Thumbs up, WAY up! And perhaps steel scaffolding?
Posts by Geo Terra
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Um....HOLY S***, that would be epic in every sense of the word.
Agreed. If this were somehow made into an add-on... HOLY S***!!!
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Nice. I was thinking that there ought to be a higher tier to the Solar Panels. Maybe start work on higher tiers of the Water Mills?
Good job.
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Very nicely done. Just watched your new video. Good job.
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It's the "fcWindMillEntityID=223" that's throwing you the error.
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Or, there is a mod that will watch and catch ID conflicts and allow you too reassign numbers from within Minecraft itself. Have a look around the Minecraft forums for it, I think it's called "ID Resolver." Correct me if I'm wrong.
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Rubber trees already are spawned in "swamp" biomes. I dunno why notch claim to have "added" it, it was in 1.7 already. Though, probably not exactly swamp-like-looking.
I assume he just recoded the old swamp biome.Point. Yeah, Notch redid the biome code to look more "swamp-like" with the vines and all (on top of all of the other biomes).
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Optifine is currently incompatible with the Forge, their rendering systems conflict. Though, I think there are plans for Optifine to integrate with MCF at some point in the future.
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I like this idea, when I'm down in the mines I get really peeved when I encounter a long hall and begin digging and can't find anything.
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Also, that one mod (the logs acting like sand) had a bit of a graphical bug where I would chop down, say, a birch tree. After chopping one, all of the rest of the logs became the default wood block. It was annoying. Does anyone know if that's been fixed?
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After thinking things over with 1.8 pre-release, I did some digging into RL rubber trees and thought, "Hey, perhaps rubber trees could be found a little more frequently in the new Swamp biomes and less in the other biomes." Could this be possible, to make resin collecting a little more feasible and coerce the user to explore more?
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Actually, I don't know how well this would go over, but with the "glowing" aspect to some of the blocks affected by the Reactor wouldn't the new lighting system with the overlay colours in 1.8 work?
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This one was confirmed, the reactor mistakes the extra chamber and reactor as "adjacent" and attempts to call the GUI for it, but the specific GUI doesn't exist, so it bugs out.
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Yes I did.
Thank you, I was wondering what I did wrong and put everything on hold.
It's gonna be 512-16 px and it looks funky, waiting for the next release and I'm good to go.
A 512-16x tex pack!? I am so trying this.
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I was thinking about the same, but more speed macerating ores would be nice.. even with 9 of them working is kinda 'slow' compared to the induction furnace
Amen. I had an array of 12 Macerators going along side a few IF's, and the IF's easily outstripped the Macerators. This is a good idea.
Though, I suppose it could be like a centrifuge, the force removing the stone and revealing the crushed ore, or something like that.
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I like it, but I think the IC2 Team is more concerned with functionality than aesthetics atm.
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Have a machine room and chest room keep it nice and airy maybe with wood and glass for automated practicality use something like my shown automacerator array with the other machines as well, but keep the smelting manual just use 5 or so induction furnaces which are redpowerd ON (its really fun to watch it smelt that fast)
when you have sufficent materials mine out your entire factory space with autominers (they are really epic now with the OV scanner) and refill the top layersalso I forgot: my (now 26 log) rubber farm XD sort of abusive but anyway in the corner you can see one of my two medium oil sources (neither of which i have bothered to tap yet)
Thanks. I've now got a few ideas, I'll put it down on graph paper when I get the chance (it's my preferred method to plan out buildings)
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Known bug. Both issues, mining and the sounds.
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*facepalm* Never mind. Plugged in my headphones and the sounds worked, I had my sound setting set to only output to headphones, not the speakers. And the missing IC2 sounds? Messed up the location, put them in "/resources/sound" not "/resources/mod/sound".
Can a mod or admin close this thread?
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