It does - yuou just need to use one of the newer fixes by arsenic or CPW - they're a few pages back.
I can no longer imagine IC2 without these machines!
there's a seperate thread for them now in the "Pending Addons" section
It does - yuou just need to use one of the newer fixes by arsenic or CPW - they're a few pages back.
I can no longer imagine IC2 without these machines!
there's a seperate thread for them now in the "Pending Addons" section
for lava cell of course
it wasn't my idea though, my friend set up the Portal and he got this idea, since Solar System cause major lag to us (each person use like 50-75 Solar panel) so we want other energy source.
i heard about Bucket Filler BC, does it useable in SMP???
look up direwolf20's videos, i've seen him use it fine on the server he plays on.
Thanks for your work on the mod - but seriously? 14 UU-M (and a diamond!) for a device that pulls 8 EU/t? I guess it goves me something to do with my extra UU-M but it seems expensive. It'd almost be cheaper to make a reactor.
yeah... reinforced glass in place of the iridium seems more balanced to me. The one picture seems way to expensive.
Once CPUs are finished you will be capable to construct some sort of "overclock" blocks, which will double nearby machine speeds, while quadroubling their EU usage.
Stackable effect.
ooOooo shiny, I like, I like a lot.
Display MoreThe water might save one or two of the surrounding blocks.
For the absolute worst case scenario of a CASUC/CARUC reactor you want 4x ReStone in every direction. There are going to be some areas which you'll want or need to expose in ways; so a perfect cube shell of stone around it won't work. You want to make sure you get all of that shielding in place AND fit it all, redstone, blast protection, within a 16x16 chunk (an actual game chunk, hit f3 and the X / Z coords must have the same non-remainder part for divide by 16; that is every X and every Z result must be the same, but the results of X and Z need not match each other).
Edit:
Additionally I've seen partial chunk loads on slower network connections. I'm not sure if it matters since the server needs to unpack the chunk anyway, but I also try to fit my reactors within a multiple of 16 on the Y direction.
these were full 6 chambered reactors filled with uranium, 2 layers was enough to contain the blast.
oh, as a side note: 3 layers of reinforced stone is *not* enough to contain an actual nuclear bomb block.
Says the guy with a giant crater in his test world. again... The last one was the rocket addon, I sorta oopsed and didn't set a destination, missile came down on my head and blew up half the stuff I was testing. kinda like this time. The nuke took out half the stuff I was testing.
oh well, they're only test worlds, time to start another one!
epic mod man. i made a BIG buildcraft bucket kill system to automatically produce the fuel. plus i cant wait for SMP support, might make an appearance in direwolf's server lets play XD or at least his single player one coming up.
Now what did those poor buckets ever do to you to warrant being killed on a mass basis?
(yes, I know it was a typo but I couldn't resist)
Yet another fit of boredom inspired test here. Note I did use TMI but that's mainly because i'm not going to make a 6 chamber nuclear reactor bomb legit just to blow it up.
anyway, standard advice is to use 3 layers of reinforced stone to contain a blast, so I set up such, complete with water surrounding the thing as it would be in a legit setup and one small hole to shut the thing down. (so I could load fuel without it going *bang*) Anyway, it did contain the blast adequately and left a nice hollow shell. Didn't have chance to put a door in, had an oopsie with the water so it went off early
so yeah.. built a 2 layer reinforced stone box surrounding the reactor, complete with a mini-shroud covering the redstone shutoff, this time with a reinforced stone door. (one of the reactor chambers exposed for loading.
set that little bomb off and ran. The only real weak point was the redstone shutoff hole, the rest mostly held. There was a hole or two but no damage to the surrounding terrain.
as an aside: how much water helps? does it help putting water around the chambers as well or just the outer corners of the reactor?
I think TMI may work for it.
Personally unless you're using it for a test world you should really be aiming to make it legit.
nope, TMI in multiplayer will only automate a /give command. If the command won't do damage values than TMI won't deal with it.
why dont change the file names then to 1.23, so its easyer for everyone, cuz it says 1.15
seriously? You have a brain, use it... look at the original post author, look at the person who did the fix.
the original post author isn't around to edit his post.
update LWJGL
Edit try it manually dont use mcptcher
yeah.. MCpatcher is an interesting idea but it's badly implemented. It never really works right.
