Posts by Lurch1985

    I think the pump speed is fine, there just has to be a 'wait' put in place for the miner when it encounters lava.


    Something like:


    If Pump=ready -> then-mine lava
    If Pump=notready -> then-wait for pump


    Then just have an argument sent from the pump to communicate with the miner to say it's ready and restart the miner.


    Not sure if this is possible, as my coding knowledge is very basic. Would save having to rebalance the pump though.

    There have already been sounds made for all tools and I'm aware of most of the sound bugs, but thanks for posting.


    Version 2 of the sound pack is nearly finished, it's all just coding and implementation to worry about. Don't have a timeframe yet for when it will be released, but it's going to be a major overhaul of how sounds are used in the mod and hopefully we'll be able to do it without audiomod dependancy.

    This is already being worked on (as you'd know if you checked the suggestions forum or used the search feature)


    Also, bear in mind that BC is not our responsibility. It is a different mod with a different developer. Having said that. The coders are trying to accomplish full integration with BC, but that will take time.

    The problem I'm having is after it's filled up a cell with lava (miner, pump, chest setup) I have to take the drill out and put it back in for it to do the next cell.

    Confirmed. Having exactly the same problem. Seems to be something to do with waiting for the pumps next operation to be ready and doesn't trigger the miner to start again. If you remove and replace the drill before the pump has recharged, then it won't work. But if you let the pump charge up, then replace the drill, it starts working again.

    How about have a spot in the GUI where you put the cable type/color you want it to connect to (it ignores all others)


    This way you can change the color on the fly, no need to make extra sprites or block textures to represent the machine color, and you can easily see (by opening the machine) which cable you need to use.


    Sure, it may cost you an extra cable piece, but for the adaptability, it's a price I'd be willing to pay myself.

    Although this would be great, the cable painter only paints placed cables. Whenever you break them again, they default to their basic, uncoloured variety, so cannot associate a machine with a colour this way.

    I've had a few complaints of the sounds being too loud, so I've thrown together a repack. This should normalise everything to around the same volume (other than things that are supposed to be loud, like the induction furnace and nuclear reactor). Just copy and overwrite the existing sound files. Only the volumes have changed.

    IC2 v1.0 Quieter Sounds.zip

    The sound packs where a bit rushed, and I never got the opportunity to test them ingame before they went live. Hence the problem with the volumes. I will redo the currently used sounds to reduce the volume a little and post in the release page for 1.0. :)


    EDIT: Posted on the 1.0 release thread

    I dont even get such a post..


    using a Logitech G35 USB headset, Windows 7 ultimate 64 bit, alienware edition

    You gotta run from command line and read the command.exe window after you load the game. Had me stumped for 20 minutes, lol.

    I like this idea. It would have to come at a cost though, probably above the 3-4x power usage. Maybe a small chance to break the machine? Although tbh, it would probably be easier to just create a new machine that does the job. As that's not on the cards at the minute, I guess we'll see what happens. :D

    I don't see an assembly line in BuildCraft, neither conveyor belts.
    Industrial Craft is about machines that (most of the time) kind of exist in real life, so why not add assembly lines, conveyor belts and sorting machines?
    Aren't Miners featured in BuildCraft as well? Aren't Miners with a OD card like little quarries? Aren't Miners with a OV card like bigger quarries?


    Surely, you make no sense here. Yes they're compatible, but so is the Timber Mod => Chainsaw, Drill Mod => Drill, JetPack0.3 => JetPack and many, many others.


    It's kind of sad to have a good suggestion and instantly a forum troll *sigh*
    If that wasn't trolling then I feel pitty. *checks if there's an ignore function as well*

    Frankly, Viktor has a valid point. Everything you've said are direct replicas of what buildcraft offers, only with a different visual element. I understand that a lot of features from other mods are duplicated, but these are mods that are not designed specifically with buildcraft/IC in mind.


    With the forge platform being opensource, these mods can be fully integrated without the need to replicate features.


    On the topic of miners/quarries, these features where both implemented in each mod long before the forge platform became available and integration with other mods was of utterly no concern. Now they are being designed with everyone in mind, we don't have to repeat work.


    Btw, Viktor has been around here for a while and has submitted many bug reports and suggestions. Not to mention the fact his comment was a statement of fact and not trolling. Your poor attempt at <sarcasm> 'pity' </sarcasm> is not well recieved by me at all.

    They will be vastly improved in the next release. The problems at the minute arise from a slightly rushed implementation to get it out for 1.0. Only about half the sounds are working as intended. Player is currently working on a way to give us a huge increase in the amount of control we have over the audio system in minecraft. The restrictions currently in place are pretty hard to work around at present.


    The problem with the machines being too loud is my fault. I forgot to normalise all the samples. Will be fixed soon, hopefully. Bear in mind, this is the first implementation of a proper sound system for the mod, so there will be some teething troubles. :)

    Some reason I thought it would be more technical than that. I mean take into account the corporation I am in for EVE online has everything setup to the point that you register with the in game browser and it uses your logged in character for the username. From that one registration you can access Mumble, killboard, and everything. So I figured someone had written a payment system that would automatically do the whitelist for paying subscribers.

    You gotta remember, EVE is a MASSIVE community, with a huge amount of talented and skilled individuals to draw from (due to the highly intellectual nature of most of the game). Minecraft has a lot of players, but a lot play it in singleplayer and don't share that knowledge whereas in EVE you're forced into an online community. It makes knowledge sharing much faster and a higher chance of people with the the resources to make these sort of things.


    As it stands in minecraft, there arn't that many P2P servers, so not enough demand for this sort of integration.

    Dont forget the automated 1 button push piston autoharvest sugarcane farm :P


    I can push one button and 20 seconds later i get >64 sugarcane in my chest.
    hook up a redstone timer for automated awesomenss while you work on other stuff

    Don't forget 1 piston costs 1 iron. Which is an extremely valuable resource. Fine for TMI'd stuff, but if you're playing SMP or without it, that's a very expensive farm.