Posts by MagusUnion

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    Spawners without a "type" (like ones dropped from silk touch) default to pig. Takes something like NEI to get a "proper" spawner.

    Yup... also Risugami's Spawner GUI can readjust captured Monster spawners to spawn various monsters of different types... it can even do Mo'Creature mobs as well, so you can farm things like redstone and coal like never before.. lol

    Actually, part of 'cleaning' coal is by grinding it up as a dust, and feeding it thru a pipe system with water where the Sulfur impurities could be separated out of the coal prior to burning... This way, you lower the concentration of harmful elements in coal and only have to deal with a CO2 byproduct...


    IF pollution were to be instituted into IC-MC, then I could see a use where macerating coal could reduce your pollution output with fossil fuel burning. However, until such system is in place, I see no point in including this...


    But on another related note: You could just recompress macerated coal back into it's 'ingot' state if you chew thru too many at a time, lol...


    I'm reasonably sure that that won't work. Opening the zip file, and dropping the RocketScience jar file into your /mods/ folder doesn't work for you?

    Direct .jar installation still works with this and all other mods.. the only reason to not do so is because it's a pain to update/fiddle if something goes bonk...


    Regardless, on updates you need a fresh .jar anyway, so it's better to have backups than rely on the /mods folder method...

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    Did you make sure the blocks in the Addon to be on empty ids already? (Via the config file), i think that could help

    Now you're just insulting my intelligence..


    Yes, I did.. kept getting the Null.pointer.exception! error... same error as before because it wasn't loading BC energy correctly..

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    I have this mod + ID resolver, and so far i havent gotten any error whatsoever. I dont remember if it was a better version of IDResolver or his Addon that enabled me to play normally. I have minecraft 1.0 forge version 1.2.3 IDresolver 1.0.0 update 2 BCIC2Crossover 1.01

    Odd, I tried it recently, and it didn't want to load properly when I attempted to do so... /shrug


    However, I just now found out that Forestry Mod does have an electrical generator for converting EU -> MJ... so I guess I ought to pick up that mod now, lol...

    Did you people forget about this one? http://forum.industrial-craft.…page=Thread&threadID=2444


    Although he only adds EU>MJ conversion, and a Petrochemical generator for burning the excess oil/fuel.


    Although2 its not updated to 1.1 yet, but its owner its fairly active so theres quite a chance it will get updated soon.


    Here's the problem: his add-on won't work properly with ID Resolver... and until he either finds a fix in that incompatibility or a reasonable work-around can be discovered, I'm not touching it...

    None atm... Power Crystals has stopped maintaining his mod, and unfortunately, he was the last person who had modded power conversion that was active...


    Kinda wish somebody would take over the Energy Coupler add-on and get that updated soon...

    I'm trying to figure out how this will affect Xie's Farming mod, as he brings quite a few different types of plants to Forge, and if his plants can be cross-compatible with IC's via the 'OreDictionary' system of hook-class handling... Is it only Ore, or just anything that has the same label that each mod uses?

    *thinks* In that case, you could create a series of 'juice extracting' recipes with the Extractor for particular species of plants. Afterwhich, the extracted juices could be 'canned' in either glass or tin bottles which could serve as beverages to restore health/hungry pending juice type. They could also give low level buffs pending the plant types, as well as juices could be mixed together to create various 'flavors' of effects...


    Just a thought... lol

    Here's the great thing about the situation: Most of her material is module.. Meaning that you aren't 'required' to actually install these aspects into RP2 to enjoy. However, that neither helps nor solves the problem, and if you become dependent on said features (aka: Frames), then this problem becomes even more of a hassle..


    Personally, I think she's being too much of a bitch about the issue (pun intended), yet she is allowed to do this. However, that doesn't mean that I'm not going to outsource those types of features from other mods, and circumvent her influence in my game play. Currently, I don't use Silver for anything RP related. Hell, I would even bother farming for the ore if it wasn't for the fact that you can use it in both Thaumcraft and IC. Eloraam will, either one way or another, have to come to terms with the fact that her mod design WILL be altered heavily as long as she continues with this compatibility with the Forge API system...


    That is, ofc, if she doesn't go the way of Flowerchild with mod design...

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    ya good times exspically when u had to drag an extra classes for experimental nanosuit and industially improved pickaxes

    Always hated having to do that as well... Funny how such features are practically given away now with the latest builds of both vMC and IC, lol...

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    The energy thing could be slightly more complex to control (as you said, it would require some sort of toggle), will have to check our options to edit GUIs to that degree.

    I would imagine researching some of the features in zeldo's Additional Pipes could solve this problem, as I doubt the 'stream' of BC energy being moved from place to place has to work in some similar principle as EU transfer via teleportation. (I'm aware of the differences, but still, there are some similarities between systems)...

    I remember when IC didn't have any SMP support.. and when it did, you have to spend gold in order to get any advanced circuits and machines because you had to create your own glowstone, lol..

    Bizarre...every time I try to place a rocket, minecraft goes all "saving chunks" on me, and this is what I get in my log:


    I'm going to go on a limb and say that you used ID Resolver to adjust mod ID conflicts. Not saying you shouldn't have, but this add-on in particular likes to 'cling' to its set ID's too often, so ID resolver will create an ID based off of the space available to your .jar... However, in some instances, the ID that generates after the Rocket Science block has been removed, will be a block associated with the original ID. This causes some blocks (like logic only handlers) to accidentally generate in world...


    In short: the ID's are not configured properly between ID Resolver and the add-on's configuration...


    Solution: Go into ID resolver and record the ID's given to the blocks for the mod_Missile. Afterwords, close minecraft, and find the .minecraft/config/RocketScience.cfg file. Open it, and change the block ID's to what ID Resolver has set them as. Save and close, and open Minecraft again. You should get the Gui API screen about the block ID's, and upon doing so, simply click the 'Override Old Setting' button...