Dear Blood Asp or PaladinOne, could you help me with this?
Posts by robijnvogel
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Because GT has too many different ores. Without TEs, a block can only contain 16 different types of ores. There are about 400 materials GT generates ores of, and that then for many different types of materials result in ~3000 different oreblocks.
And since I have once seen someone who tried to combine Metallurgy, Ex Nihilo and AOBD with an otherwise already pretty hefty modpack*, I get why 3000 blocks would be a problem.
*AOBD gives every block and item a new ID and doesn't even use different MetaData, Which meant that it used up hundreds of block IDs for just the Metallugic Ex Nihilo Gravels, Sands and Dusts, which caused them to go over ID 4095.
I am going to investigate whether or not this aspect of Gregtech can be exploited to find them 'ores when using Extra Utilities' Unstable blocks.
EDIT: Apparently not. -
It's not actually a cheat-prevention system by design, nor does it slow down the game at all. It was actually designed as a bandwidth-saving system, because all GregTech ore blocks are actually non-ticking TileEntities, and so to save on packets, while the server knows what ore blocks are, clients don't find out what a GT ore block is until it becomes visible to the world.
Hmm, interesting.
And why does it need to be a Tile Entity other than the changing rendered texture? -
Hello people.
i don't usually use Gregtech, but I was working on a (private) quick modpack port for someone else) and while using the X-ray mod to admire my hopelessly cluttered oregen, I noticed all these blocks that rendered as if they were smooth stone.
On closer inspection, those turned out to be Gregtech ores, that only started to render their coloured content, like black for coal, yellow for gold, etc. after I actually uncovered them.
Is this a cheat-prevention option of Gregtech?
Is there any estimation of how much all these ores hiding their true nature slow down the game?All in all, I think it's pretty impressive if this is intentional.
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Crash in the Infinity Evolved modpack:
http://forum.feed-the-beast.com/threads/161405
Any idea what is handled wrong at that line? -
Fastcraft 1.22 and 1.23 seem to crash a game when the Twilight Forest Naga dies with a ConcurrentModificationException.
As described http://www.minecraftforum.net/…cking-block?comment=11601 and onward.
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[Mk V]
Hey, I am actually asking for some help with my reactor
I am searching for a (non-breeder) reactor setup with a high efficiency as well as a high effective power output, let's say "eff x effoutput = as big as possible"Naturally, for this, increasing the efficiency has more effect than decreasing the output.
So far, this is my optimal design (I know it's still pretty basic):
http://www.talonfiremage.pwp.b…bgujcx2ycv31j8awenp75iccg
Effective output: up to 284,5 EU/t
Runs: +- 4 hours
Efficiency: 5
Needs a redstone clock or nuclear control
No components in need of replacing, except the 4 quad uranium cells of course. -
It might take a week or two for a new release, I don't know. Steam Reactors may be complicated.
I am glad to see that this mod is being worked on. It is really only in my modpack because of the Howler Alarm, so I hope it will not prevent me from updating IC2. Good work!
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I updated IC2 experimental to the latest stable Jenkins build this weekend and now, when I start Minecraft I get the message that it needs and can not find any version of IC2.
Is this something that this mod (or another IC2 plugin/addon that I do not know of) fails to detect, or is it something that the IC2 Experimental crew forgot to change/keep?
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Dear mod developer,
With this post I want to inform you that I will be adding this mod to the public modpack "QubeSpace."
The modpack will be distributed with a short summary of your mod's contents, a link to this forum thread and a link to this mod's wiki if available. -
Dear mod developer,
With this post, I want to inform you that I will be adding this mod to the public modpack "QubeSpace."
The modpack will be distributed with a short summary of your mod's contents, a link to this forum thread and a link to this mod's wiki if available. -
Hi
It has indeed been seven, now eight months. The problem still doesn't seem to have been solved. I ran into the same problem today.
I am running Industrialcraft 2 version 2.0.354-experimental, which is the version Direwolf20 uses on his Feed The Beast modpack.
With a full hazmat suit (with rubber boots and scooba) I still get radiation poisoning when holding uranium.I don't think my question counts as a necro, does it? It has only been a month. If it is, entschuldige.