Posts by HeadHunter67

    The file in the texture pack should override the file in the mod itself - at least, that's how it's always worked and is intended to work. I copied the images into the block_textures file in the zeldo folder in the mod, and I also copied the override sheet and renamed it block_textures in the same folder in my texture pack.


    No joy. The pipes are still invisible in the recipe book. Fortunately I have Power Converters which does a similar thing, because this has got me stumped!

    The fact remains that you're still advocating a change to this mod based on the unpredictable behavior that another mod introduces to it.
    The problem isn't with the recycler, it's with your free RP2 cobble factory.

    this is also why i prefer tin and copper, i dont need to step it, sure i cant store as much in one spot but no need to mess with trasformers.


    Try running a copper wire from level 124 down to sea level and tell me if you still prefer it. You'd be losing over 35% of the power being produced - so on a 16-mill wind farm, the output of fully FIVE of them would be lost to signal degradation.


    Simply put, copper wire just can't do this job.

    I faced the same issue when I first started using IC2. My world has been in use since about 1.3, and I recall going on long excursions to find clay (it was VERY scarce back then), as well as sugarcane and cactus to bring back home and farm.


    Consequently, when I installed IC2, I had to travel 1100 meters from my base before I found new chunks with IC resources (the rubber trees are the sure sign!). So I set up a new base there, and ran a long rail to the old base.

    In "real life", the current loss is applied as a percentage, not "by packet" as in the game. You'll notice, if you're sending the proper size packets through a line, that the percnetage of EU lost is lower on the high voltage lines for cables of the same length.


    This is why I stepped the output from my wind farm up to EV before running a line down to my house. I lose a mere 48 EU out of 2048 for the 60-block trip, where I would lose 24 out of every 128 EU packet with gold cable (meaning I'd have only 1664 EU out of every 2048 sent). That means my triple-insulated HV cable is 20% more efficient than gold for transmitting the desired volume of current over the needed length.


    Yes, I'm aware that glass fiber would lose only 3 EU out of every 2048, but honestly, why waste 15 diamonds to make a line that long when iron suits the particular task?

    It's not just Optifine. I'm using the HD patcher 2.22 and I have no textures for the regulator pipes or the redstone transport pipes. I tried updtaing the block override sheet (I even included it in the directory of my texture pack, which should override the base images in the mod folder) and textures are still invisible (not the purple of the backing sheet, simply not visible at all).

    I'm fine with changing the brewing and enchantment to more modern, technical equivalents - it's a good thing, and consistent with the spirit of this mod.


    It's important, however, that we remember to modify the recipes for making the crafting stations and the "compunds" and "upgrades" that come from them. Some of the ingredients for potions and enchantments would make no sense from a technical perspective.

    Lava makes smoke when it burns something. That's what smoke is - particles of what was burned. Volcanic ash is the remains of what the lava forcibly displaced. Lava does not inherently "make smoke". Lava that's heating water would make steam.

    I see. That ain't too cool... I fought hard against the misappropriation of texture artists' work on the MCF for a long time - people doing the same thing with the assumption that they were free to distribute others' work.


    It's a shame, because it sounds like it would be a good idea if they went about it the right way.

    Ok, now I *definitely* have to put Catbert's office in my Evil Lair... In this case it's "MR" (minion resources), though...


    (if you like building evil lairs, check out the game Evil Genius... it's a few years old, but it's great!)


    Heard of it but never played it... still, it makes me think of the sorts of places I'd like to build a Mad Scientist Laboratory.... like, underwater! Or in a volcano!
    The latter would be coolest and very hard to build, as I'd have to actually find or make a suitable mountain, dig a crater, and fill it with lava - I've yet to see anything that looks like a volcano in MC worlds.


    Or perhaps I'll find a high peak and build an observatory... gotta dig up that plan for voxelspheres so I can make the dome. Oooo... that sounds like fun! MUUUUAAAAAAHAHAHAHAAAAA!

    This is a wonderful mod and so useful for me...
    However, no mod can stop me from accidentally wrenching a machine when it's in operation! Inconvenient is when it's done to a Miner, and then I have to go down the hole breaking pipe (and lose the pipe head). But TRAGIC is when I'm abesntmindedly holding a wrench and I click on my MFSU to see if it's finally gotten to 10 Million. ;(