Does this also fix using the drill on "normal" stone furnaces? Because atm the drill destroys them.
Posts by Aliyon
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Pretty sure pistons dont work on wires anymore.
I would really like to see a simple switch block that only lets power pass when NOT powered or in other words block current flow when powered. ( I say not powered because it makes redstone torch indicators easier to wire. ie. dont need to invert it for the torch.)
You can currently do this with transformers, but you need two if you only want a switch. Its kind of wasteful in terms of crafting resources and space.
But if damage from high voltage does get implemented as planned, this will be a necessity if you want to be able to work on the lines without taking damage. Leaky MFSUs will be dangerous.
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So I'm curious about how chunk loading affects long transmission lines. I'm contemplating building a line in which the generating station would theoretically unload at some point.
I figure I could use multiple spaced out MFEs to provide a segmented line that would eventually deliver power to the end (assuming the chunks are loaded periodically), but is that really necessary?
Do I even need to worry about chunk loading?
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Quote
remember that iron is very valuable in IC
a single machine cost at least 8 iron only 1 or 2 machine cost copper AND ironand powering a mass fab with LV?
HV dont give you more EU it just stores it and send it in 1 big current
so using HV to power a mass fab is only ideal if it is far away (wiki)also scrap boxes is not in the game right now, but if they are gonna be impalmented ther is a small chance they give you diamonds (if they are the same as IC1)
and last crador: the 40K EU you loss if you destroy a box... that is 40K EU you didnt have if you used HV
By that same argument you might as well use Gold wire and T2 voltage since gold is used in very few recipes. I have stacks of it lying around.
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If you saw the other thread, why even post this?
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You assume that a person willing to spend these resources acquired them legitly. Might as well force them to build it the right way even if they edit the items in.
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Ok, so that explains the behavior, but I thought the batpack wasnt supposed to function as armor at all.
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Maybe but that doesnt explain why I lose armor by wearing an empty batpack.
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I noticed something odd about my armor I was wearing just now.
For the durability of my armor remaining, it would seem I have a VERY low protection rating. A set of Iron armor would never look like this.
Removing and re-equiping the armor had no effect, but removing the batpack increases the protection rating to a more normal value. Is this intended? Is the batpack supposed to make your armor less effective? From the wiki I just assumed that it would not provide the protection wearing a chest piece would. As it stands, wearing any armor with a batpack is pretty pointless.
EDIT: Additionally, I noticed that charging the batpack increases the protection value. Now I know this has to be a bug.
Charged Batpack:
No Batpack:
Installed Mods:
ModloaderMP Unofficial v2
Forge 1.0.6
BetterBlocks 3.7
Buildcraft 2.1.0
Mystic Ruins v03
RedPower Wiring/Logic 1.6
WirelessRedstone - Chicken Bones' ForkModloader.txt:
Sep 2, 2011 9:08:06 PM ModLoader init
FINE: ModLoader Beta 1.7.3 Initializing...
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Aaron\AppData\Roaming\.minecraft\mods\BetterBlocks 3.7 (Minecraft 1.7.3).zip
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Zip found.
Sep 2, 2011 9:08:06 PM ModLoader addMod
FINE: Mod Loaded: "BetterBlocks v3.7" from mod_BetterBlocks.class
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Aaron\AppData\Roaming\.minecraft\mods\buildcraft-client-A-core-2.1.0.zip
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Zip found.
Sep 2, 2011 9:08:06 PM ModLoader addMod
FINE: Mod Loaded: "mod_BuildCraftCore 2.1.0" from mod_BuildCraftCore.class
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Aaron\AppData\Roaming\.minecraft\mods\buildcraft-client-B-builders-2.1.0.zip
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Zip found.
Sep 2, 2011 9:08:06 PM ModLoader addMod
FINE: Mod Loaded: "mod_BuildCraftBuilders 2.1.0" from mod_BuildCraftBuilders.class
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Aaron\AppData\Roaming\.minecraft\mods\buildcraft-client-B-energy-2.1.0.zip
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Zip found.
Sep 2, 2011 9:08:06 PM ModLoader addMod
FINE: Mod Loaded: "mod_BuildCraftEnergy 2.1.0" from mod_BuildCraftEnergy.class
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Aaron\AppData\Roaming\.minecraft\mods\buildcraft-client-B-factory-2.1.0.zip
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Zip found.
Sep 2, 2011 9:08:06 PM ModLoader addMod
FINE: Mod Loaded: "mod_BuildCraftFactory 2.1.0" from mod_BuildCraftFactory.class
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Aaron\AppData\Roaming\.minecraft\mods\buildcraft-client-B-transport-2.1.0.zip
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Zip found.
