How exactly do you use the reactor upgrades for this mod? Even Direwolf (lastime I checked) Hadn't explained it yet.
Posts by david8029
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So I played with some settings after doing the new jar thing and got it to load...kinda. I don't think this is an IC2 issue anymore.
Jan 12, 2012 3:27:13 AM IDResolver ReloadIDs
INFO: IDResolver - Loaded 563 IDs sucessfully.
Jan 12, 2012 3:27:16 AM IDResolver ReloadIDs
INFO: IDResolver - Loaded 34 Mod Priorities sucessfully.
Jan 12, 2012 3:27:16 AM IDResolver UpdateTickSettings
INFO: IDResolver - 'UpdateTickSettings' called.
Jan 12, 2012 3:27:16 AM IDResolver UpdateTickSettings
INFO: IDResolver - 'UpdateTickSettings' called.
java.lang.IllegalArgumentException: Number of remaining buffer elements is 4, mu
st be at least 1024
at org.lwjgl.BufferChecks.throwBufferSizeException(BufferChecks.java:143
)
at org.lwjgl.BufferChecks.checkBufferSize(BufferChecks.java:158)
at org.lwjgl.BufferChecks.checkBuffer(BufferChecks.java:163)
at org.lwjgl.opengl.GL11.glTexSubImage2D(GL11.java:2908)
at zh.a(RenderEngine.java:454)
at net.minecraft.client.Minecraft.k(SourceFile:1338)
at net.minecraft.client.Minecraft.x(SourceFile:705)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
Stopping!SoundSystem shutting down...
Author: Paul Lamb, www.paulscode.comC:\Users\David\Desktop\Profiles\BC 3.1.1>pause
Press any key to continue . . . -
I understand that the install page says
QuoteWhat do i need to install IndustrialCraft / Prerequisite ?
Risugami's ModLoader 1.0.0
Flan's ModLoaderMP Client 1.0.0
SpaceToad's/Eloraam's MCForge Client 1.2.2But does this mean that 1.43 is exclusive on Forge 1.2.2? I only ask because my other mods say 1.2.2 but also run on 1.2.4.
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I think this is rather interesting. /signed.
Agreed. /signed. I do like that idea of expanding it to meet other needs with new recipes. Also as someone who builds under the sea a lot this would be a welcome sight.
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Last I checked there has been no reply to the bug report, nor any tickets opened to fix it. He seems to be ignoring 2.x stuff.
Then I hope the bug was fixed in 3.0. Related subject, and progress made to make this 3.0 compatible? I figured the 3.0B could be used as a code reference for changes made from 2.x-3.0
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I use ID Resolver and have run into just a few problems with other mods. Best thing to do to solve it with this addon is to raise it's priority. though that will change other id's and may render some saves unplayable.
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[quote='z3rO',index.php?page=Thread&postID=30725#post30725]
*SNIP*Bonemeal works on rubber trees. Nice to learn something new every day isn't it?
It used to not work on rubber trees when they came out. I think it took atleast 2 updates for it to work on them.
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I also followed all the instrutions on first page so can someone help me please?
I believe you are supposed to right-click the target and left-click the missile with the range finder in your hand.
i cant either get the mod to start. minecraft starts without problems but the addon isnt loaded. please help me i have been trying to get this addon working for a long time and it never has worked
A modloader config file and the txt file would be a place to start troubleshooting. Post it here please.
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With the increase in EU production that the Nuclear/Geo/Generator got with the recent update is there anything planned to update your reactor as well?
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If a laser fence mod were to be made I would suggest you make it unable to be broken from the outside. As it stands now the laser mod I have you can make a fence but if u destroy one of the corner blocks then that part goes down. It would be better if it was made invincible while turned on. That way you would have to turn it off to go through it.
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Normally I would be all for something like this. It sounds cool, but is limited. If I want to get around it I will dig under it or tower over it. Best bet for protection would be the Force Field addon.
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Construction foam would do the trick to I guess. And it could be something official or an official addon. Either way one of these things need to happen lol.
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Ok first, I know that it would take a rewrite of the way the cables are done to make the IC2 cables able to use RP2 covers properly. And I believe it would make IC2 dependent on RP2 which is obviously a big no-no. But what is keeping some one from making an addon that gives us the normal cables or additional cables which are compatible with RP2. While it is only an aesthetic thing I would appreciate it and I'm sure others would too.
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I support this. As a player who loves SMP PVP it is difficult to find peoples bases that are built far underground. Something like this might help out. Though I am against it for the same reason, I build my bases underground as well lol. I'm not sure how it would work though. How would you display the information? It could just be output as text kinda like the Towny mod does its maps. But I think that would be a bit weird if you tried to do a 3d image.
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Have you tried TWO pumps?
Its currently a bug, where you have to have two working, one is idle but making sure the other one runs. It involves the fact that the miner is faster than the pump, and the pump can't keep up.Tried it. Nothing. Am I doing it wrong? Pumps have cells and Miner has normal drill.
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i see no use for the missiles in ssp except that you can blow up your house from a distance all the rest i find interesting i love the batpacks and the super wire but is the fusion reactor worth the price of it?
You forget that pesky NPC village that is ruining my view. Time to break out the Thermo. Once I figure out how to use the range finder on the missiles.
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Uhm...
I'm not sure what the miner will do if you mark lava as generic ore... in worst case you will have lava-blocks in your chest, regardless of the pumps :OI tried this and got 1 lava cell. And the whole thing refused to do anything after that. The miner and pump was powered and had everything needed to work. And had a chest next to both of them. I tried using the adv. miner and the normal one and I even added the ID into the valuable ore area. Nothing.
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As I am unsure of compatibility issues between ID resolver and most of the mods you place I suggest first installing ID Resolver, IC2 and any add ons you want for it. This will allow them first pick for the free id's. Start your game to ensure everything is good from there. Next add the other mods one at a time and start the game. As ID conflicts are found you will see a GUI asking you what to do. I normally tell it to automatically choose ids itself, unless of course you have found an issue with it. Once all mods are installed you should be good. PM if you have any other issues and I'll see what I can do. Lets not hijack the thread with problem solving.