Oooooo... a cloning machine... *Has image of tens of thousands of white armored soldiers standing at attention in front of him*
Posts by Lazurkri
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Realistic Reactors won't overwrite the vanilla IC2 reactor, for the sake of compatibility. The crafting recipe for a Realistic Reactor will be similar (maybe just juxtaposing the positions of the circuits and reactor chambers), but they will be distinct blocks. Power output should be roughly comparable to optimized reactor designs in vanilla IC2.
I'm trying not to re-invent the wheel, so to speak, so anything that Alblaka may have planned won't be in this mod. I can't produce coilguns or railguns until we get more information about this mysterious "Industrial Warfare" project of his. (An upgraded mining laser isn't out of the question, though...)
Ah. I was wondering about weapons and such. I'll patiently await any news.. as for the mining laser, I already use it as a weapon; turn it to long range, viola!
(Works great 'cept for what happens when you miss.... I don't recommend using it around things that don't like holes punched in them...)And thanks for not dismissing my ideas out of hand or flaming them, I've had that happen a few times.
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Al's talked about adding electric minecarts already, so the Mag-lev system would probably be redundant.
Not sure I'm a fan of the strangelet idea, though - I'd rather not have parts of my world randomly disappearing into a deep dark void.
What about the whole "Rail/Coil" gun idea?
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My god, you've made wireless electricity a reality.... Looks like old Tesla wasn't nuts after all, heh heh heh.... and this is PERFECT for my massive Solar Farms way the hell away from my bases, because who wants a massive solar array cluttering up the view from their bases? or have to place a annoyingly large amount of wiring to deliver the power from said arrays.....
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What about adding in something, IDK, Particle physicish, like Antimatter or, just for the sheer " Oh shit" factor, a stranglet that would begin converting parts of your world into itself?
Since we already have "Superconductors" why not have Mag-Lev carts and railroad tracks? or some form of man portable coil or railgun?
Just throwing ideas out there, BTW, and thanks for not skipping immediately to 1.2.4.... This mod remains a must have for IC2, once you gather the required materials, of course
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ah damn i read only the last info,that kentington has no time for updating rocketscience kk thx for reply
I've done it too, don't worry
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You OBVIOUSLY haven't watched the videos. This thing can do a lot more than the simple tunnel bore from RailCraft. You can use this thing to make buildings if you wanted.
Hell, you could make underground cities in a single pass if you had it set up to do that!
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TBM is already in RailCraft.
Industrial Craft doesn't need this..
edit.
How ever I always support ideas when it involves other mods have to use EU's to power stuff..Yes, IndustrialCraft DOES need this. It's not simply the fact that it can build MUCH MUCH bigger tunnels than Railcrafts can, potentially up to digging out tunnels big enough to fit big assed buildings in, its the fact that it also acts much like the Zepplin Mod did....only on land!
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Read the topic title: RocketScience isnt updated to IC2 1.81.
Point for not bothering to read the Beginning page, eh?
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I was looking around in the IC2 add-on mod and i really like this. You can do a lot of thing with it. No mrre digging by hand or by quary. It's EPIC. I want to play it NOW.
its been a really long time since anyone said anything about it, which is a shame, since the videos are fraking awesome! Oh well, I'll wait and see if this addon ever sees the light of day...
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Take your time soldering, probably piss a lot more people off if you screw that up than if you screwed up a update for this!
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And thus, Jurassic park movie style.
I'm hoping this mod updates to 1.2.3 instead of 1.2.4, because I'm gonna miss out on a lot of mods if I have to update as well.Same here, a LOT of the mods I used in 1.1 barely have updated to 1.2.3, due to the fact that 1.2.3 was buggy as hell....
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The update to 1.2.4 won't take near as much time as 1.2.3 did
Hopefully not... I hate having to use fission reactors to power the forcefields I use to pen in all the mobs I have from 'Mo Creatures and the Fossils and Archeology mod (I use the Modular Forcefields Plugin, BTW, MUCH easier to use than default Shield Generator).... I usually end up forgetting about the reactor, up until it explodes or fatally irradiates the area around itself.... Or runs out of uranium, and then I have a T-rex eating all my horses and shit....
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wow, and now Minecraft is up to 1.2.4 now... we got to play with IC2 on a up-to-date Minecraft for, what? a week? week and a half?
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I tried firing and ended up with a missile stuck in midair one time whilst using the rockets with the zepplin mod. then another time I had one detonate in its launch tube when fired. Its rather hit 'n' miss....
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Speaking of superconductors... could something like a coil or rail gun be added in? or Antimatter, since you already need really high efficiency magnetic fields to contain AM?
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eagerly looking forward to that compatibility patch.... I hate using fission reactors for power
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well, theres still no news on IC2 for 1.2.3.... And we'll need IC2 to be updated to that before anything new gets added.
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this shoul be added to ic2
Agreed. The Reactor at least.
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Acording to wikipedia, Thermonuclear bombs are fussion weapons. So just cram a nuke and some Tritium/Deutrium into a warhead and launch it.
BIG BADA BOOM!!!!!!!!!!!!!!Its hypothesized that Lithium Deuteride is used as the main fusion fuel in most teller-Ulam design Hydrogen Bombs, not straightforward Deuterium/Tritium. Plus From what I've read, tritium isn't included in a H-Bomb; thats Fission weapons that use Tritium, to boost their yields. H-bombs make their own tritium as they explode, from the fission of Lithium 6.
Thats what I've read, anyway; I'm betting I'm getting a bunch of this wrong as hell.
That aside, I'm having a bug with the Mobile Autominer; I put all the stuff needed in, punch it, nada; says its reset, doesn't fly off. It might be related to another bug I'm having with the drills, where I use TMI to spawn them, and they don't work. Any idea why this is happening?
*EDIT* Found out that if I spawn items with TMI, they don't work; if I craft them they do. Weird. Disregard my above post about bug with autominer.
*Further Edit* Anyone else looking forward to the new stuff we'll be getting when Indus, and by extension, this addon updates to 1.2.3? I know I am.