So how exactly i can feed for example line of luminators without explosion in experimental IC? If i want to use 1 powersource.
Posts by masterzh
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is anyone ever going to update this mod to 1.6.2/1.6.4 because it was by far one of the best rail mods in along time and im rather affraid im going to have to get rid of it when i update in afew days D'= bye bye half my worlds rail networks lol
It look like LostCoder is still around...i hope he didnt forget about this amazing mod. -
Hi guys any idea about new E-Net system? What are those major changes? Sorry if it was already discussed.
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I failed to add custom alarms. All are ogg added here > IC2NuclearControl-1.6.2c-ic2-experimental.zip\assets\nuclearcontrol\sound\ and in config.
[EDIT] ok i find it. You need to include "alarm-" in file name and include only name of alarm in config file. So you name your alarm like this: "alarm-on.ogg" and in config you put only "on" as sound.
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Newest forge, immibis-core, ARS, IC2 (experimental 2.0.156) crash. Yes ic2.0 is just "experimental" so ignore if you think its useless crash-log.
Code
Display More---- Minecraft Crash Report ---- // Why is it breaking :( Time: 17.9.2013 20:58 Description: Exception in server tick loop java.lang.AbstractMethodError: mods.immibis.ars.beams.TileTeslaCoil.demandedEnergyUnits()D at ic2.core.energy.Grid.prepareCalculation(Grid.java:186) at ic2.core.energy.EnergyNetLocal.onTickEnd(EnergyNetLocal.java:264) at ic2.core.energy.EnergyNetGlobal.onTickEnd(EnergyNetGlobal.java:51) at ic2.core.IC2.tickEnd(IC2.java:1620) at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34) at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141) at cpw.mods.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:282) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:675) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- System Details -- Details: Minecraft Version: 1.6.2 Operating System: Windows 7 (amd64) version 6.1 Java Version: 1.7.0_17, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 53795424 bytes (51 MB) / 810418176 bytes (772 MB) up to 2863333376 bytes (2730 MB) JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -XX:MaxPermSize=128m AABB Pool Size: 465 (26040 bytes; 0 MB) allocated, 360 (20160 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v8.04 FML v6.2.60.859 Minecraft Forge 9.10.1.859 6 mods loaded, 6 mods active mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available FML{6.2.60.859} [Forge Mod Loader] (minecraftforge-9.10.1.859.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Forge{9.10.1.859} [Minecraft Forge] (minecraftforge-9.10.1.859.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available IC2{2.0.156-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.156-experimental.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available ImmibisCore{56.0.5} [Immibis Core] (immibis-core-56.0.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available AdvancedRepulsionSystems{56.0.0} [Advanced Repulsion Systems] (adv-repulsion-systems-56.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Profiler Position: N/A (disabled) Vec3 Pool Size: 83 (4648 bytes; 0 MB) allocated, 60 (3360 bytes; 0 MB) used Player Count: 1 / 8; [EntityPlayerMP['MasterZH'/23, l='New World', x=-749,64, y=4,00, z=-1326,94]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge'
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Hello shedar,
i tried it before(successfully!) and i will try it again, any news on my most favorite ic2 addon? I think you mentioned some possible "future features" and i would love to see more ic2-energy related toys. Anyway big thanks for letting this beautiful addon live another MC release. peace -
Small teaser from my project. Thanks immbis for ARS
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so guys...
the reason that i mean is:
I will turn off the Lights when it is Day! ( logic or? )
But what if.....! (joke)Haha well sad, hopefully no1 else want to argue after this.
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The Creeper does spawn and does her work od doom, because you aren't able to put torches everywhere fast enough.
Sorry but this sound like "super catastrophic End-of-[minecraft]-day" scenario... We are talking about lights not how to fight darkness or "best IC2 weapon vs mobs" xD -
Why do you all want bufferless Luminators? Guess what happens if you have no energy and no light. Something bad. But if you have no energy but two days to fix it untiul monsters spawn, you will be more likely to survive.
Well i cant argue with that but as far as i can say you almost always have energy storage to support your power generation right? In case of emergency nuclear explosion when you lost all "energy"... seriously having happy luminators(lighted/charged) is last thing i care about. I prefer to make my base with all those epic things like nuclear reactors, mass fab, mfsu, fiber cables, transformators... able to switch those f.....ancy lights off. -
Very cool mod! Is author still around?
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Luminators are basically lamps right? Well except you cant turn them off which sux and prevent 90% of players to actually use them. You can turn-off any machine, but not lights. Long time ago there was small fanmade mod for it but it was removed.
[EDIT]
I should make a mod thats just lighting
*opens eclipse*
sooooo how i do this again? xdI was digging in IC2.jar with friend and we found lumi internal storage code but we had no idea how to compile whole thing back.
If you succeed i will call you god of moders. -
1.Is "Third Rail" something more advanced then "Maglev Rail" as it support extreme voltage vs medium voltage for maglev?
2.Do i need to power every single support block directly, or do they transfer energy to each other? (so just every x block)
3.Those sparking effects are epic... i know this is stupid to even ask but... can you make it optional to spark randomly so you will get some kind of visual feeling those rails are powered and can harm you?I am not sure why you set version to 0.02.1 but this addon already fulfill my dreams. Hundred of people asked for maglev rails for railcraft or traincraft for months... now you came out of nowhere with such brilliant addon. Thank you.
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22mins after request we get new version..LOL
Cool stuff and thx for maglev! You are awesome man!
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Hello LostCoder, any news on possible next release? Like planned features etc? (not date) Just cautiously asking...
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Traincraft had planned some nice stuff but currently both "HS locomotive" and "Overhead lines" are disabled. I dont think they will implement any kind of metro/mag-lev/monorail stuff.
How about making the planned Mag-lev rails require some fancy looking electromagnets?
As 'SpwnX' sad please dont make it (if you plan to do it) just cable and rail its boring. Even if you cant make nice model do at least simple block/s instead. I can help with textures if needed.
1 question: Do you plan to make those rails compatible with traincraft E-trains? (in future)
Big thanks for ElectricRails.
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Nope. Text card wasn't changed and should be available.
Well i was testing on clear instal without NEI and seaching for "TEXT"/"CARD" with no result.
[EDIT ok i find it with NEI but it dont show in creative tabs like most of them in "Miscellaneous"] -
Quick question... i don't have much time testing newest build(working on 1.4.7 project) but i noticed text card is somehow missing. Is there some new way to add text?
(Instead of making random kit-card-disabling all features and leaving just text) -
Hello greg sorry if it was already discussed but can you/do you plan to implement any kind of lights to gregtech-addon? If luminators get fixed or re-done they will always be kind of weak-short range lights.(and there is no way to turn off after they receive power )(yes there is Greg's Lighting as only alternative but i hope for something between those 2)
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3. How can you use it?Well its not important feature but you will be able to measure:
-output of multiple different power-generating(greg/IC2/...) machines (on your selected spots) together
-different powerlines without merging them etc.QuoteBut currently NC is mostly on hold due to lack of time.
As far as you dont drop support for this epic mod and stay in touch on forums once a month i am happy.
And thanks for such fast respond and fix. You are awesome!