Posts by techmago

    If you want to disable the Mining Laser, I think you just need to go into the IC2 items config and change the Mining Laser ID to some other item ID that is taken by another item.

    This wont work for me.... right?

    Display Spoiler


    I:itemArmorAlloyChestplate=29923
    I:itemArmorQuantumBoots=29923
    I:itemArmorQuantumChestplate=29923
    I:itemArmorQuantumHelmet=29923
    I:itemArmorQuantumLegs=29923


    2013-02-28 21:14:42 [SEVERE] [ForgeModLoader] IndustrialCraft 2 Error

    A conflicting item ID has been detected on your IndustrialCraft 2
    configuration file. Item IDs cannot be used for more than once.

    Item with invalid ID: itemArmorQuantumHelmet
    Invalid ID: 29923 (30179 shifted)
    Already occupied by: item ic2.core.item.armor.ItemArmorIC2@584e26a4 (item.itemArmorAlloyChestplate)
    2013-02-28 21:14:42 [INFO] [STDOUT] setupTexture: "/gui/background.png", id: 13


    recipe disabler mod

    Hey i like that!!!!
    There any forge recipe bloker?
    i Dont use bukkit and i dont want install it. I search for a mod like this and i didnt find any that was good.
    ( what i really want is to disable bucket recycle with RP)

    Hey, can anyone tell me what happens in the extreme cases? (when the energy receptor is full)
    For the exemple.

    let say that a have:

    :Reactor::HV-Transformer::Cable::Cable::Cable::Cable: (50 cables, on a EV line) :HV-Transformer::MFS-Unit::MFE-Transmitter::Batbox::Recycler:

    Every energy unit in the line is full.
    If the recycler use 1 EU, how it will be filled up?
    The hv line will send a EV packet for just 1 eu, losing all the distant related loss on the hv line?

    Quote


    Sound a silly sugestion, but would be easier, instead of adding code to prevent fall damage the nano/q-boots use the enchantment for it? I am not talking about of making the item able to enchant, i am talking about it be already enchanted with feather falling when you craft it. You would be using a vanilla tool instead your ow code to deal with this issue.

    This would not solve the problem?
    (or will create a new one related with the durability?)

    Already suggested ... you want to get banned ?


    Sorry if its seen to be a dobble suggestion. The other thread i saw was about just nerf the thing for everyone.
    What i asked here is to make the speed and jump configurable by config file. I didnt see any post about this, specifically.

    This would be a way for who are unhappy with the current strength of it could tweak it (make it even stronger, if you like), and would not change anything for those happy with the actual system.

    found it.
    on server i am using minecraftforge-server-3.3.7.135
    (and the last avaliable RP)

    I got on server too (if that matter)
    railcraft
    custonstuff (just to add some recipes)
    compact solars (for ic 1.95b ) (wainting for it update...)
    seedmanager (for ic 1.95b) (wainting for it update...)
    nether ores
    crafttable3

    maybe this is useful information:
    there is solar arrays on the mining ship.

    edit:
    my friend says that after he moved the mining ship, the energy flow didn't show any problem.

    edit2:
    Sound a silly sugestion, but would be easier, instead of adding code to prevent fall damage the nano/q-boots use the enchantment for it? I am not talking about of making the item able to enchant, i am talking about it be already enchanted with feather falling when you craft it. You would be using a vanilla tool instead your ow code to deal with this issue.

