I REALLY wish there was a way to get just the advanced pump and advanced miner as a standalone mod. Would you consider that? I know I can disable the others in the config, but the problem is it still keeps the block IDs and that causes conflict with a larger mod (Forestry, in particular). I wouldn't want to go without the Advanced Miner, and I'd love to be able to use the Advanced Pump, but I can't have block IDs tied up on stuff I don't and won't use when it causes conflict with stuff I want to use.
Posts by HeadHunter67
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Then do such... Anyone that has an account can edit the wiki.
You'd think Alblaka would have done so, considering he was the only one who seemed to know about it.
The Wiki is intended to be a source for sharing information - it's absurd to ask for updates from people who didn't know the information because it wasn't there in the first place.You really should be kinder to people who don't know what you take for granted - it's not as if they were asking how to turn lava cells into obsidian (which was already in the Wiki).
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thats why. its already hard in the first place lol. anyone have any ideas?
I see (well, not really, pic is kinda blurry). Still, supporting from below is easier than some crazy scheme involving a jetpack!
Ambitious builds like that may require some hard work in certain areas. -
Or just use Bonemeal on Grass? You can still get them that way.
Only one way to get bones... so for those who play on Peaceful, a UU-M recipe for bones is needed. And bonemeal on grass is so random - sometimes you get nothing, sometimes you get more grass, sometimes you get dandelions... RARELY you get roses. I once burned through the better part of a stack of bonemeal to get a single rose.The idea behind UU-M recipes should be to provide things that aren't easily obtainable by chance or cannot normally be acquired.
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I'll wait, but thanks. I prefer not to use inventory edits - even Equivalent Exchange is "broken" in regards to ease of getting items IMO.
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How about you build the supports from below, and spray it from the top? Why make it harder than it has to be?
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I know it was mentioned in passing in the OP, but we definitely need a recipe for roses! Dandelions seem pretty common but I haven't found any roses in my worlds for months.
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added 64x version of IC2 textures
added 64x version of RP2 textures
updated Buildcraft pack by Caden
added Buildcraft 3.0 block textures by Caden
OMG (sp)HAX! -
That looks interesting, but It's non-SMP which is basically where I am at right now.
What's the point of a password in Single Player? -
I tried installing this, and none of the additions showed for me.
I have everything installed correctly, dun worry.
Ummm... if it's not working, then it's apparent that it was installed incorrectly. It's either user error, or the add-on would be broken for everyone.
Denial merely makes it difficult to locate what was done incorrectly. -
Why don't you just redstone the MassFab itself?
Considering that these setups require you to flip a switch to give power to the MassFab, why not just put that switch right on the machine?Am I missing something? Because that's how I've been doing it.
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Aha! OK, that clarifies it perfectly. It would also explain why the PetroGen was only giving the refinery a blue output at first, because of the loop you described.
Now I know. And knowing, as they say, is half the battle.
Violence, of course, is the other half - that's why it's called "battle" after all.
Thank you for clearing it up for me. I figured I was doing something wrong.
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I don't see anything called an "energy link" in the mod you mentioned. If it is something that transmits BC energy, well the petrochemical generator is a valid destination for that, and it would, and should transmit power to the generator. If this is an issue in your current setup, the petrochemical generator does turn off when provided with a redstone signal.
Here you go on the Energy Link:
QuoteThe Energy Link takes in EUs and produces BC power directly into pipes. It will connect to wooden power pipes, or directly to machines, making it equivalent to a theoretical "electric engine":
It converts at slightly over 90% efficiency (the extra loss is a bug in BuildCraft that should be fixed in 3.0). It can run on HV with no problems. Note that it will only provide power to wooden conductive pipes (or machines) but not stone or gold conductive pipes, just like a regular engine would.It basically turns EUs into BC power - not the other way around (AFAIK). It's a curiosity that power would somehow (back up) into the PetroGen like that. As I said, once I dumped a bucket of fuel in, the "pressure" indicator went away and it filled up with a little bit of yellow to show the fuel in it. I'm just not sure why power would go into a generator from a device that is ostensibly for output. It would be as odd as getting feedback from a batbox that was under the generator.
Next time I'm on, I'll see if I can replicate the setup if you need a visual.
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It's helpful to know that, but I wasn't sure if it applied as I am not using pipes. The Energy Link is adjacent to the Refinery, and the PetroGen is atop it. Though that would explain the behavior, it doesn't change the fact that the generator was apparently drawing energy from the device it was supposed to provide energy to, until it got fuel. Not a game-breaking issue of course, just an odd behavior I noted.
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That depends, is glass considered solid for that purpose? I can't imagine why one would want to, but it should still be considered.
Also, Construction Foam - given the wiring issue that you already mentioned was to be fixed in the next update.Looking forward to using these!
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Yeah, I couldn't tell you exactly how, but when I read the issue my first thought was "probably with an RP2 detector somehow". But I am a redstone n00b so I would not be able to elaborate.
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Sorry - didn't think to take any while I had it deployed.
It turns out it wasn't the "fuel" it was displaying (which would have been solid yellow if filled) but in that gauge was a bar that was red at the bottom and yellow at the top - not sure exactly what that indicates but it seemed like it was drawing power from the energy link. Once I added a bucket of fuel to the PetroGen, that bar was replaced by a bit of yellow and it began feeding power to the refinery (which went from blue to green).Part of it may have been due to an initial pipe routing error - the output pipe was oriented from my fuel storage tank to the refinery at first, and I did not discover this until one of the oil input reservoirs filled with yellow instead of black. The bad news was, that was 4 buckets of fuel lost and a refinery operating at 50% capacity until I picked it up. But that may have something to do with why it took fuel from the system rather than supplying power.
If I can re-create they issue in the future, I'll provide screenshots. It will have to wait until I find another geyser or get to the point where I can make an OilFab or OilMat on this world.
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However, EE already contains a "cost" of materials, so why not do the following.
Just as long as you're not advocating actually using EE's "prices"... Honestly, they're ridiculous. It's one thing to turn 64 coal, 8 flint and 4 clay into a diamond (via a process that requires at least 4 steps and the requisite energy), it's another thing to trade in cobble for diamonds.Personally, I don't use EE for that very reason. With all the cobble I get from a quarry, I'd be living in a house made of diamond blocks. At that point, I might as well just use TMI instead.
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I must have missed that one - I don't read every suggestion. It is good that there will finally be a source for bones for people who play on Peaceful.
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flowers = use bonemeal with UUM'd bones
That would be nice, but there's currently not a UUM recipe for bones! Though there should be...