Also: (to the original poster) what are you installing into the jar? BTW aside (personally i'd say leave BTW out of it.. it's too annoying to install and update) the only thing that should be in the jar is Modloader, ModloaderMP and the forge. everything else goes in the mods folder.
<snip>
java.lang.RuntimeException: RedPowerCore: BlockID 210 exists, autoAssign is disabled.
<snip>
Without Redpower installed it works fine, from narrowing it down it only crash when coupler and redpower installed.
there ya go, one Block ID conflict, hold the mayo.
Better to just start again with a fresh minecraft.jar and not install ID Resolver and just tweak configs when you run into ID conflicts like that.
Also, in the future, put large blocks of text like that in spoiler tags so it doesn't spam everyone else.
I like the idea of a combined machine but it's a bit overpowered with the scrap and *way* overpowered with the 2 ore in and 5 bars out deal.
Display MoreI have did my best to figure out why I am getting crash screen, and when I install the required mods and when i try to start with Redpower 2.0 3b I get crash
Modloader
ModloaderMP
GuiAPI
MinecraftForge
ID Resoultion MCForge Edition
IC2
Buildcraft
Coupler
No Crash
When I add redpower2.0 3b it crashies
Anyone else have this issue?
define: "Crash" we need more info than just "halp! a crash!" namely, a crash log. look at Modloader.txt, Personally i'd say start from scratch without ID resolver, i've heard of more problems with that than it does good.
Can we say horribly broken? I knew you could...
"The EU needed to duplicate an item is about the same as the amount needed to produce 1 piece of UU matter" this alone would render a mass fab useless, making diamond creation *8 times* cheaper by requiring the equivalent of one piece, not 9.
I'm using this design on a server where i've got a reactor with 2 chambers. ClickHere
i think its a nice one because of 2eff and it can run a long time without a cooldown, and the 4cells give 8kk EU.
2 efficiency? There's Mark 1 reactor designs that are better than that...
When will you be posting the updated version of advanced machines for IC2 1.23?
your at least the 5th or 6th person to ask that in this very thread... read it before posting.
Can you please post a more in depth instruction as how to install this addon, i really like the idea but every time i try to install minecraft crashes. '
Thanks
and another one goes "Halp!" with precisely zero info.
Do you already have IC2 working? what version? which version of this mod did you grab? the one on page 1 isn't compatible with 1.23, you've got to go back a few pages to get one that is.
I think the biggest difference in install is the zip process. I used windows zip file manager to mod the jar in win. What order did you dropl the jar modifying ones in?
shoudln't matter much, just look up one in $package_manager. I know 7-zip has a linux version but i'm not sure if it's got a a GUI there or not.
Still, nothing much will need installing into the jar, namely: modloader, modloadermp, the forge and BTW.
It's not an issue of speed, it's an issue of capacity. You basically have to babysit the thing if you want to get any useful amount of scrap from it. It just needs a bigger hopper - and perhaps an extra output slot (but that's not strictly needed).
The basic recycler can chew through a stack of whatever in about a minute - and you get maybe 8 scrap for it. Wouldn't it be nice if you could load several stacks in, and tend to it say, 10 minutes later and get a stack of scrap?
again... why? just use Buildcraft, the only reason the others have a bigger hopper is because you can get that much output with a single input stack.
Going to try to assemble myself what I would consider the mother of all mod packs and runit on my linux notebook. Anyone have experience/advice for mod installs in linux or with getting this particular combo to work? I ran into some idea conflicts with this when I added eqex due to bc2 bucket filler. What's the easiest way to fix these?
Eek.. doable but you may have to leave out either BTW or EE (personally i'd say EE.. it's horribly broken, game balance wise) as there might not be enough Block IDs
IC2 + BC2 + RP2 are easily doable without any Block ID reassignments. I did have BTW installed for a while but I basically wasn't using it and it was a major pain to update (in the jar only... no mods folder... no thanks) so I just ripped it out.
Either way BTW, RP2 and possibly IC2 you'll have conflicts there.
so the main advice is take it slow and do things one at a time.