Posts by GregoriusT
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So it is not necessary to use BatBox? And MFSU, MV Tranformer, LV Transformer and Miner can be connected without cables?
EXACTLY.
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What the hell?
I'm just using this for one Miner
MFSU - MVT - LVT - Miner - Chest
.................Cable - Pump - Chest -
I'm not one for liking Captcha, some of them make you feel like a tard getting it wrong. I like using questions to see if they are real people.
Whats about something like this as Captcha?
n=9
Σ i²+42
i=0 -
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Maybe as a game mod, as the Hardcore mod for vanilla (I hope).
Or as Config
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Just to scare some people:
A wear-mechanic sounds legit and could fit the few new nuances I wanted to add to machines with the "evil 2.0 hardcore industrialist" update.
So i have to make a Deployer autofilled with Machines (needs one of six sides), a Blockdetector (needs two of six sides), E-Wiring (needs one of six sides), Tubing (needs two of six sides) and a Blockbreaker (or Deployer + Autocharged E-Wrench) to remove old Machines (needs one of six sides), a Frameconstruction for Deployer and Blockbreaker (because a Machinecube has only six Sides but i need seven), to make a fully automatic Factory with Selfmaintenance?
GREAT!
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machine will no longer stack, different ideas have been rejected for doing the same thing
Really? Which suggestion got denied, for making a Block nonstackable?
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ice on the other hand is solid and doesn't flow
But it can melt!
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Good Idea.
if the IC²-Miner then also uses the normal Blockbreakmethod, like any other "blockbreaking" thing (Players, Blockbreakers, BC-Stuff, TNT), to break Blocks, then it would cause less crashes and it could also collect the Contents of broken Dungeonchests, without additional Problems.
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RedPower lamps are not working atm, probably due a bug (?)
Tried to switch them on with Redstone?
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An hour of waiting is not really enough.
If you want cool lights then use Redpower.

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Whats about additional Engineering-Subsections in order to sort Threads better? Like Redpower-Engineering, Exploit-Engineering or Frame-Engineering.
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You are probably using the newest Forge, which doesnt need the Modloader. And you are using the Modloaderrecipemanager, which is no longer there.
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That won't quite work, on decompile the E-Net vanishs I have heard. I was hoping for one of the IC2 team members to respond, but thank you for the suggestion.
Only the E-net vanishes (E-net-API is still there), everything else works. I have just removed all the Code, which needs the E-net, to get it compiling. After that i got all the needed Stuff running partially (Game starts without Crashing). I wanted to make an Addon too, but after the future Release of Minecraft 1.3 changes the Way of modding completely, and then 1.4, which is probably containing a Mod-API, i'll just wait until that happens, before starting.
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After multiple "we will never implement this" teleporter allowed to move items and crop's trampling fixed.
Soo now i suggest to allow moving teleporter face with wrench (Valid Idea) and expect "wont implement this never" answer and such feature 2-4 versions later.
If implemented properly this will allow building interesting systems that manipulate entity velocity (how the heck does a Teleporter manipulate entityvelocity? It normally stays at the same Velocity, or at no Velocity, after normal Teleporting!AHH you mean rotationdependend Teleporting so that you can change the Direction of the Teleported Object, Good Idea) and hardtodetect without xray traps (I can do that with VanillaMC alone, but its still valid).
This will also need vector utils to operate velocity and addition of projectiles into allowed list (arrows and littnt) (Teleporting EVERY Entity is a good Idea)Also disable particles if nontransperent block placed infront of teleporter face and move exitpoint one block futher. This will allow "hightech" dispenser cannons, invisible and undetectable. With tnt more advancet tnt cannons will be possible. (TNT-Teleport-Cannons? Why not
ZoidbergNuke-Teleport-Cannons)I understood your Idea and i like it. +1
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Same problem here.
I can bring all back online when i reinstall cable. But my reaktor dont starts again. I have test all i can, but he dont start

Edit : One batbox ( or more ? ) dont become energy after reinstall cable
Is the no outher quickfix/trick for us players ?YAY, i think i spotted a German.
But yes there is a Quickfix, just use a Splittercable to switch the Cableconnection OFF and ON, everytime you go into that Area.