Oh right Aromas mod was EU to RF and not RF to EU. Might be much harder to do RF to EU without a converter.
Posts by GregoriusT
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Wasnt there an RF Network Addon somewhere in the Addons Section of this Forum?
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Yeah the Forums Spam Filters are garbage, I complained to imer about that a lot, but I guess its not really fixable without letting in shitloads of spammers.
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wtf kinda post is that?
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the fuck what is IC2 doing? pretty sure it doesnt do that. What exactly gets removed according to you?
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Its not directly TFC related, but the earlygame will be similar to TFC or earlygame GT6, just with much better concepts and Blocks that are only 0.25³ m³ large instead of 1m³ and more proper physics than MC could ever have.
Also its after I am done with GT6, and that still takes 1-2 years. The One Piece Manga will be at the Wano Arc then I guess XD
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Isnt it already integrated in GT5U and therefore wouldn't need an 1.10.2 Update? And GT6 does have it integrated too, but GT6 is never gonna be 1.10.2.
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A new MC alike Game with Blocks and Stuff. Closer to TFC than MC. So far not many Plans for Details.
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Nope, not on my end.
After I am done with 1.7.10 I am done with MC aswell and gonna make my own Blocky Game.
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I am gonna repeat myself now:
Use the Machine Tool, that looks like aand a black upsidedowncombined, on the Generator and insert an Automation Upgrade that looks like a green A plastered onto theTexture to fix your Problem.
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Yeah then read the first line of my previous comment, it explains how to make it possible to make it load from bottom.
The old BC Sidedness (aka: fuel from bottom) does no longer exist in ANY Mod, since Hoppers of vanilla MC are a thing. Hoppers dont work without gravity so the bottom Side of most Modded Machines is no longer an Input at all.
And IC2Exp just accepts from any side by now afaik.
Also the IC2 Wiki does NOT apply to IC2C, it doesn't even apply to IC2Exp as it's outdated as fuck.
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The Sidedness of IC2C is different, try inserting an Automation Upgrade using the Tool that looks a bit like but with a wrench below it.
You can just hopper the Fuel from the top or side instead (that way the Generator is vanilla compatible).
The Bottom is for Charging stuff in IC2C.
I somehow can't believe that you didn't even try other Sides before reporting it. Especially since the Tekkit Wiki applies to IC2 Exp.
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What the fuck? You wrote multiple Posts yet your Post count is 2. That really needs some checking.
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(These machines break instantly under a pickaxe, it's even the "most effective" tool under the UI, are you kidding me?)
The Wrench thing was even in IC1 if I remember right. And I agree on the "why the fuck is the pickaxe even an effective tool", that is really a stupid part. But the wrenching Mechanic itself is fine, even if it could need some improvements (like why not use Wrench leftclick to break the Machine)
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Here the Code I mentioned for fixing the Collision Box of Concrete without giving up the Speed Buff.
Code@SubscribeEvent public void onLivingUpdate(LivingUpdateEvent aEvent) { if (aEvent.entityLiving.onGround) { int tX = MathHelper.floor_double(aEvent.entityLiving.posX), tY = MathHelper.floor_double(aEvent.entityLiving.boundingBox.minY-0.001F), tZ = MathHelper.floor_double(aEvent.entityLiving.posZ); Block tBlock = aEvent.entityLiving.worldObj.getBlock(tX, tY, tZ); if (tBlock instanceof IBlockOnWalkOver) ((IBlockOnWalkOver)tBlock).onWalkOver(aEvent.entityLiving, aEvent.entityLiving.worldObj, tX, tY, tZ); } }
First the Event based Stuff. I used a Simple Interface for the Blocks so the Blocks can decide themselves what they do to the thing that walks over them.
Code@Override public void onWalkOver(EntityLivingBase aEntity, World aWorld, int aX, int aY, int aZ) { if ((aEntity.motionX != 0 || aEntity.motionZ != 0) && !aEntity.isInWater() && !aEntity.isWet() && !aEntity.isSneaking()) { double tSpeed = (mSide == SIDE_BOTTOM && aWorld.getBlock(aX, aY-1, aZ).slipperiness >= 0.8 ? 1.05 : 1.3); aEntity.motionX *= tSpeed; aEntity.motionZ *= tSpeed; } }
And here the Code inside my Asphalt Block that speeds up the Player. Mostly without any Ice Hyperspeed thanks to checking the slipperiness of the Block below (important in case it is an Asphalt Slab), but it still adds to the Speed of the Quantum Leggings as intended.
Code
Display Morepackage gregapi.block; import net.minecraft.entity.EntityLivingBase; import net.minecraft.world.World; /** * @author Gregorius Techneticies */ public interface IBlockOnWalkOver { public void onWalkOver(EntityLivingBase aEntity, World aWorld, int aX, int aY, int aZ); }
There is ofcourse an Interface for this exact Function in GT6.
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Try to message them and if they dont react, you can try to update it, but you might have to take it down if they come back and request it to be taken down. That's how I have seen people handle it over here.
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That is likely Laziness because there is other thigns wiht 15 Slots in IC2 too.
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My guess is to reduce amount of accessing the Chest for each and every single Item, because that would cause Lag, instead it will do a few Items per Stack resulting in less Lag.
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Just dont forget to enable the Lang File first. There is a true/false in the lang File itself that enables/disables the use of it.
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Its the GregTech.lang File in the Main Folder of MC. Its like a Config File, not like a Resource Pack.