    I am getting a flood of erros mensagens when moving frame-base mining ship:

    Display Spoiler


    (... a lot more ...)
    [IC2] adding ic2.common.TileEntityElectricMFE@99210f to the EnergyNet failed, already added: true
    java.lang.Exception: Stack trace
    at java.lang.Thread.dumpStack(Unknown Source)
    at ic2.common.EnergyNet.addTileEntity(EnergyNet.java:139)
    at ic2.common.TileEntityElectricBlock.onCreated(TileEntityElectricBlock.java:187)
    at ic2.common.TileEntityBlock$1.tickCallback(TileEntityBlock.java:36)
    at mod_IC2.tickStart(mod_IC2.java:1311)
    at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:110)
    at cpw.mods.fml.server.FMLServerHandler.onPreWorldTick(FMLServerHandler.java:164)
    at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:553)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:448)
    at dn.run(SourceFile:492)
    [IC2] ic2.common.TileEntityCable@28fb7 (496,70,762) was not added, isInvalid=true, worldObj=gp@e29820
    [IC2] adding ic2.common.TileEntityCable@6c2ea3 to the EnergyNet failed, already added: true
    java.lang.Exception: Stack trace
    at java.lang.Thread.dumpStack(Unknown Source)
    at ic2.common.EnergyNet.addTileEntity(EnergyNet.java:139)
    at ic2.common.TileEntityCable.onCreated(TileEntityCable.java:97)
    at ic2.common.TileEntityBlock$1.tickCallback(TileEntityBlock.java:36)
    at mod_IC2.tickStart(mod_IC2.java:1311)
    at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:110)
    at cpw.mods.fml.server.FMLServerHandler.onPreWorldTick(FMLServerHandler.java:164)
    at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:553)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:448)
    at dn.run(SourceFile:492)
    [IC2] ic2.common.TileEntityCable@295521 (496,70,763) was not added, isInvalid=true, worldObj=gp@e29820
    [IC2] adding ic2.common.TileEntityCable@69dff6 to the EnergyNet failed, already added: true
    java.lang.Exception: Stack trace
    at java.lang.Thread.dumpStack(Unknown Source)
    at ic2.common.EnergyNet.addTileEntity(EnergyNet.java:139)
    at ic2.common.TileEntityCable.onCreated(TileEntityCable.java:97)
    at ic2.common.TileEntityBlock$1.tickCallback(TileEntityBlock.java:36)
    at mod_IC2.tickStart(mod_IC2.java:1311)
    at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:110)
    at cpw.mods.fml.server.FMLServerHandler.onPreWorldTick(FMLServerHandler.java:164)
    at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:553)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:448)
    at dn.run(SourceFile:492)
    [IC2] ic2.common.TileEntityCable@1942a3c (496,70,764) was not added, isInvalid=true, worldObj=gp@e29820
    [IC2] adding ic2.common.TileEntityCable@ee9f13 to the EnergyNet failed, already added: true
    java.lang.Exception: Stack trace
    at java.lang.Thread.dumpStack(Unknown Source)
    at ic2.common.EnergyNet.addTileEntity(EnergyNet.java:139)
    at ic2.common.TileEntityCable.onCreated(TileEntityCable.java:97)
    at ic2.common.TileEntityBlock$1.tickCallback(TileEntityBlock.java:36)
    at mod_IC2.tickStart(mod_IC2.java:1311)
    at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:110)
    at cpw.mods.fml.server.FMLServerHandler.onPreWorldTick(FMLServerHandler.java:164)
    at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:553)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:448)
    at dn.run(SourceFile:492)
    [IC2] ic2.common.TileEntityCable@60efe7 (496,70,765) was not added, isInvalid=true, worldObj=gp@e29820
    [IC2] adding ic2.common.TileEntityCable@db598 to the EnergyNet failed, already added: true
    java.lang.Exception: Stack trace
    at java.lang.Thread.dumpStack(Unknown Source)
    at ic2.common.EnergyNet.addTileEntity(EnergyNet.java:139)
    at ic2.common.TileEntityCable.onCreated(TileEntityCable.java:97)
    at ic2.common.TileEntityBlock$1.tickCallback(TileEntityBlock.java:36)
    at mod_IC2.tickStart(mod_IC2.java:1311)
    at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:110)
    at cpw.mods.fml.server.FMLServerHandler.onPreWorldTick(FMLServerHandler.java:164)
    at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:553)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:448)
    at dn.run(SourceFile:492)
    [IC2] ic2.common.TileEntityCable@265e47 (496,70,766) was not added, isInvalid=true, worldObj=gp@e29820
    [IC2] adding ic2.common.TileEntityCable@d2bee to the EnergyNet failed, already added: true
    java.lang.Exception: Stack trace
    at java.lang.Thread.dumpStack(Unknown Source)
    at ic2.common.EnergyNet.addTileEntity(EnergyNet.java:139)
    at ic2.common.TileEntityCable.onCreated(TileEntityCable.java:97)
    at ic2.common.TileEntityBlock$1.tickCallback(TileEntityBlock.java:36)
    at mod_IC2.tickStart(mod_IC2.java:1311)
    at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:110)
    at cpw.mods.fml.server.FMLServerHandler.onPreWorldTick(FMLServerHandler.java:164)
    at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:553)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:448)
    at dn.run(SourceFile:492)
    [IC2] ic2.common.TileEntityTransformerLV@f7b06d (496,70,767) was not added, isInvalid=true, worldObj=gp@e29820
    [IC2] adding ic2.common.TileEntityTransformerLV@bf4472 to the EnergyNet failed, already added: true
    java.lang.Exception: Stack trace
    at java.lang.Thread.dumpStack(Unknown Source)
    at ic2.common.EnergyNet.addTileEntity(EnergyNet.java:139)
    at ic2.common.TileEntityTransformer.onCreated(TileEntityTransformer.java:97)
    at ic2.common.TileEntityBlock$1.tickCallback(TileEntityBlock.java:36)
    at mod_IC2.tickStart(mod_IC2.java:1311)
    at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:110)
    at cpw.mods.fml.server.FMLServerHandler.onPreWorldTick(FMLServerHandler.java:164)
    at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:553)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:448)
    at dn.run(SourceFile:492)