Sep 2, 2011 9:08:06 PM ModLoader addMod
FINE: Mod Loaded: "mod_BuildCraftTransport 2.1.0" from mod_BuildCraftTransport.class
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Aaron\AppData\Roaming\.minecraft\mods\Mystic_Ruins_v03.zip
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Zip found.
Sep 2, 2011 9:08:06 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/mysticores/Treasureiron.png,30). 82 left.
Sep 2, 2011 9:08:06 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/mysticores/Treasuregold.png,54). 81 left.
Sep 2, 2011 9:08:06 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/mysticores/Vines.png,76). 80 left.
Sep 2, 2011 9:08:06 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mysticores/Vinesstrand.png,38). 129 left.
Sep 2, 2011 9:08:06 PM ModLoader addMod
FINE: Mod Loaded: "mod_MysticRuins 1.7.3" from mod_MysticRuins.class
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Aaron\AppData\Roaming\.minecraft\mods\RedPowerCore-1.6.0.zip
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Zip found.
Sep 2, 2011 9:08:06 PM ModLoader addMod
FINE: Mod Loaded: "mod_RedPowerCore 1.6.0" from mod_RedPowerCore.class
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Aaron\AppData\Roaming\.minecraft\mods\RedPowerLogic-1.6.0.zip
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Zip found.
Sep 2, 2011 9:08:06 PM ModLoader setupProperties
FINER: LogicID set to 116
Sep 2, 2011 9:08:06 PM ModLoader setupProperties
FINER: IRPartsID set to 1004
Sep 2, 2011 9:08:06 PM ModLoader setupProperties
FINER: ScrewdriverID set to 1006
Sep 2, 2011 9:08:06 PM ModLoader setupProperties
FINER: EnableSounds set to true
Sep 2, 2011 9:08:06 PM ModLoader addMod
FINE: Mod Loaded: "mod_RedPowerLogic 1.6.0" from mod_RedPowerLogic.class
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Aaron\AppData\Roaming\.minecraft\mods\RedPowerWiring-1.6.0.zip
Sep 2, 2011 9:08:06 PM ModLoader readFromModFolder
FINER: Zip found.
Sep 2, 2011 9:08:07 PM ModLoader setupProperties
FINER: WiringID set to 117
Sep 2, 2011 9:08:07 PM ModLoader setupProperties
FINER: InsWireID set to 118
Sep 2, 2011 9:08:07 PM ModLoader setupProperties
FINER: CableID set to 119
Sep 2, 2011 9:08:07 PM ModLoader setupProperties
FINER: RPPartsID set to 1005
Sep 2, 2011 9:08:07 PM ModLoader setupProperties
FINER: AlternateRecipe set to false
Sep 2, 2011 9:08:07 PM ModLoader addMod
FINE: Mod Loaded: "mod_RedPowerWiring 1.6.0" from mod_RedPowerWiring.class
Sep 2, 2011 9:08:07 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Aaron\AppData\Roaming\.minecraft\mods\WirelessRedsone Client 1.7.3.4.zip
Sep 2, 2011 9:08:07 PM ModLoader readFromModFolder
FINER: Zip found.
Sep 2, 2011 9:08:07 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/gfx/remoteOn.png,61). 127 left.
Sep 2, 2011 9:08:07 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/gfx/remoteOff.png,62). 126 left.
Sep 2, 2011 9:08:07 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/gfx/sniffer.png,91). 125 left.
Sep 2, 2011 9:08:07 PM ModLoader addMod
FINE: Mod Loaded: "mod_WirelessRedstoneMp Beta 1.7.3.4" from mod_WirelessRedstoneMp.class
Sep 2, 2011 9:08:07 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Aaron\AppData\Roaming\.minecraft\bin\minecraft.jar
Sep 2, 2011 9:08:07 PM ModLoader readFromClassPath
FINER: Zip found.
Sep 2, 2011 9:08:07 PM ModLoader addMod
FINE: Mod Loaded: "mod_IC2 v0.90" from mod_IC2.class
Sep 2, 2011 9:08:07 PM ModLoaderMp Log
FINE: ModLoaderMP Beta 1.7.3 unofficial Initialized
Sep 2, 2011 9:08:07 PM ModLoader AddAllRenderers
FINE: Initialized -
Should probably make Batboxes subtract power like a cable before the power is stored in the box. That would prevent exploits like this.
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I think they've been using T1, T2, T3, T4 for voltage designation.
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I heard someone say that cheated battery items dont work in recipies unless you charge and then discharge them.
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Is suggest taking a look at NBToolkit .
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Did you apply a redstone current to the up transformers?