Love this mod. Needs to be updated.
Then I get to wait for bukkit to port it. Fun.
That's why I don't run bukkit... too many odd bukkit only bugs then there's the addons that need to be specially ported...
Love this mod. Needs to be updated.
Then I get to wait for bukkit to port it. Fun.
That's why I don't run bukkit... too many odd bukkit only bugs then there's the addons that need to be specially ported...
Display Moreedit --> (I also changed the config file as mentioned above)
Same testing environment as above.
Just running a vanilla server with only IC 1.42. Both my cousin and I cannot right click iron furnaces nor electric furnaces without crashing the client.
The server only displays brezeeger lost connection: disconnect.genericReason, so no help there. Sorry.
So just as a repeat - this is not just iron furnaces, but electric furnaces as well. Luckily, normal furnaces are working just fine and we have lots of charcoal...
As a side note, first mod ever, and this puts a heck of a lotta fun back into MC!
you need to change the client *and* the server both for SMP.
Given I run the server I was testingon /playing with and it's on the same network here I just copied IC2.cfg over to the server.
It seems like we've been waiting "sol ong" for this day - but in reality it's only been a month. And it's been worth the wait!
I'm starting fresh in a new 1.0 world with IC/BC/RP and looking forward to everything I'll be able to do now!
Thanks to the IC2 team for all their hard work in delivering this mod to us.
Yup, just started a new world here.
for a interesting start try the seed: spoonman
with RP2 installed you start right at a volcano.
tried that one and it got rejected for the (private) server I run. (just me and a few friends)
]and what about the new version of ic2 out?
in short: no
long form: no, because it's a new major Minecraft version.
If everyone updates for 1.42 than another version for 1.0 comes along than everything should still work.
I don't use it, I disagree ALOT with RP2, so even though I'm an Rstone geek I won't use it, besides that I think the stuff is a little (lot) costly.
A little costly? how's that? the gates are immensly powerful for the cost you put in, I mean they take up one block where some of those would run 5x5 and up to do with torches.
Other stuff like the block breakers are rather too cheap for what they do.
IC2 already have 1.337 patch, just wanna ask this one still useable on 1.337 or do i need to wait for update?
my server really happy with those create, lot of our factory can be more compact because it have oversize storage
still work fine, as stated by me in this very thread even...
Quick question, is there any way to unlink a freq transmitter from a teleporter, or is it perminantly stuck to the first one it's used on?
I think you just do the link process but both on one teleporter.
You should /really/ run a local server so you have /give or /i (via that admin pack that compliments ModloaderMP; MPUtils). Then you will want to make the same contents as the chest I had above. That should be more than enough to jumpstart you to an automated miner which is what you really need to level the field; otherwise interacting with cave-dwellers will skew results too much.
nitpick alert: /give can handle damage values now
also: TMI (Too Many Items) works just as well as /give for Single player.
The only reason I have MPUitls installed on my 1.0.1 server (just waiting for IC2) is the /weather command... turn off that *bleep*ing annoying rain.
Isn't all of this assuming you actually get enough depleted uranium cells to begin with? You don't get them all the time. (AFAIK)
yup, I think it's about 1/3 of the time but that's just a guesstimate based on my "little" MK 1 reactor, i'd have to peek at the code to know for sure.
Have you actually gotten a treetap+deployer to work? Haven't tried since 1.337, but was never able to get it to work before...
Haven't really tried it yet myself, i'm basically holding off playing Minecraft until IC2 comes out for 1.0
In theory it should work but theories are just that... theories.
hmm... now that I think of it there might not be room for the sap to "pop out" as the deployer will have to be directly against the tree.
either way rubber hasn't be a huge problem for me even with manual harvesting. Though I am a bit bummed you can't move (with pistons) the rubber tree trunk with the resin spots anymore.
All i need is some alchemical coal aggregator and destruction catalyst, everything else is just meh.
I mean that coal last very very loong time, if you fill BC engine in stack of those, you're good for lot of hours. Anyway i was thinking of switching to forestry + teleport pipes for renewable biodiesel instead of alchemical coal.
Yeah, that part of Forestry looks nice. Although so far i've have yet to have any want for oil or fuel as the spouting deposits have huge amounts of oil in them.
In my 1.8.1 world i've got a fuel tank that goes from the uppermost bedrock to the top build limit and it's like 80% full of fuel right now. I've also got 12 combustion engine making IC2 power via a converter. (they also power the 3 refineries off an on but those engines don't use that much fuel)
though I wouldn't exactly say no to hands off bio-fuel generation without having to go out and set up a pump and a teleport pipe.
nice, thanks for the info.
seems like it's possible to automate a tree farm with a RP2 desployer on a ~20 minute timer then, provided you keep it supplied with tree taps.
And addon makers tend to update rather frequently all things considered. Plus, new versions of IC2 are normally compatible with old addons. It's only addons that rely on IC2 "non API" base code that breaks when IC2 updates. And that doesn't necessarily have to happen either.
Not exactly. The 1.23 -> 1.337b compatibility was sort of a one time thing. 1.15 addons (for 1.7.3) weren't compatible with 1.23 (for 1.8.1) when it came out.
Probably TMIed all of it anyway.
Wow.. nice, see a system like that and the first assumption is "cheating"? Insulting much?
I could *easily* make something identical to that in my current IC2 world. i've got a half stack + 8 *blocks* of diamond for use plus a good 40 glass fibre cable in a chest. (dismantled a project and had the leftover cable)
(I had that happen to a CPU cooling fan on my computer many years ago - had to replace the processor and motherboard as a result)
Ouch.. The worst along those lines that I had happen was I lost a fin on CPU heatsink assembly somehow. I forget how but I suspect it was while I was in there mucking about sometime.
Got fortunate though, despite the extreme overheat (this was an Athlon XP 3000+ I think) of 90C+ *twice* the processor and motherboard survived. Got a bit lucky there.
although extreme overheats like that supposedly aren't possible anymore, thankfully.
what is the easiest way to measure EU loss? Or is there one, outside of calculation?
"easiest"? there's only one in game, a EU reader while knowing exactly how much is being input.
The other is just looking up the EU/block loss number on the wiki.
I haven't been able to find a clear answer to this anywhere, only hints.
Does sticking transformers\storage blocks in your cabling 'reset' the EU-loss due to distance?
in short: yes, at least for Bat-boxes, MFE's and MFSU's, I would presume transformers as well but that requires a step-up or step-down action.
makes for slightly bursty energy transmission unless the source delivers an even 32, 128 or 512 but it evens out. I've got a few MFE's between my nuclear reactor and the mass fab and everything makes it through no problem. (though I can remove half of them now that I know glass fibre is 39 losless and not 19)
I tend to use the filler to put back all the unneeded cobble and dirt - there's usually enough to almost fill it up.
That's why I like IC2 Miners better - they harvest from the same amount of area, but they only collect cobble that's directly in the path of the shaft to whatever real resources they are after. And if it comes across lava, it doesn't stop providing you have a pump.
personally I don't like miners for just those reasons. leaves the underground a royal mess vs. a nice, "clean" hole. Call it a personal choice/thing/whatever. I also usually fill in any holes in the walls as it goes if I get there in time. Has lead to more than one quarry "mining" a several torches as I shuffle the thing to the side some if there's a cave I explore.
plus I can re-purpose the hole should I so choose. in the IC1 (1.7.3) days I turned my first quarry hole into a cactus farm to feed some recyclers.
as to lava? isn't much of a problem if you flood the hole, with a default size quarry I think you only need 1-2 buckets of water in a corner. any lava automatically becomes obsidian and mined.