When talking of traveling faster than Railcraft HS rails, just keep in mind how fast you can load/receive chunks, some already have trouble with just the speed of HS rails.
Posts by bechill
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why not test it if you wanna find out?
Doesn't work for me.
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I believe gregtech is the mod adding Creosote Cells, just a heads up that railcraft has added this itself in an upcoming release (beta now). Not sure if this will somehow cause problems for you or not, just an FYI.
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You very likely disabled the Rolling Machine in the RC-Config.
It's enabled, all of the rolling machine recipes are present as well, and I wanted those to be the only ones available.
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Still able to use crafting table to make Mixed Metal ingots even though requiring rolling machine is true in the config with 2.61b.
Also, still able to craft steel blocks in crafting table with either GT or RC steel, and only GT steel is able to be compressed into blocks.
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B:MMIngotOnlyRollingMachine=true and still can use crafting table in 2.60d for the mixed metal.
Additionally, I'm able to compress gregtech steel into blocks, but not RC steel, but can craft blocks of steel in the crafting table with either type. per my config settings, this shouldn't be allowed.
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with pre-releases devs shouldn't have to update their mods. I mean its a pre-release there will likely be many of them. I think sengir ranted about this somewhere on the bc forums.Some mods rarely fully release, especially BC, last full release was ~half a year a go, lots and lots of changes since then, some mods do update to betas / pre. This is especially a pain when either the base mod, or the addon that uses base mod has an api, api version mismatch issues ensue. Sometimes these addons utilize multiple apis, compounding problems even further. So should addons to addons update to the latest dev builds of all their dependencies daily? Certainly not, however, should every addon that utilizes the BC api be stuck on 1.2.5 still? I think not.
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I have 1 BIG problem,glass fiber should only transport 512 eu/t but there is no problem connection a lot of HV solar panel to just 1 cable an charge a MFSU in a blink... where the 512 max eu/t gone?
(using version 2.3.2.10 )
They transport at most 512eu/t in a single packet, 10 HV arrays will send 10 512eu/t packets, not 1 5120eu/t packet. This is why the fiber is not overloaded. -
Try this: NEI_IC2Plugin 1.0.0.1.zip.
Thank you thank you thank you mistaqur.
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No it doesn't, I just tried it and it crashed, I removed it and it worked fine again.
Try installing ModloaderMP, works fine.
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I've experiencing an issue similar, but its geogens connected to an MFE with cables, LV xformer next to MFE, wire, then machines. On occasion I have to hit the Redstone button in the MFE and cycle it back to Do Nothing to get it to output power again.
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So been testing it and everything seems to work. Love the adjustable
electric engine, that thing is awesome! Though I'm not sure why I'd ever
need as many as MJs as that thing can pump out! LolAnyways, love the addon, one of my new favorites.
I concur with the above, I think this addon is the best BC<->IC2 addon yet. I do wish someone would do up better textures for the pneumatic generators however, still 16x just better.
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I know this is random but does anyone know of any bukkit plugin that is able to lock these chests?
LWC can lock them, you'll just need to add the id of the chests to the lwc config files.
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FUCK FUCK FUCK FUCK FUCK
ZIPPINUS!!!! CPW!!!! SOMEBODY SAVE ME!!!
Ok, before anything else, let me be the first to admit that i'm a FUCKING RETARD for not backing up my world in like A MONTH
Now that that's said, a SUPERCRITICAL BUG/COMPLAINT/DESPERATE PLEA: upon successful instalation of the 3.1.1 Advanced machines, I opened NEI and turned to the page with the new solar arrays and advanced machines. I saw, between the machines and arrays, a silvery-gray block, essentially textureless, but named "HV solar array". I gave myself one, and FOOLISHLY plonked it in the world. "Saving chunks", cannot reopen the world. GODDAMNIT! Do I even need to give an error log? that thing wasn't supposed to be placed in the world, and when I open MC, it fails to do so, and craps out. I figured out the crapped out block ID is, for me, 188:3. This is odd because I set 188 to be the Adv. Machines, and 189 to be the arrays.
I am not a coder. That said, I do believe I know how to save my world. 1) I need to get a version of advanced machines that doesn't add 188:3 block-o-death, but that would make minecraft say "waah, I give up, i don't know what this block is". 2) I need to make some other mod that will serve to "plug the hole in the dam" and will say "I know what block 188:3 is! it's________" so that I can get back into my world and delete said block, then remove the temporary "plug" mod. Then, I could go back to 3.1.1 successfully, as long as I don't place this block-o-death again.