    Plus, i am getting reports that q-boots are worse on taking fall damage than before.

    Hey,

    I am playing in my home server with a bunch of friends, and lately, the q-suit capabilities are making me uncomfortable. The Q-suit is too strong!
    Its energy last too much and give too much speed. and jump capabilities.

    It would be amazing if we could tweak those stuff in the config file. Things like the maximum speed, energy use rate and jump height. I have no desire to disable it at all, but its easier to simple run to my friends bases (that is about 500 blocks from each other, which is supposed to be really far) instead of making a good train system or a teleporter.
    Really, its strange that we prefer run. (and using the "bouncing speed up", we go even faster!)

    Rail craft have an config to configure the HI-speed rails speed, cant something like that be implemented on IC?

    It would make the q-suit good, but not immortal long-lasting god while using it :P

    I still cant stand how the energy loss in cables today. Longing for the old industrialcraft .... when we low-voltage for short distances and hi voltage for long distances.
    This is not practical for IC ².
    Or you only use fiber optics for everything, or we made a chian of lv transformers. Using high voltage is a disadvantage, should be an advantage.
    I suggest:
    It would be possible to decrease the resistance of "best" cables (gold and hv cables), but ONLY for voltages suitable for them? For example, should be possible to send a HV package by 50 blocks in a HV cable without loss. This is because the HV cable is made for it. (50 is a random number. could be 40 or 64, BUT NOT 2)
    On the other hand, if you use the wrong cable, you should have a lot of loss. for example, if send a LV packet through a cable of gold, it would have lost every one or two blocks, But a MV packet would be able to walk 20 blocks with out issues.
    That way, would be useful we have 5 tiers of voltages!

