If you take the file URLs from the public release thread and add the letter "b" at the appropriate point, you get a legitimate file download which is not the same as the file the release post actually links to (without the "b"). I assume therefore that the links point at 1.95 and that the hotfixed version is with the "b".
Posts by Hawk777
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EU storage blocks have lots of different options for redstone behaviour. Unfortunately, there's no way to tell what behaviour is active just by opening an EU storage block's GUI. The only way to discover this is to click the button, which changes the behaviour, and cycle through the available behaviours to see which one was originally selected. Needless to say, this may be a really bad idea if there's a redstone wire attached to the block! RedPower solves this problem with its mode-selection icons by having a different icon for each mode; it would be great if IC² did the same.
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Really? Nothing is ever wasted? So http://www.minecraftwiki.net/wiki/Hunger#Mechanics is wrong where it says:
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foodLevel ranges from 0 to 20 and is represented by your Food Bar. One point equals (half a "shank").in that foodLevel can range to more than 20? If not, then food can be wasted if you eat a large food item when you are only slightly hungry.
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http://forum.industrial-craft.…page=Thread&threadID=4702 canned food no longer heals hearts as of 1.65; it feeds hunger just like normal food. My understanding is that the reason for canning food is that canned food stacks very well (64 items) whereas some types of normal food don’t (or didn’t in earlier versions of Minecraft). Also cans made of different types of ingredients will stack with each other, whereas (for example) fish and chicken will not stack in the same inventory slot.
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The thing you’re pointing at with the red arrows looks like an Iron Dust Heap. See IC Wiki “Dusts” page.
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I never play single player. 1.64 seems to be OK though.
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Posted just a couple of days ago at <http://www.eclipse-project.de/…opic.php?f=6&t=4&start=60>, the forum linked to in the first page of this thread, in the IC² section:
QuoteI am 90% done with the crops. Ruyan is doing armor textures. We are working on it guys.
Also the 64x version will be released with or shortly after the update to 1.1. -
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If you are running Forge 1.3.1, try walking REALLY close to the machines before right-clicking. There's a bug wherein you can't affect blocks more than a very short distance away from you. There's a hotfix posted by one "eqagunn" on page 194 of the comments on the Forge Minecraft Forum thread at <http://www.minecraftforum.net/…raft-forge/page__st__3860> (originally implemented by one "CovertJaguar", but reposted concisely by eqagunn).
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MJEvans, I believe the bug you describe was in 1.62 as well, though of course not in 1.43. See <http://forum.industrial-craft.…page=Thread&threadID=4012>.
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Since when was RedPower wire infinite? The recipe list at <http://nemesis.evalq.net/RedPower2/recipes.html> has always (as long as I've been using the mod) claimed that red alloy wire's transmission limit is 255 metres. It doesn't explicitly mention a limit for any of the other types of transmission media, but it's reasonable to expect they'd be the same.
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Such things should be at least possible. I understand RedPower, though I haven't actually tried it myself, displays a rough charge level of its battery boxes on the surfaces of the boxes in a little bar graph type thing, so clearly customization of block textures based on tile entity contents can be done, and not just for one or two textures either but for a significant range of values.
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The wiki claims 20 EU/t. 10 EU/t is the normal generator.
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Right. A geothermal generator outputs 20 EU/t, well below the 128 limit. Preheating the furnace does nothing either; an induction furnace can happily sit at 100% heat forever (I leave mine preheating all the time so it's ready when I want to use it).
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Are you saying you have identical config files on server and client, and you get not just two outputs but two different outputs? If so then it's not the same thing I saw; I always got two copies of the same number until I changed one of the config files.
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I've been searching for an answer for a while now, but I can't find anything on the subject. The wiki says nothing about it either.
Why are there two outputs (ore density number), when you scan using OD/OV scanners? Maybe I'm just an idiot. My first thought was that the first number is the output scan from the level your head is, and the second output is from the legs and down. But a quick test showed me that that wasn't it.
Also;
I've customized the ValuableOres= code in the IC2 config-file, so it only shows iron and diamond. This only affects the OV scanner, right? The OD scanner will still show output for all ores. I just need confirmation.
I believe I've found the answer, in multiplayer anyway (I've never used a scanner in single-player so can't comment on its behaviour). One of the messages comes from the client and the other comes from the server. I confirmed this by changing valuableOres in the configuration file only on the client; this causes the numbers in the two outputs for a single usage of the scanner to differ, whereas they are normally the same.
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I believe this is a known problem with world updates in multiplayer. Try placing or removing a torch near the tree; this should also prompt it to update and is rather easier than walking a long way or logging out and back in. Of course you still have to wait the necessary amount of time for the resin to come back; this is to make the resin visible on the client side once the server has decided it's back.
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Yeah, glad you mentioned that, I hadn't thought about the fact that 10 of them would overload the input capacity of a single LVTF and produce a backlog.
Of course, that made me stop and think: Why upstep it from LV to MV to HV to EV?
And I hooked up 13 geothermal generators to 4 pieces of copper cable (4 on each side, 4 on top, 1 on the end) feeding directly into an upstepped HV (skipping the upstep to MV and HV and going right to EV), running over 1 length of 4xHV, downstepping to HV, then feeding into an MFSU. Got 258048 out of 260000 in the MFSU. Exactly the same output as having those 13 geothermals feed into a pair of upstepped LVs, then an upstepped MV, then an upstepped HV, then back down to HV into the MFSU. With one difference, of course...the 13 geothermals backlogged the two LVs, so it was actually MORE efficient not to use them!
Again, it's entirely possible I might be missing something here, but...why step up using 3 transformers when you can just upstep any voltage directly to EV and get exactly the same results?
My hundred solar panels run along tin cable straight into a step-up HV transformer, then about 50 metres down to my base (it's under a giant overhang). No trouble at all.
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not suprising there given the losses involved in long copper cables like that. A Bat-Box steps it up from 10 EU packets to 32 EU packets.
Sorry, no. A generator outputs 10 EU/packet. An insulated copper cable loses 1 EU / 5 metres. My cable was, quote, "less than 15 metres" long. This also affected a recycler a mere four or five metres from the generator.