In order to do step 1, I simply have to backdate to Adv. Machines 3.0, since I haven't placed/created any solar arrays yet.
BUT, to do step 2, I need help. Could one of you handy-dandy-fancy-schmancy-magical-godlike coder folks whip up (or point me towards) a mod which does NOTHING but add a simple, static block, the ID (and damage value, that's the important part) of which is configurable? You could probably just make a copy of cobblestone or something, so you don't even need to make original textures! Or, if that's not doable, how about a mod along the same lines that would replace not just 188:3, but 188, 188:1, and 188:2 as well (ID 188 and all metadatas) I'm perfectly fine with having to replace every advanced machine, I do have Not Enough Items installed, I just want my world back!
Try this http://www.minecraftforum.net/…changer-v031-open-source/
Use it to change the bad block to a dirt block or something.
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First off, thanks for working on the BC 3.x version and releasing it to us SSP players! Second, is there anyway to get lava power into IC2 energy other than Stone Engine -> Petrochemical Generator? Would be great if there were another way, I try to avoid mass engines if possible due to performance.
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Yeah don't put in the jar. Use the mods folder. With a recent bukkit modloadermp, you control mod ordering by naming of the jar/zip files. Then these problems don't happen.
Yeah, I've tried that too, with a few of the bukkit ports, I always end up with a similar error.
20:32:00 [INFO] ModLoader Server 1.0.0 Initializing...
>Failed to load mod from "mod_ChargingBench.class"
>java.lang.SecurityException: sealing violation: package net.minecraft.server is sealed
at java.net.URLClassLoader.getAndVerifyPackage(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at net.minecraft.server.ModLoader.addMod(ModLoader.java:131)
at net.minecraft.server.ModLoader.readFromModFolder(ModLoader.java:715)
at net.minecraft.server.ModLoader.init(ModLoader.java:522)
at net.minecraft.server.ModLoader.Init(ModLoader.java:1046)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:100)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:402)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)Thinking I may have some META-INF Problems? Not really sure what to do with the META-INF in the bukkit ports, the install thread over at mcportcentral used ic2 as an example and said to throw them into the jar, has worked for them all except a few of cpw's ports
If I need to redo my bukkit jar properly I will, It's got quite a few mods in it. I'm just not sure what properly is.
EDIT: Using MANIFEST.MF from modloadermp seems to let everything work as expected. (mods in the mods folder)
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Attached error Bukkit #1597. Put mod contents into jar.
Code
Display More>Failed to load mod from "mod_ChargingBench.class" >java.lang.NullPointerException at net.minecraft.server.ItemStack.<init>(ItemStack.java:32) at net.minecraft.server.mod_ChargingBench.<init>(mod_ChargingBench.java:35) at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source) at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source) at java.lang.reflect.Constructor.newInstance(Unknown Source) at java.lang.Class.newInstance0(Unknown Source) at java.lang.Class.newInstance(Unknown Source) at net.minecraft.server.ModLoader.addMod(ModLoader.java:160) at net.minecraft.server.ModLoader.readFromClassPath(ModLoader.java:797) at net.minecraft.server.ModLoader.init(ModLoader.java:554) at net.minecraft.server.ModLoader.Init(ModLoader.java:1082) at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:100) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:402) at net.minecraft.server.ThreadServerApplication.run(SourceFile:457) 16:34:20 [SEVERE] Unexpected exception java.lang.NullPointerException at net.minecraft.server.ItemStack.<init>(ItemStack.java:32) at net.minecraft.server.mod_ChargingBench.<init>(mod_ChargingBench.java:35) at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source) at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
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I've asked ishid if he could add this a while back and he said he would see about getting it into the next version, but he seems busy, and I thought I'd post the idea here to see what others thought.
There was an open source mod for 1.8.1 Indicator Chest that I really liked. I'd like to see this functionality added to Iron Chests! No harm in those that don't wish to use the feature, but certainly great for those of us that would like to.
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Hey, what should the ice and build craft textures folder be named in the sphax folder? They're not loading for me
I'm not sure what "ice" is, but for buildcraft, if you are using Zeldo's Additional Pipes, his spirtesheet overrides the default buildcraft one. I've created a new one with the additional pipes textured but I'm not sure how or if I'm allowed to release it, since it has CadenDonut's textures on it as well.
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Looking forward to the RailCraft textures myself. Also, the RocketScience addon for IC2 would look pretty sweet in this style too, when you run out of the other things to texture.