    MODS at the moment:

    BCIC2crossover client v1.18.zip
    buildcraft-client-A-core-2.2.12.zip
    buildcraft-client-B-builders-2.2.12.zip
    buildcraft-client-B-energy-2.2.12.zip
    buildcraft-client-B-factory-2.2.12.zip
    buildcraft-client-B-transport-2.2.12.zip
    industrialcraft-2-client_1.64.jar
    RedPowerArray-2.0pr4d.zip
    RedPowerCore-2.0pr4d.zip
    RedPowerLighting-2.0pr4d.zip
    RedPowerLogic-2.0pr4d.zip
    RedPowerMachine-2.0pr4d.zip
    RedPowerWiring-2.0pr4d.zip
    RedPowerWorld-2.0pr4d.zip

    RP CONFIG FILE

    Display Spoiler


    # RedPower 2 Configuration
    blocks {
    array.array.id=255
    base {
    appliance.id=137
    microblock.id=136
    }

    lighting {
    lampOff.id=254
    lampOn.id=253
    }

    logic.logic.id=138
    machine {
    frame.id=152
    machine.id=251
    machinePanel.id=238
    }

    sensor.sensor.id=148
    world {
    crops.id=144
    leaves.id=141
    log.id=143
    ores.id=140
    plants.id=139
    stone.id=142
    storage.id=252
    }

    }

    items {
    base {
    alloy.id=1002
    dyeIndigo.id=1003
    handsawDiamond.id=1005
    handsawIron.id=1004
    lumar.id=1000
    resource.id=1001
    screwdriver.id=1006
    }

    logic.parts.id=1007
    machine {
    battery {
    empty.id=1070
    powered.id=1072
    }

    voltmeter.id=1069
    }

    world {
    axeEmerald.id=1029
    axeRuby.id=1028
    axeSapphire.id=1030
    handsawEmerald.id=1009
    handsawRuby.id=1008
    handsawSapphire.id=1010
    hoeEmerald.id=1032
    hoeRuby.id=1031
    hoeSapphire.id=1033
    paintbrush {
    black.id=1068
    blue.id=1064
    brown.id=1065
    cyan.id=1062
    dry.id=1052
    gray.id=1060
    green.id=1066
    lightBlue.id=1056
    lime.id=1058
    magenta.id=1055
    orange.id=1054
    pink.id=1059
    purple.id=1063
    red.id=1067
    silver.id=1061
    white.id=1053
    yellow.id=1057
    }

    paintcan {
    black.id=1051
    blue.id=1047
    brown.id=1048
    cyan.id=1045
    empty.id=1035
    gray.id=1043
    green.id=1049
    lightBlue.id=1039
    lime.id=1041
    magenta.id=1038
    orange.id=1037
    pink.id=1042
    purple.id=1046
    red.id=1050
    silver.id=1044
    white.id=1036
    yellow.id=1040
    }

    pickaxeEmerald.id=1026
    pickaxeRuby.id=1025
    pickaxeSapphire.id=1027
    seeds.id=1034
    shovelEmerald.id=1023
    shovelRuby.id=1022
    shovelSapphire.id=1024
    sickleDiamond.id=1014
    sickleEmerald.id=1017
    sickleGold.id=1015
    sickleIron.id=1013
    sickleRuby.id=1016
    sickleSapphire.id=1018
    sickleStone.id=1012
    sickleWood.id=1011
    swordEmerald.id=1020
    swordRuby.id=1019
    swordSapphire.id=1021
    }

    }

    netgui {
    advbench.id=131
    alloyfurnace.id=121
    batterybox.id=129
    bluefurnace.id=124
    buffer.id=126
    deployer.id=122
    filter.id=123
    itemdetect.id=127
    retriever.id=128
    sorter.id=125
    }

    settings {
    core {
    # Automatically remap conflicting IDs.
    # WARNING: May corrupt existing worlds
    autoAssign=0
    }

    logic.enableSounds=1
    world {
    generate {
    copper=1
    silver=1
    tin=1
    }

    }

    }


    i cant find this on the wiki. The overclock and such are secrets?

    Anyway,

    1. What the transformer do?
    2 how much the power storage upgrade uogrades the energy storage?
    3. if i put a satck of upgraders, they will working? (i fist thought that the machine wuold stop in this case)
    Yes, but i should not put a whole stack :D A whole stack of overclokers make they wont work.

    thX!