We talked and i will solve that kind of issue.
Its simply he can not update to 1.2 thing and some fixes did not come over to a earlier version...
Posts by Speiger
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1.9 Testing versions are ready soon. If someone wants to test the version. Send me a private message
(Please a proper message) -
Its a RNG Thing. If its storming and the wind Speed is to high it will cause the generator (windmill) turn back into a fuel generator... And it will spawn iron ingots... (Its a 5000 to 1 Chance)... Its only happening if you are having a to high wind speed...
The middle ones do not get it because they have enough blocks covered that they will not reach that max so easy... -
Hi, I've been directed here to report a bug for Icc. Sorry if it's the wrong place but this it where I've been sent
The bug is that the Wind Mill randomly turns into a Genrator with no interaction with it. I noticed the genrator is facing (almost) always face down.
I'm using it in the Tekkit Legends modpack, no additional mods.
Well you are at the wrong IC2 Classic... Tekkit legends is with my version... And what you are discribing is that the Generator is overpowered...
Thats causing it... Simply go a little bit lower or place a couple blocks near the generators so that they do not produce so much power... -
yes. but it also dissables also that electric damage charges your electric armor...
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I don't know if this is a bug or not but it might be.
I have a full quantum armour set equipped but when I get hit by lightning, I instantly die. (The lightning damage I tested this with was from the thunder staff & the lightning attack of 'The King', both from the Orespawn mod).
I also found this in the config file, which may have an effect:
# Enables that Electric Damage (including the downsides) charges Electric Armor
B:"Enable Electric Armor Ability"=trueThanks for all your work.
Em yeah thats a feature... The lightning is charging your armor and every EU that was not injected (if at least 1 EU was used to charge your armor) will be applied as damage. (100 Million EU) so yeah... The only way to prevent that you get actually damage is to wear electric boots and stay on the ground... So yeah...
Also yeah the config removes that feature that electric damage (including lightning) charges your armor (and damages you when there is electricty left)
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Maybe it's a good idea. So far the only thing was changed is using iron ingots instead of iron plates. With 60 mods installed, this little simplification can't cause interest to fall.
No problem...
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I would not delete the files... It will cause a lot of error logging.
Also IC2 Exp (and classic until 1.9) do not have a ResourcePack support... So that does not work either. -
Also do note that luminators start flickering and therefore don't work with uncomplication installed. They don't use any energy when that happens, at all, so you get a free strobe light, at the cost of normal lights.
Yeah but that was not Uncomplications fault... And also not IC2s... (Well its partly) its a minecraft bug...
It does not like to switch BlockIDs... That is fixed when you do no longer BlockIDs... -
Small mod update.
Changelog:
Version 1.1:
-Updated: Adjusted to SpmodAPI 1.0.2.5.1.
-Fixed: Servers had a crash thanks to a derp bug.Release can be found in the first post.
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IC2 has a sound Config (if they did not change it) so you can turn off the sound Volume... But that requires a game restart
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How do you figure that? 40M/30k = 1333 ticks = 66.7 seconds to fill an empty MFSU.xD Yeah and with 512 EU it takes only about 30 Minutes (1 teleport costs about 24-25 Million EU and the recharge time is based of that) xD Which i think if for mining (which was his example) more then enough... I mean when you can already teleport you should be able to have easyly 512 EU gen accessable... Especially if you go the nuke route
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Teleporters are really expensive you know
true. But then again. You can maintain it with 512 EU per tick (compact solar) you do not need 30k Power per tick. Also IC2 Exp has no wires that can handle that much power. (With the new energynet that will cause explosions) -
Have we finally Reached the RF Stupidty with powergen? (I mean what except the UUMatter stuff will ever use 30k EU Power Production)
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On GT side. I hadn't realized my statement was ambiguous about that detail.
I was simply unsure and wanted it replied...
Actually, I tried to set it up as an Ivy repository, since others already in GT had artifactPatterns, which I figured I could easily tweak for the url to the crop plugin jar. However, that caused it to try to access libraries.minecraft.net for it, as well as perform a "HEAD" operation instead of a "GET" operation on the crop plugin jar, which is what got the 403.
Speigers brain did shut off.... Yeah whatever. I did not really understand that (lack of knowledge to understand that (please do not try to explain. I get the point))
Given that GT_BaseCrop already has fields for the material needed below and for the drops, I think making a submod would actually be more difficult.
xD Well its what i do for classic and Exp. So yeah... Little side note: You can not use a %n for next line in text (that will be a 1.9 feature)
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I'm considering making a pull request for GT5e to add support for the special icons and requirements display.
Ok. Which side. on IC2 CropPlugin or on GT?
Because if i should implement it then you should tell me which classes i need or if i can do it without gt source.I've got it tentatively working in a local copy (using the downloaded zip; I haven't forked yet), but I added a copy of ICropCardInfo.java to the GT5e source, which I'm guessing isn't the preferred way of doing it.
That is fine. The API class will not change in the near future of 1.7.x The mod is actually done in that version.
However, when I tried to change the gradle script (which I'm no expert with, I'll admit) to pull the jar from the GitHub release link automatically, it got an HTTP 403 (Forbidden). Can someone help me with this
Well the problem is i do not have a maven... So i can not really help out with that. Keeping the class in the jar should be fine since the api does not change in the same MC version anymore (does not count for other versions)
Side question: why were tiny dust images used for Cyprium, Plumbiscus, Shining, and Stagnium, when ingot images were used for Aurelia and Ferru?
Good question... Well when i updated it i was not sure what to use so i decided to use the main CropDrops. So people would have a reference what they would get. It was actually the same system which i used for all others... (Some exlusions) So yeah...
Also by the way you could write a submod for that if you really wanted to. Since its requireing only a interface and you could register that in the Main API Since you can load data outside of the CropSystem. You just need to reference the Crops you are supporting..
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Finally the last version of IC2 Classic...
I am starting already on the 1.9 update of MC but here are just a couple infos.Thanks to the help of all people i can say that the last version of IC2 Classic was/is very stable but there were a couple bugs.
Well here are a couple fixes for them.Changelog:
Version 1.2.0.1:
-Added: Ic2Items Validater. (Sets the ItemStacks to 1 again just so that if someone messes it up it does not cause problems)
-Fixed: Project E plugin did not like that Rubber Wood/Saplings were dissabled.
-Added: ReactorPlanner has now a Colored Pixel that show the state. (Green = Fine/Not Started, Yellow = In Testing, Red = Exploded/Component broke)
-Fixed: Lang was missing for LoudnessupgradeYou find the Link at the first post
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quantum pack updated to 1.7.10
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true but still player these have to be fixed... Since warnings are potential errors...