One. It keeps mobs away in 64 block radius.
Just a small correction : It prevents them from spawning in a spherical radius (from the torch) of 64 blocks.
One. It keeps mobs away in 64 block radius.
Just a small correction : It prevents them from spawning in a spherical radius (from the torch) of 64 blocks.
@chrome color : Elemental chrome is silvery white. Most of our housestuff that has constant contact with water are galvanized with chrome, thats why they have that silvery color.
Chrome with mixed with other stuff may yield different colours, including red (PbCrO4).
Chrome in rubies indeed makes it red, but it is bound with oxygen. If it is in lower quantities, it will yield a pink sapphire.
Elemental chrome : http://upload.wikimedia.org/wikipedia/comm…d_1cm3_cube.jpg
oreChromite, as chromite it is the real name for the ore containing (mostly) chrome (and iron).
FeCr2O4
Therefore when processed on a GregTech industrial grinder, it may provide iron as byproduct?
I was able to download the latest version using the jenkins link.
http://ic2api.player.to:8080/job/IC2_experi…xperimental.jar
The best source of info is not DW20, wikis or other people, but yourself, in creative mode, debugging tools (GregTech Scanner is an amazing one) and the machines themselves.
Stop being lazy and go test for your info, a secure one, that you can trust, as YOU gathered it. However if you fail to gather the info by yourself, it means it is either too complicated or just impossible without source code (aka detailed mechanics of certain machines, like the windmill generation formula).
I still think that iridium ore is rarer...
iridium is 20% to be anywhere in the chunk (Y 1 to 200+ [dependng on terrain]) while yours it 50 times 1% at diamond level (Y 3 to 16) [Edit : 60,5% to not have chromite, against 80% of iridium].
"survival-creative" is the right definition for your opinion.
I still prefer having the catalysts like an amplifier, like scrap is for UUM.
Therefore it is not obligated, although will provide a huge bonus, while the non-amplifying route is very hard, like it is for UUM.
I found ~15 in each dungeon chest I find(playing in older IC2_exp build, where iridium in dungeonchests is not yet banned).
So, I collected enough for quantumsuit & close to LeviBoots.
I just said that they werent banned, but reduced the amount.
I want to modify bukkit for compatibility with industrialcraft without damaging the other plugins.
You would have to do the opposite, modify industrialcraft² for bukkit compatibility, and IC² modified for bukkit (aka bukkit ports) are not officially supported.
By the way, be sure to grab latest IC² from here: http://ic2api.player.to:8080/job/IC2_experimental/
Mostly, merged items are either just crafting components or have very similar functions.
wither skeleton head is OK, it cannot be farmed without player interaction.
I have to disagree. I managed to farm 1200 heads in cubcraft server using Extrautilities + MFR.
The thing is, nearly anything is automatable.
The difference would be either generating tons of energy or generating energy and having a catalyst farm.
Updating wiki? See how outdated IC² wiki (and GregTech) are.
I don't think that devs are willing to update it regularly (neither users, except for GT community wiki, as we somewhat care about it)
@above : It is not intended, report it on the bug tracker.
"blocked"? Nah, "reduced" is the right word.
Just a curiosity, where are you from ? [Certainly english is not your primary language. Although neither is mine...]
With 90+ mods adding thousands of items, i think metadata is really needed.
What if BC decided to add its hundres of facades as one ID each, Forestry farm hatches, IC/GT plates ingots and blocks, and so on...
The example was based on the item, which requires both wither skeleton skull and soulsand, since soulsand is much easier to obtain, it would be required in greater quantities.
Changing example, the enderpearl, would require something with "end" properties, like end stone.
Although i still think that both ways should be kept.
While the usage of catalyst would make the whole process muuch cheaper, if compared to the non-catalyst process.
Example, fabricate ender pearl with no catalyst : 15 buckets and 50k EU
fabricate ender pearl with catalyst : 5 buckets, 25k EU and 1 - 16 end stone
Nether star with one wither skull as catalyst : 100 buckets, 2.5M EU
Nether star with 64 soulsand as catalyst : 200 buckets, 10M EU
Nether star with NO catalyst : 300 buckets, 50M EU
Another note would be the usage of multiple catalysts, like 3 wither skulls and 64 soulsand for the nether star, would reduce overall UUM usage by 90%.
I think the trouble of looking for the source code is bigger than asking to someone else that knows, not to mention that i would have to understand the damn code.
Also, most people don't even know what source code is.
You can try the experimental versions, they are working somewhat stable, although i don't know much about the reactors interaction with AE.
However, it works very well with GregTech regulators (given you know how to use it :D) .
Currently, all UUM resources are like that.
A bit different if you use GregTech as it simply doesnt let you to generate free scrap out of cobblestone, its derivatives and other stuff that can be easily obtainable in mass [ice/snow] and green gens are heck more expensive.
Not to mention that nearly everything can be automated, so it is a bit pointless.
Although i like the idea of "catalysts", to be used in matter fabrication of whatever thing you want.
Catalysts must be of the same nature of whatever thing you want to mass fabricate.
For example, nether stars would require either a Wither skeleton skull or tons of soulsand.