In the 1.337 update notes:
QuoteFuel was recalculated and should be actually a valid way of increasing energy gain.
You only need 1 plantclump for a fuel cell anymore
So, biofuel got some attention to make it viable.
In the 1.337 update notes:
QuoteFuel was recalculated and should be actually a valid way of increasing energy gain.
You only need 1 plantclump for a fuel cell anymore
So, biofuel got some attention to make it viable.
Cool - I'll look for pics of that! My wife works for a natural gas company so she is intrigued by all the different energy sources I'm exploring in the game.
I agree. No reason for uncharged items to be unstackable - but they still have that "empty bar" so it seems that it's coded such that an "uncharged" item is in a different state than an "empty" one somehow.
On an unrelated note, if you're crafting 8 MFSUs, cry me a river about the inventory space you need.
I like the interesting look for the generator - kind of resembles a portable gasoline generator that one might use in the field or during a power outage. Maybe I'll go take a look at photos of those and see if I can make a texture that looks like that. Right now, it kind of reminds me of Wall-E.
The electric jetpack has a height limit of 85... The normal one can fly up to 127 and beyond.
Well how about that. I had built a fuel jetpack but never used it and had not realized it was that much better than the electric one.
The RP2 config has an option to turn those sounds off.
Oh yeah, you can bet I looked for that the first time I built a timer! Tik.Tik.TIK.TIKOMGMAKETHETORTURE END!
Much better now that they run quietly.
Hey, look who's here! Welcome to the Machine, my friend...
yeah.. last time I used them there wasn't a "hover mode" for jetpacks so I ended up building the wind farm largely over water and having to build "scaffolding" (aka: something cheap like wooden planks or cobble) around the area to stand on during construction.
A jetpack will never get you high enough, anyhow. As for how to build? Not hard at all - you just gotta do it the old school way, like we did back in the day.
You're going to want to get up there from time to time, for whatever reason, so build a central (one-block) pillar (you'll run the wire down one side, the ladder up the opposite side. Jump up, plcaing a block beneath you each time, until you get to the proper height (122 or 123). From there, hold shift and move to the edges and build the platform around you. It's how I did it (and much easier now that we can hold shift and not fall off the edges, which was my fate a few times when building a ten story tower back in MC 1.3!)
From there, it's much easier to set up the mills and the wiring. You can run the EV wire up to the platform in much the same way - jump up and drop it beneath you as you go.
Honestly, if you can't afford to easily replace an electric treetap, you don't need one yet.
It's looking good.
Though the previous version was working fine for me in 1.337b, I still appreciate the update!
(Now, I must see about dressing up the new textures for HD...)
Offtopic: Zip is listed as banned.
(kudos to lee2dee2 for noticing it)
And his last activity was after this post, so maybe all is not as it seems.
If you feel it is, then that's entirely your perception. I'm simply trying to get you to see that your "issue" is not an issue at all.
Though you've yet illustrate to me why it's an actual concern, I'm willing to listen to what you have to say.
No need to be so sensitive about it. Seriously, what's with people and the persecution complex around here? When did we turn into the Minecraft Forum?
Again you are being useless and unhelpful.... and just bickering over a thread to feel better about your self "Golf Clap" I'm done with you
.
Do you honestly think you're going to get ANY help when you come in here with a chip on your shoulder and cop an attitude?
I suppose I'm going to be your next target for pointing this out.
In case you hadn't noticed, it doesn't help to solve your problem - and it may dissuade people who might otherwise be inclined to assist.
Good luck with your problem... be seeing ya.
You won't find diamonds where they were before, and you won't find as many of them overall.
It used to be a safe bet to mine on level 12 ("sea level" for lava), quench any lava you came across, and find diamonds in the caverns. Now, most of them will be below the level of lava - so you won't be able to search as many places and you'll have to mine much more carefully.
Diamonds in 1.8.1 are no problem - between being able to make them in IC2 via coal or masfab, and being able to safely mine them on level 12, the supply is sufficient.
On 1.0, however, neither of those options are possible. Diamonds used to spawn up to level 16, with 1.0 it's now only up to 14. So mining at level 12 only gets you the top of the zone - the sweet spot lies near bedrock. Even branch mining at level 6 hasn't yeilded as many for me as the old way did.
Hey, I'm not dumb and the OP asks for a MOD specifically designed to pre generate placeholder ores. Or some alternative of getting the same results.
I'm not saying you are dumb - I merely stated that the alternative already exists.
QuoteProblem with that is what i already mentioned, the ore blocks do not stack.
They don't need to stack, because (if you do as I advised above) they don't ever co-exist in a chunk! If you are playing a 1.0 world right now with Forestry and/or RedPower, you're not getting any IC2 ores.
You are either using the ore right now (smelting it) or saving it for later.
So... let's say IC2 for 1.0 rolls around and you've got all this saved up copper and tin... what to do? It won't stack? It does once you macerate it into dust!
Maybe you were unaware that "Copper dust" is the same, whether it's come from IC2 ore, RedPower ore, or Forestry Ore... so grind it all up and it's now homogenous. And then you could stack the ingots as blocks, which actually saves you a lot more space than the raw ore.
If you need some for dust later (for instance, for bronze), you can grind an ingot back into dust.
You're right - I don't iunderstand your issue - because you are making this harder than it has to be. If you want to be prepared for IC2 in 1.0, you can already get most of what you need. If you're not using either RP or Forestry, why make a 1.0 world at all yet?
I guess the Block User function doesn't work.
Please, Rick, report me. Then they can see how you won't let it go. Are you done yet?
[Yes, then you turn off copper and tin generation in IC2 right?
Thing is, you CANT turn off specific ore generation in IC2... So if you use RP2 copper and tin generation and then install IC2 after you created the world you will now have RP2 ores and IC2 ores in newly generated chunks.
You can however turn off copper and tin generation in RP2 and Forestry!
Okay, let me break it down once more, because I feel you may have missed the main thrust of the topic:
We are talking about playing in a 1.0 world before IC2, and having the needed resources in your current chunks.
The inability to disable ore generation in IC2, and your concern over duplication of ores, is irrelevant because IC2 is not part of the setup.
If you were to disable RP2 and Forestry ore generation, you'd have nothing - and might as well not bother.
So... when IC2 makes it to 1.0, you then go in and disable the generation of other ores. You don't have to worry about ore duplication in the chunks you've already spawned because that was before IC2 (and so no IC2 ores were generated there). You don't have to worry about ore duplication in new chunks because only IC2 ores will spawn there.
And you don't have to worry about inventory management of two types of ore because once you smelt or macerate them, they're the same. At any given time, you'll only be getting one "brand" of ore anyways.
So, given all of that, could you please elaborate on any remaining issues you perceive?
Since they function the same as iron drills for harvesting, then there is absolutely no point to a gem-tipped drill. The only difference is in number of uses, which is irrelevant for an electical tool that can be recharged.
Sounds like an idea that would needlessly complicate things with no significant result.
0.25eu per tick would be different
its all in how its programmed
the luminators are programmed to work at 1eu consumed every fourth tick, not 0.25 eu per tick
Actually, it's no different - IIRC, an individual EU cannot be "split". From what I can see, there's no way for a machine to draw or produce or use or transport a fraction of a single EU.
Can someone who's familiar with the inner workings shed some light on that?