Posts by CrafterOfMines57
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Jeb's reply to being asked if mod support will be provided eventually
QuoteYes, eventually
That looks suspiciously similar to Alblaka's response of the same nature...
QuoteQ: are there ever going to be tin or copper crops and if so will they need ore blocks underneath like the iron and gold crops?
Assuming "ever" means "in indefinite team", the formula to your
answer is INF*x with x being the base chance of implementing the crops.Regardless of x, the result is INF, thus the answer is "Yes".
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I tried the latest Forge and FML it still doesn't work, either did Forge 4.1.2.263 which is exactly the match work. Maybe i got a different problem? Can you help me find out what is wrong with it(Erro Report at #250)? I really like this addon.. THX.. And sorry for my poor English:)
Your log is strange, it appears to be an IC2 related error and according to the log, Forge seems to not even recognize that you have Compact Solars installed. Try it first with just normal IC2 and Compact Solars as the only mods, then gradually install the other mods you have. If an error still occurs post that log in this thread.
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17? Sounds like someone should actually make hotfixes and not let all these dedicated people report a bug that is actually fixed but refused to be handed out by the devs!
They could release a crapload of hotfixes for every major bug fixed, or they could just wait for a few extra days and release them all in one updated version like I assume they are already doing (personally this makes more sense to me).
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If IndustrialCraft is installed, the ores will generate only in chunks that you have not been in before, so in most cases and probably this one, it is best to create a new world.
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- FML: FML v3.0.196.366 Minecraft Forge 4.1.1.251 Optifine OptiFine_1.3.2_HD_U_B3 28 mods loaded, 28 mods active
Quote- Minecraft Forge 4.1.1.251
Really?
QuoteRequires forge 4.1.2.263 or later forge, because it uses new features !
please read the damn thread before posting a Y U NO WORK error log with an issue that has already been solved like 5 times
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I hate to say it, but I think Team Technic has the right idea, a launcher that allows users to choose their build and chooses for them if users don't decide on a specific build. It is very likely that most users of the Technic launcher just chose a modpack and go, not even touching the settings, thus getting the latest recommended build, not the beta build.
That's probably because Technic doesn't update until months after the mods have been released for the current version, and have had the bugs worked out, but it's nowhere near perfect as bugs new only to Technic pop up, just like this is nowhere near relevant to this thread in any way.
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Couldn't you just use RP2 lamps or the slightly more complex IC2 Illuminators? There kind of has to be a demand for a unique thing to be added to the game for a suggestion to be added, and so far your idea, while an extension of a current in-game thing, is in my opinion still an in-game thing.
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Now that you can get a reliable 420 eu/tic out of a Mk I plant, I think the tables might well be turning. It would take an awful lot of resources to match that with solar.
By comparison, your array of 49 solar panels produce 49 eu/tic. This produces almost ten TIMES that much.
I would say that reactors are meant for short, medium, and long term use, however solars are meant for very long term use. What I mean by this is that if given an infinite/very long amount of time, the reactors would eventually reach a point (unless you are using Mystcraft) where there was no uranium left in the world (along with the general semi-scarcity of uranium as is), and at that point the solars would have overtaken the reactors in total eu generated. Plus at the cost of a lot less energy, but less resources you get a no maintenance generator that you can just put down and never worry about again, so overall I would say that while reactors are better overall, for these reasons people are more inclined to create solars and use them as a power source instead.
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Due to real life things, you have officially surpassed my ability to read your stories before a new one is put up
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I just saw one of sethbling's latest videos, using this, could we could make anything lag even less than SpwnX's clockless cobble generator by having 8 block breakers hooked up to a timer?
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I don't think they are meant to fill buckets
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This is my own experience as well, however this is from the wiki
QuoteIf the miner hits water or lava while tunneling it will stop unless they are cleared.
Alternatively if you place a Pump next to the miner (filled with empty cells) it will extract the liquids for you, storing the lava in the cells for power generation!
therefore I am inclined to believe that it also happens with running water as well
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Have you tried the NEI Plugins for both of the versions 1.97 and 1.95 yet? Certain things that worked for 1.95 and 7 also work for 1.103, however no guarantees, Technic is not known for its compatibility with anything at all.
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therefor the current nuclear reactors in IC2 are magic.
No. Welcome to Minecraft where everything is made up and the physics don't matter. While you may tell me that my reactor is not realistically cooled, it at least has some basis in the science of producing energy from uranium, I can prove uranium creates energy, can you prove that dragon eggs are capable of creating energy?
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EE2 is actually very, very much balanced. extremely balanced.
but ic2 isn't balanced.
Think of it this way, one mod allows you to sit still for hours on end in your basement, feeding a machine with a lot of other machines while machines do all the work for you, producing a magical substance that can be used to make pretty much anything in Minecraft, the other is Industrialcraft.
Industrialcraft is extremely balanced because not only is it fine to be combined with other mods, it is practically meant to be played that way.
EE is not (in my opinion) by any extension of the word meant to be combined with other mods, therefore which one is the less balanced of the two? While EE is, in your opinion and to some extent mine, balanced within itself, Industrialcraft manages balance with both itself and other mods as well leading me to believe that EE is the less balanced of the two.
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Shouldn't this be in the suggestion forum? Nobody knows how the generator works past "you put coal in, energy comes out", feel free to put forward how you think it works but as far as I know it runs on magic and pixie dust.
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even though i guess i'm "late to the party" ..how about an external fueltank that has to be placed next to the normal generator but has the option of storing a lot more?
I believe that counts as a multi-block machine, which has been denied
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Can you post a few screenshots of your setup?
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is charcoal dust built into IC 2 1.106? because i dont have it by Text-Enhance">installed but i have charcoal dust
PS: i tried using it and it doesint actually do anything maybe its a bug
Probably another mod, IC2 does not have charcoal dust built into it
EDIT: That Text-Enhance thing in the quote is the result of some virus or something, they are extremely annoying and I was unaware they could leak into quoting people