I'd suggest posting this on the IC2 section. Also, pastebin the logs since your host blocks my country.
Posts by RichardG
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Several people told me on IRC that "NotEnoughItems is better". Now let me post a screenshot to clear out that it doesn't show the recipe for IC2 machines, but instead what can you create with those machines...
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On this problem, direwolf20 is testing a new version which uses phantom stacks, so we don't actually use twice what's needed.
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This simple mod adds IC machines (macerator, compressor, extractor) to CraftGuide. Obviously requires CraftGuide. Can be installed on the mods folder.
v1.2:
- New textures by libraryaddictv1.1:
- Now shows output quantitiesv1.0:
- Initial releaseNotes:
- Excuse the sloppy art. If anyone can do it better, please tell me! -
NuclearStudent, I'm until now trying to find a way to implement static boots.
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You can apply the patches on Windows using gnuwin32, but the gnuwin32 patch (also used by MCP) needs patch files to be converted to CRLF due to a known bug.
Use Notepad++ to convert the patches to CRLF and use this batch after decompiling with errors:
Code@echo off cd src ..\runtime\bin\applydiff.exe -p0 <..\minecraft_ic2.patch ..\runtime\bin\applydiff.exe -p0 <..\minecraft_server_ic2.patch
EDIT: Why is Forge requesting obfuscated classes as method parameters?
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C'mon, I need people to test the SMP version, see if it's bugged or causes overflows. I didn't really test it outside localhost.
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Confirmed working with v1.43 as always, I just forgot to say so.
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12. No Mods other than Buildcraft, and Industrial crafts are allowed on this server... Contact me if you have any questions for exclusion. (XRAY, And Toomanyitems... are on my hit list, dont ever try them... as i said ONLY buildcraft and industrialcraft)
TMI is harmless on a server when you're not op so why?
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Wasn't HeightMod incompatible with Forge?
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Note that for some people, updating LWJGL is a pain. If I try to update it on my system, Java crashes when the game starts.
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Let's see if they're at least half decent with block IDs now. They are going to have to change the block IDs to fit the new 1.0 blocks, making worlds incompatible. Another worldbreaker is that the end overwrote their dimension ID, they will have to change that too.
(or at least hope they don't edit yy and acy so ID Resolver works...)
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That mod is pretty impressive for building automated factories, except the crafting pipe should link straight to the crafting table... I mean, who would be bothered to use DOUBLE the needed materials to make a factory using logistics pipes?
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1.0 blocks
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Sheesh now. This topic is about solar helmets, not copyright laws.
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They are stealing our mods, our traffic, our adfly/adcraft links, our donations, our support forums, our IRC channels, our effort, everything. I did that to try to prevent the mod from being bundled with and installed alongside Technic, and to discourage people from using the pack.
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Or Redbus.
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>half an hour later
>Generation Time: 27 mins 15 secsThere's your problem. Your reactor is a Mark IV and had a reason to explode.
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v2.5 and Bukkit.
- Bukkit port - there may be bugs, why in the world would canBlockSeeTheSky be isChunkLoaded?
- Fixed lappacks not being recognized by rightclick
- Solar helmets now respect the fact deserts have no rain -
v2.4 and SMP! I am excited as much as you guys are.