Posts by Blood Asp
-
-
-
-
-
It should run with 7680EU/t. With 2+Amp, that should not be the problem. Running out of power after 2-3 ingots makes me think if not maybe the supply of the transformer is too weak an the internal buffer in the transformer supplies the energy for 2-3 ingots? The typical problem with closed muffler hatch stops running after 1 ingot, so it does not seem it is that... No other ideas on my side right now.
Uploaded GT5.09.04
Changes:
Made Brittle Charcoal easier to harvest.
Finished Oil Cracker.Hopefully tomorrow: Adding plastics in some old recipes to make oil processing part of the progression. With that i should be done with progression changes in GT5.09 for some time.
After that i will take care of all that bugs... -
Sorry to repeat myself, but I CAN use it just without doing anything special, right?
As i have no idea what you were told in RU: The only issues i know of are certain forge versions in SMP(see first post), ExU after version 1.2.6 and the GT5.09 version that adds its own bees needs the right forestry version.
-
-
The turbines are so complex because they are so much more efficient. Up to 2x output compared to single block. They are bigger and need more materials, but even ignoring all stuff like flowrate, about 50% efficiency bonus should still be possible. So it is up to everyone to decide to go simple or efficient. Just to be better because it was more expensive is something i do not like too much.
I did not jet look at the issue, but when i understand the report correctly, the centrifuge might have the problem also.
-
-
-
-
Soo, finally an update again: GT 5.09.03
Rised rubber processing troughput.
Added alternative circuit recipe.
Rised lignite burn value 3x.
Added recipe for "normal" fuel.Charcoal Pit does now work.
Seismic Procspector does work (including Analyzing, Printing and Book Assembling.
Oil Driling Rig does now work. (But not completed)I hope to finish all about the oil processing in the next 2-3 Days, after that i will start with all the bugreports that have queued up.
-
Hello, ive got an issue with processing array not correctly working with macerators.
i think, its the problem for all recipes with some chance of output. So, ive got some ore melted, and i have ghost results in my output bus. i think, this problem appears because some of macerators got succeed on some extra dust chance and some macerators are not.
Problem is critical, because slots are taken and nothing in them really. so when, say, 15\16 slots are busy with ghost dusts, we have wasted byproducts, only regular "crushed ore" would appear.
Players can manually drop out ghost dusts, but it works for some really little time, as for my processing, this slot appears busy with ghost dusts within a 5 minutes.
Could you check out output of processing arrays please?upd. Checked array with just one macerator - same problem... so its not bcuz of some macerators have %result and some are not. Wondering, whats the real reason...
Again a combination i did not think of while programming... Will take a look at it.
глянь сюда, я переехал на другой проект со своим сервером.
vk.com/deepcraftru
Как и раньше мы можем связаться в скайпе.Why is it allways the russians that need to be special?
-
-
-
-
-
-
-
For IC2 crops you can just turn the biome into a "wasteland" biome that inherits desert properties. It will affect negatively IC2 crops enough for a start.
That would first mean from good to bad in one step, also it would disable all biome dependent functionality from other mods.
So as i said, changing biomes because of pollution is something i would only do when everything is totally screwed up and living without hazmat is not possible anymore.