Got a pretty weird bug with build 500, rubber tree sap cell can be made from any fluids?
Also opening the gui of evaporator crashes the game:
http://pastebin.com/JWbXpQTK
Got a pretty weird bug with build 500, rubber tree sap cell can be made from any fluids?
Also opening the gui of evaporator crashes the game:
http://pastebin.com/JWbXpQTK
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Yes, found that. Its a heavy collector version, right? That caused, because i forgot to override one function from "normal" collector class. "Hotfix" version is released (0.493-1.7.2). Wait, until invultri would update server.
EDIT:
I have found two things, that i didn't know before:
1. Function "EntityRegistry.findGlobalUniqueEntityId()" ridiculously buggy,
2. There is only 256 free IDs (according FML source from MC 1.6.4) .
But somehow i managed to beat that bug. Version ihl-tools_n_machines-0.496-1.7.10 works with ThermalFoundation-[1.7.10]1.0.0B1-2 (at least at SMP on my assembly).
Ok it works smoothly now
Hello, it seems that the entities in this mod are not registered properly, causing other mods to crash.
more info can be found at
https://github.com/Dolu1990/ElectricalAge/issues/66
https://github.com/CoFH/ThermalFoundation/issues/9
http://pastebin.com/v1Sy8twW
Umm, some kind of conflict with GT?
How about adding a "large miner" and a "portable power upgrade" which can keep power after disassembling the mfe or mfsu (like the mobile power supply)? 英语渣跪了
加入一个大型挖矿机和一个便携能量升级插件如何?便携能量升级插件像超频插件一样能右键安装 然后能在机器拆下后保存电力
We got QQ for that -_-
I've been looking for someting like this -0-
Just found some interesting stuff on github, please check you pm 囧~
Gregtech VS Terrafirmacraft, which one's harder? What's it like with both?
Better combine these two.
I can see great potential in this mod.
However it needs a bit balancing atm, since it requires huge amount of materials to build a multiblock reactor and I've just tested it with two turbines, no matter what I put in the reactor it produces constantly 7 eu/t....
Found a possible exploit:
Using Thermal expansin rich slag you can duplicate Platinum by smelting Pt dusts inside an induction smelter and re-macerating
Since rich slag is pretty easy to obtain (20% chance to get one while smelting iron/copper/tin ore and etc.), i'd like to suggest remove the corresponding smelting recipe.
Just a suggestion:
Add distillation tower (multiblock structure) to process various liquids.
For example buildcraft oil can be processed into different kinds of fuels and something like a polymer, which can be a replacement for rubber and probably carborn plates
The wiki could be helpful:
http://en.wikipedia.org/wiki/Oil_refinery
Which Craftingtable did you use? It's either the Craftingtable or NEI, which is causing that, if your Inventory is too full. I don't manage Crafting Recipes, I only add and remove them.
I guess CJ is just removing the Furnace Recipe for Refined Iron and then registers "ingotSteel" as "ingotRefinedIron". At least, this is how I'd do that.
Just made two screenshots with both option turned on :
Without gregtech installed:
http://i928.photobucket.com/al…1/without_zps29295555.jpg
(rc steel only)
With gregtech installed:
http://i928.photobucket.com/al…0001/with_zps576c95be.jpg
(a mixture of greg/rc steel and refined iron)
edit:
It is confirmed that steel ingot is registered as "ingotRefinediron"
but Rc didn't remove the furnace recipe for refined iron
In the config file of RC there is a part for ic
####################
# refinediron
####################
refinediron {
#
# change to 'disable=true' to prevent Refined Iron from being used in any IC2 recipe. Use in combination with 'useSteel'
#
B:disable=false
#
# change to 'useSteel=true' to enable the use of Steel in any IC2 recipe that requires Refined Iron
#
B:useSteel=false
}
If you use true for both it will replace all refined iron with RC/greg steel.
I was planning to use this on my hardcore server (since steel is more realstic to be used in machines ) but just found it no longer working.
btw does anybody know a mod that can alter/remove IC2 recipes? Tried customstuff but not working
It seems that gregtech is disrupting the railcraft fonction to replace IC2 refined iron (in machine recipes) with steel.
It worked with an older version of gregtech, does it prevent other mods from modifying IC2 recipes now?
use can only create ForceEnergy (forcicium/-cell in middle slot)
OR
create forcicium (forcicium cell in right slot) ......
Only one thing is possible on same time
Ok thx I thought that it was charged by forcicium lol
Just found another problem (not a bug), when the generator runs out of power and the force energy production rate can't match the consumption rate, it will continuously try to generate a shield, which, collapses the next second due to the lack of power. I've also noticed that before creating any field blocks it requires a large amount of CPU time to calculate, especially when the shield size is large enough (i.e. 64x dome).
If this happens on a server, it could lag out the whole server and the only way to stop this will be removing the mod.
So I'd suggest add some time between each try to generate the field, to prevent people from using this mod as an anti-server weapon
But just as I have said, you cannot put forcicium cell in the right slot when you have forcicium in the middle slot
So how can I charge it by normal means?
lol, but how can we swich to nornal mode then?
Just upgraded from 1.2.5 and found lots of stuff changed....
Here are some screenshots
Can't drop forcicium in this slot while there is a cell on the right:
http://i928.photobucket.com/albums/ad128/wormz0001/01.jpg
Supplied with bc power, it gets free forcicium out of nowhere
http://i928.photobucket.com/albums/ad128/wormz0001/02.jpg
http://i928.photobucket.com/albums/ad128/wormz0001/03.jpg
http://i928.photobucket.com/albums/ad128/wormz0001/04.jpg
Btw I'm using forge 436 and bc 3.2.2
Version 2.2.8.1.17c
While charging the MFFS compact forcicium cell in the extractor, you cannot put forcicium in the upper slot, and charging it does not consume one unit of forcicium but the amount of forcicium that represents 10k force energy.
Great work, this mod really makes use of BC oil.
Just a small suggestion, it would be nice to have multiple tiers of petrol generators to keep it useful even in the end-game (or perhaps add a config to customize the output eu/t and packet size?).
(sorry for my english)