Posts by Snyke

    The loss fix is for Buildcraft 2.2.x, 3.1.x doesnt have the issue.
    So redownload BuildcraftTransport without installing the loss fix and it should be fine.

    Lol, you worry about the rubber? Once you get some saplings you'll have more than plenty, just keep your extractor on at all times.
    Obviously you're doing something wrong if you're short on rubber :O.
    Windmills break, and take up a lot more space and cabling.


    What's wrong with solars is that basically you make a generator -> batbox -> solar panels -> win.
    It's too easy.

    The progress IRL has been more like:
    generators -> nuclear fission -> solar & nuclear fusion.
    Yea there have been watermills always, and windmills aswell, but to this day solarpanels still arent perfected.
    Now usually in IC2 it's more like:
    1 generator -> spam solars.
    And if you have like 50 and want some real power you get a nuclear reactor.
    So ontop of nerfing solars a bit I suppose both regular generators & nuclear reactors should get buffed.
    Or you could buff the solars output, but make them alot harder to craft (instead of adding a lousy electric circuit to the recipe).
    Don't ask me how though :P.
    But yeah that's just my opinion.

    I believe this was caused by railcraft's copy of ic2 api. Try deleting the ic2 folder inside your railcraft.zip

    there's a bug with the recipe for the adjustable engine. you got the metadata for the lapos wrong it can only be crafted with TMI'd lapos not legit ones (tried charged and uncharged)

    Fixed! Thanks for helping me spot all these little bugs guys :)


    Now for something completely different:
    What do you all think about a generator which runs off fuel?
    I don't like it alot as it would remove the need of buildcrafts engines entirely - it'd be just electric engine -> refinery -> fuel generator -> profit.
    Now it's electric engine -> refinery -> combustion engines (which have to be cooled) -> pneumatic generator -> profit, however this is harder to achieve, and it should be imo.
    However it does fit the mod, as another way to transform BC energy to IC energy - what's your opinion?

    Nuclear reactors dont like to be moved.



    Isnt this the same thing that was happening to CF'd cables?


    Also, this is a client side crash, server doesn't crash and even moves everything.
    The reactor doesnt seem to output energy however.


    Ah, I think the problem is that the loss fix only works for client.
    PowerLossfix.zip now containst two folders, one for client and one for server, just copy the contents of the folder you need to your buildcraft transport.zip and it should be fine now :)


    Quote


    Not sure if it's cause of your code or not, but when I fully use the variable electric engine I get a texture bug. It is where I get a weird flashing thing near the base of the engine. I have no error log or anything else, because it does not crash my game.

    This is on SMP right? Yeah I can't fix that. It's just so fast that it fails to render properly :P

    desciption says eg for the LV-Generator it takes 32 and not more
    but placing a adjustable machine with 512 eu -> full power -> lv generator -> output is again ~512 eu . but shouldn´t this be 32 ?
    same is for all generators
    i can even burn the fibre cable when raising up to 800 MJ / 2048 EU with an LV-Trafo


    Thanks for spotting that one! Must have been late when I made that algorithm.
    It's now fixed and is a little bit more efficient aswell in transforming.
    Updated to v1.2 for all the bugfixes.

    Something got a version mismatch. Could be forge.
    Try getting a less recent version of forge, I compiled against 3.1.2.94 - so that one will work in all cases.


    TampaPowers: I uploaded a new version, try that one.
    If that doesnt fix your problem, you can try getting forge 3.1.2.94, if that doesnt fix it, I really don't know what will :/.