config file for your temp isn't generating for me to change the ID arsinie
What IDs is it using? I want to download, but I don't want to put up with ID conflicts.
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)
I think the IC2 guys are recoding the Personal Safe so that it can be piped into, not out. We'll have to wait and see if they add the redstone output, though.
EU readers measure the average EU's running through the wire, so the readings can vary wildly.
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.
Display MoreIve tried all of this. It successfully loads. I go into the game, and put the Carbon>Redstone>Gold recipe from the front page down. Nothing appears. None of these recipes appear in the Recipe Book Mod.
Please note that ive tried this with NO other mods besides the prereqs and i have the same problem. Whereas i have nearly every other major addon on these boards, and they all work 100%. Im sorry to be a bother, but this mod sounds really promising, and i know i cant be the only one having this problem.
You can see all the other mods i have in here:
Display Spoiler
#ModLoader Config
#Wed Nov 02 19:54:05 EDT 2011
mod_InfiTools=on
mod_BuildCraftCore=on
mod_IC2_BioDiamonds=on
mod_IC2_AdvMachine=on
mod_BuildCraftTransport=on
mod_BuildCraftEnergy=on
mod_RedPowerWorld=on
mod_Somnia=on
mod_Growores=off
mod_NetherOres=on
mod_BuildCraftBuilders=on
mod_IC2_MoreTreeTaps=on
mod_HeroesGuild=off
mod_Missile=on
mod_IC2=on
mod_RedPowerLogic=on
loggingLevel=FINER
mod_BuildCraftFactory=on
mod_EasterEgg1094=on
mod_RedPowerMachine=on
grassFix=true
mod_Rubbery=on
mod_stevescarts=off
mod_EnergyCoupler=on
mod_RedPowerCore=on
mod_zAdditionalPipes=on
mod_RedPowerWiring=on
mod_InfiToolHybrids=on
mod_EE=on
mod_Forestry=on
mod_SpawnerGUI=on
mod_AdvancedSolarPanel=off
mod_LevelUp=off
mod_RecipeBook=on
mod_RedPowerArray=on
mod_Timber=on
mod_RedPowerLighting=on
mod_CubicChunks=offAnd here is the load success message from the modloader log.
Display Spoiler
FINER: Zip found.
Nov 2, 2011 7:54:05 PM ModLoader addMod
FINE: Mod Loaded: "mod_Missile 1.8.1" from mod_Missile.class
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!)
Hmmm... I think Creative + mods is still dodgy atm. But, just in case, can you get an error report via the batch script launchers that have been laying around?
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.
I like this one. Could make for a fun challenge/mob dissuasion. Definitely something I can +1.
Display MoreThe wrench itself is fine. I like the wrench. I liked it even more when I discovered the electric wrench, even though it looked like a middle schooler's bad dick joke.
But the wrench should not break things. I should not have to be terrified to experiment with my factory layout. I should not have to watch entire stacks of items vaporize because a wrench slipped.
20 copper
20 iron
30 copper wire
4 coolant cells
20 advanced alloy
8 glowstone dust
8 lapis
30 redstoneWhat happened to it all? Oh, I stripped a bolt. It's ruined.
Using TMI feels like shit, but not as shit as all that.I mean, I did think about where to put my reactor. It was exactly where I needed it. But you can't remove a chamber without wrenching the whole damn thing, so that's what I did.
Not to mention every week there's a new patch or a new incompatibility and everything needs to be rearranged. I shouldn't be punished for that.
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.
CJB's mods:
http://www.minecraftforum.net/topic/240772-v…-v481-27092011/Don't add the files for x-ray/fly to the minecraft.jar. I think they conflict with Forge.
That will give you More Info (the stuff in the top left), the minimap, an item spawner (for SSP, or SMP OPs), and some other stuff.
Thanks.