copper: centered at 40, triangle-ish decreasing to +- 30 blocks
tin: 0-40, uniform
uranium: 0-64, uniform
lead: 0-64, uniform
the height values are being scaled by the map's sea level
copper: centered at 40, triangle-ish decreasing to +- 30 blocks
tin: 0-40, uniform
uranium: 0-64, uniform
lead: 0-64, uniform
the height values are being scaled by the map's sea level
Using a full 3x3x8 tank of ethanol works fine for starting it btw
I'll look into it, iridium drills need miner support anyway
PM me for advanced wiki editing permissions
You can't edit the home page because it's protected for sysop edits only. You are no sysop so you can't edit it obviously. I am one and I can also lower the protection level so you could edit it for a while.
Other pages are just protected against edits by unregistered users.
The 2nd parameter is for meta data, it's null for most machines. It contains information about e.g. the heat required in a thermal centrifuge.
As I stated multiple times already the energy net is nowhere near its final state and voltage isn't implemented yet. The simulation does already use the correct algorithms, but the voltage values are being ignored atm.
Machines still explode by receiving too much energy at once, but right now current == energy and currents sum up. Later on the voltage will make machines explode and higher currents just mean more throughput at the cost of higher conduction losses.
UU isn't finished either, we're not even close to think about balancing it. It's not that hard to find iridium or dungeons btw.
Lava is a bad fuel game play wise, it's so easy to automatically get from the nether in practically unlimited quantities through various transport mechanisms that it eliminates energy as one cost component to a large degree. From a physics point of view the energy lava contains is just its heat compared to obsidian, so geothermals should probably just convert lava+cooling (water?) to obsidian and a small amount of energy from the heat differential.
The semi fluid generator uses fuel values which we considered to be reasonable and are fairly close to the Forestry bio generator or other low end energy producers.
BC fuel values changed to get closer to their originally intended ones and being more in line with solid fuel. The RC boiler is intended to be significantly more efficient than using the fuel directly in engines/generators, but not by a huge amount.
Being able to run your whole late game setup from just a fairly small tree farm or small amounts of oil and therefore being the by far best energy source is not what we're looking for. You'd have to think quite long term to have a benefit from large scale, fail safe and zero maintenance options like solars, wind or rtgs considering their huge initial cost.
Jenkins likes to hang, it's being automatically restarted every day.
Hmm that's right, the amount of users using old versions due to mod packs or unmaintained mods is rather large.
What about putting legacy information in a section on the bottom if the block/item is used by both ex and non-ex? Spoilers are a bit too invisible. I wouldn't bother with IC1 content anymore.
It doesn't work that way, you are naming the compound tag instead of adding a property. Use this:
NBTTagCompound metadata = new NBTTagCompound();
metadata.setInteger("minHeat", <your heat value>);
Recipes.centrifuge.addRecipe(new RecipeInputItemStack(new ItemStack(Block.sand)), metadata, new ItemStack(ModBlocks.BlockPolishedGlass, 2));
I think updating the existing wiki is the best option, the changes in experimental aren't that fundamental, most of the content is still the same. Relying on 3rd party hosting or even wikia, wikispaces etc. with nasty TOS is not quite what I'd favor
Imer will have to fix the email sending issue and I'm able to edit or unprotect the main page for a bit, but leaving it unprotected permanently would just attract vandalism.
Always keep the configs with the world save, they are required to keep everything intact.
The issue represented by the stack trace is unusual, pointing to corruption of some sort. The most likely cause is a damaged IC2 jar.
the api error can be safely ignored
I'm not sure what causes these actually, it started appearing not long ago. The cause is very likely outside IC2, probably bukkit
Handling rejected energy is not implemented yet, it isn't recommended to do so anyway. Look at ic2.api.energy.prefab.BasicSink
I have no idea if we had it back then, but the API does have all the Macerator recipes available through Recipes.macerator
Not only the chunk containing the solars has to be loaded, but every chunk they are connected to. Splitter cables may cause issues as well.