There are? Try redownloading, perhaps.
For the top, yes. For the front, no.
There is a file just called "front.png" which is the front of the macerator, but I requested on and off.
There are? Try redownloading, perhaps.
For the top, yes. For the front, no.
There is a file just called "front.png" which is the front of the macerator, but I requested on and off.
Can you add a Macerator front on and off? Texturepacks and all
Which Ore gives Dusts usually? Except for my nether Ores, I know about nothing else, what drops that. So there is no reason to use the dust-prefix for Miners-Backpacks. And the oreDictName of dustGunpowder (like dustRedstone nd dustGlowstone) is just a little Side Effect of my OreDictUnificator and needed for my Small Dusts.
It's not just about ore drops, it's about general items. Does normal IC2 dust not lead with the dust prefix?
EDIT: Anyway, is it possible for you to find a way to stop the unwanted behaviour?
With GregTech installed Gunpowder goes in the Miner's backpack instead of the Hunter's backpack in Forestry.
Is that intentional, because it seems very odd.
I agree adf.ly is a waste of time (and use it to annoy people who do stupid things on my website -- 404'ing because they've taken the link to a mod and not to a thread and mod has been changed/removed whereas thread is updated :P).
But if you're not trying hard enough to get rid of the time delays then you deserve to have to wait 5 seconds.
i downloaded the B version ...
any diffrance between B and A ?
Quotev1.6a > v1.6b
- Fixed ANOTHER horrible duping bug!
By the way, before, CrafterOfMines57 was telling you to open ExtraBees and delete the /ic2/api folder not AdvMachines
there is a link to f4113nc0r3, just click on the name where it says it in the section where it lists the prerequisites
Derp. Didn't see it because I expected it to be blue like all the external links.
update your f4113nc0r3
It may be an idea for you to post a link in your other mod OPs to your f4113nc0r3 so it's actually easy to find.
You know when your mod is good when people demand textures for it in specific styles. So here are some Sphax PureBDcraft ones if you want to add a textures section to your OP
Thanks for updating it
Is it possible for you to move the sprites to be /ic2/sprites like in the old version though?
Just means custom texture packs don't need to update just to change structure
Erm... Is this a bug or "feature" of the forum?
Oh yeah, I attached another screenshot of my control room. I've expanded it a little
Wow, one day I might actually get around to actually using nuclear power. Bit weird I haven't considering I've done textures for this mod xD
I fixed the display bug on the Sphax textures for the Remote Monitor block where the numbers weren't in the box.
Thx for pointing me on the arrows, my used skins (Sphax BD Craft http://bdcraft.net/forum/128x6…-nuclear-control-v112-v01) don't have the arrows
I clicked blind on the arrow position and it works perfect with the 100 steps.
Just the slider is bugged
Btw. the MFSU readout is absolute awesome!!! Just build 7 monitors into my castle wall to observe my 35 mfsu
You know if you have issues with the Sphax textures can you post in the Sphax forum thread so I can actually fix it? Useless complaining about it here because I don't always read all the posts here.
Permission given, sorry about that. Really need to get myself into bukkit sometime.
You really do Another person tried to port and he also failed to get it to work in bukkit with the latest release of Transformers.
Hmm, when you click the slider in the HowerGUI next to the area to select sounds it crashes:
java.lang.ArithmeticException: / by zero
at nuclearcontrol.GuiHowlerAlarmListBox.a(GuiHowlerAlarmListBox.java:83)
at vp.a(SourceFile:37)
at nuclearcontrol.GuiHowlerAlarm.a(GuiHowlerAlarm.java:81)
at lr.b(EntityRenderer.java:1111)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
Stopping!
Unfortunatly it appears that I am noobing out more then I would like to admit...:S Is the server zip not added to the mods folder of the MCPC server? Is there a readme or resorce that explains where MCPC is pointing to for the resources?
Thanks again!
Did you work out how to get it to work in MCPC-bukkit?
If not, and for the information of others, you need a specific version of the plugin for MCPC-bukkit: http://www.mcportcentral.co.za/index.php?topic=2355.0
It goes in the mods folder in the server and should be named to load after IC2.
Also, if anyone is interested, I did a Sphax texture version of the mod here: http://bdcraft.net/forum/128x6…-nuclear-control-v112-v01
Dammit. refinedIronDust.png has the same issue as the GUIs did.
Sorry I didn't spot it sooner.
Display MoreI do have the leading slash he mentions
EDIT:
Oh you mean the GUIs - those in fact do not have leading slashes. Give me a moment.
EDIT #2:
Version 3.6c
- fixed Texture Pack support of the GUIs
Perfect. Thanks
Are you sure about that? The way i understood the minecraft file system, there is no distinguishing - ModLoader "places" the mod zip contents in the minecraft directory, and a mod has access to all of it at all times
All a Texture Pack would have to do is overwrite /ic2/sprites/block_advmachine.png or, if the block_0 setting is set, /ic2/sprites/block_0.png
I'm sure. I replaced the GUI for Centerfuge in my /ic2/sprites/ texture pack folder and it didn't take. I had to do it in the mod.zip itself.
As I said cpw had the issue with his mod:
http://www.minecraftforum.net/…ew__findpost__p__12601464
EDIT:: Just so you're aware. I'm not talking about the blocksheet but just the GUIs. The blocksheet works as intended.
Just a general point to make about the textures and how they are fetched (I know you have that useDefaultTexture=true/false, but it doesn't help custom texture matters where GUIs are involved). You have the mod coded to only pull textures from the mod.zip and not from texture packs.
I think it's some sort of deal with setting relative and absolute paths for textures.
cpw's IronChests mod had this issue.
It would just be easier to have to so it can pull from texture packs and not have that useDefaultTexture switch at all. It's just a quick case of c/p for the block sheet anyway.