QuoteRedPower2 needs the IDs I gave IC2.
As in you are getting block ID errors?
QuoteRedPower2 needs the IDs I gave IC2.
As in you are getting block ID errors?
Believe it or not, that would be extremely easy to add. It's as simple as
public void onUpdate(stuff goes here){
ElectricItem.chargeFromArmor(ItemStack, player);
}
That would charge the item every tick
WARNING: May cause lag
Yeah but Greg's right click method wouldn't occur every tick, and therefore wouldn't have any possibility of lag, I think it goes like
public ItemStack onItemRightClick(ItemStack itemStack, World world, EntityPlayer entityPlayer)
{
ElectricItem.chargeFromArmor(itemStack, entityPlayer);
return itemStack;
}
but I'm not actually certain given my somewhat limited modding knowledge.
I would recommend taking RedPower out, then upgrading to 1.3.2, then upgrade to 1.4.6, put RedPower back in, and hope it works.
Why is it so hard to update the server this time?
It's always been piece of cake before now!
1.2.5 to 1.4.6?
Ohhh, you're going 1.2.5 to 1.4.6, I think that can create problems, try going from 1.2.5 to 1.3.2 to 1.4.5/6 (1.4.5 if necessary).
Open saves, open the map you are trying to access, open Ic2_map, copy the items and blocks into the items and blocks section of the IC2 config file, use Find and Replace to change "block." and "item." to "I:", it should work then.
Why not making these wooden planks unplaceable (and changing its ID to an item ID) ?
Sharpness X would be more usefull if you want to use them as a weapon =D .
Yeah, but then they wouldn't be the holy planks of Sengir
ON THIS SERVER...We Obey the Laws of Thermodynamics! LOL. (+1 cookie if you get the reference)
The Simpsons, the episode where the teachers were on strike
I think every plants mentionned here hadn't been added as Components for Plantballs because of Automation possibilities. Cactus --> Very easy. Pumpkins/Melons --> Pistons are enough. Flax Seeds ... it belongs to RP2 ? I think it could be done for Flax ...
Yeah, but sugar canes can make plant balls, and those are arguably easier than cacti to automate.
Yes, old chunks will not generate the ores, and, if a chunk is deleted, it counts as a chunk made after the mod is installed and therefore will have the new ores.
S
Sorry it was just a mere suggestion.
Your suggestion actually isn't possible, cables are tile entities (I think) so pistons are unable to move them, which is the reason why I mentioned splitter cables that can provide the functionality you are looking for.
We have splitter cables for a reason.
Try crafting that in game, it's an easter egg.
OMG! You expect us to make more than 1 fusion reactor? ehehe.. anyway, it should be possible now thanks to RP2..
Well at least when you have one fusion reactor, it becomes much more easy to make another due to UU matter
vanilla seeds not added, and you expect seeds form other mod?
Actually they are
Just so you know, this thread is unnecessary, try reading this
@above try updating to latest version of this mod
First off, this should be posted into the Support section for IC2, not IC1, secondly, are you installing mods directly into the minecraft.jar?
I should've mentioned that this only seems to occurs server-side, whereas the config will be honoured in client-side.
Did you change the client config and not the server one?
So who knows what the "Added a cool new Feature." is? don't forget to spoiler it
Greg
For removing recipes you could try this and for turning off uranium, there is " B:enableWorldGenOreUranium=true" in the config file.