Try this (in 30 minutes :/) http://vimeo.com/35753644
Posts by t-master
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Here you are, hope this is enough:
http://dl.dropbox.com/u/15271905/magnetizer.mkv -
some others and me experienced a smiliar issue here (there it were just the nuclear reactors)
and we fixed it by updating LWJGL to v2.8.3
Maybe you could try that -
Seems like the magnetizer needs a little look.
In SSP it works fine but in SMP not, sometimes it simply not accelerates you up and decelerates you down. -
Any changes for this in v1.15?
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on our server its the opposite NO ONE HAS SOUND D:
same here, no other mods installed, when I rename the ic2 jar sounds come back (note: this happens in ssp, haven't tested smp yet)
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Could it be that this needs to be updated to v1.15?
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you schould use a few cables -.-
but anyways i like the new battery system.
when you only want to scmelt 1-2 items in a electric furnance you can put the battery in for a few seconds and the battery don´t lose it whole charge.and for you problem, you can wire the solars to a batbox ,wait until it is full and then charge you batterys
But unlike in IC1 you still have to put each of them in and out manually (which is why I'm skipping batteries completely and connect all my machines to my powersources)
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Is anyone of you able to explain how this scrap machine actually mines the generated cobble?
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Yes it happened from 0.9->1.0 (what else? :P)
And yes it might be that just a specific chunk was affected, since the machinery in my house is still there
Possible problem might be SolarCollectors and maybe MFEs and Batboxes -
No and no.
And btw, with the update those (and 4 other) safes are gone (just like about 64 solarpanels, some batboxes, mfes, fiber glass cables and a mfsu, just their shadows are still there) -
Is there any more informative changelog for the new version?
Cause for example the bug where you can't move if you are standing in flowing waterNever forget to actually click the patch button in the patcher, just putting the mod in the mods folder is most of the time not sufficient -.-
doesn't seem to be fixed yet. -
Well I am unable to reproduce it either (and I don't know how I did it the first time) but I'm nevertheless unable to open 2 of my safes in a ssp game,
so obviously there must be something wrongMight be helpful if a failed attempt to open a safe would print something like "This safe is locked to player xyz"
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No, normal singleplayer with a logged in account
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Hi,
I made some personal safes because I wanted to test them (and because they are basically 1x1x1 doublechests) and I opened each of them (about 6).
Now after some days I can't open 2 of them anymore (most likely the ones with items in it, but I'm not sure if it's limited to those).And I also remember that the ic1 personal chests had some similar issues.
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Chop them down, collect the sapplings, plant them at your home and then use the treetap -> Win
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Hi,
since it's a pain in the ass (at least for me) to see empty treeholes it would be nice if you could make them a little bit lighter
Like using the rubertree wood colors inside it (instead of the darker bark colors), so it's a little bit graphically set off.Edit: and another question: are treeholes just generated when a tree grows?
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Well as far as I understood:
LV-Transformer
LV <--> MV
32 EU/t <--> 128 EU/tMV-Transformer
MV <--> HV
128 EU/t <--> 512 EU/tHV-Transformer
HV <--> HHV (HIgh High Voltage or whatever )
512 EU/t <--> 2048 EU/t (Just for transportation of energy over long distance) -
I doubt this is possible, as they are already set to recieve redstone power to make them charge. I'm not a coder, but I pretty sure you can't have something that sends and recieves redstone like that. Not without coding specific sides for each purpose i.e. top emits and the rest recieves. It's a little awkward to do considering you're essential asking for a compatibility for another mod and there are no other functions I can think of.
Should be possible, see the Tesla Coil of IC1, activated by redstone input and it gave a redstone output when it was charged (was pretty bad if you wired more of them together and forgot to put some diodes -> self-activating)
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I would make it this way:
32 Solar collectors feed 1 batbox
Another 32 solar collectors feed another batbox
Both of those batboxes have a seperate cable running to a third batbox and from there the EU
get transported to your machines.
So you got 3x 40k EU Buffer, the "central" batbox gets filled with 2x 32EU/t during day and outputs 32EU/t all the timeHowever you have to consider that night & day don't have the same duration (and I'm not sure if solar collectors generate energy during Sunset/dusk),
so your plan might not work that well.Offtopic: Am I blind or has the "new topic" button disappeared?