Posts by Voker57
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I'm having a problem with remote themal monitor: after some time they somehow lock themselves out of energy network and don't receive any energy, so they don't work and blow up my reactor. Replacing them temporarily the problem, but previous positions (now empty spaces) still attract cable branches for some reason.
Also, this message appears when bug is triggered:
Code:44:18] [Server thread/WARN] [IC2.EnergyNet]: EnergyNet.addTileEntity: shedar.mods.ic2.nuclearcontrol.tileentities.TileEntityRemoteThermo@2d0a773a (shedar.mods.ic2.nuclearcontrol.tileentities.TileEntityRemoteThermo@2d0a773a) is still conflicting with shedar.mods.ic2.nuclearcontrol.tileentities.TileEntityRemoteThermo@451c5b9f using the same position (overlapping), aborting
mod list:
ComputerCraft@1.75,flansmod@4.10.0,malisiscore@1.7.10-0.14.1,NotEnoughItems@1.0.3.74,ProjRed|Compatibility@4.7.0pre12.95,ForgeRelocation@0.0.1.4,CCTweaks@0.3.0.2,BuildCraft|Silicon@7.1.14,MrTJPCoreMod@1.1.0.33,Forge@10.13.4.1614,IronChest@6.0.60.741,ProjRed|Expansion@4.7.0pre12.95,ForgeMicroblock@1.2.0.345,BuildCraft|Core@7.1.14,CodeChickenCore@1.0.4.29,ProjRed|Integration@4.7.0pre12.95,BuildCraft|Energy@7.1.14,RelocationFMP@0.0.1.2,IC2@2.2.815-experimental,mcp@9.05,ProjRed|Transmission@4.7.0pre12.95,journeymap@5.1.3,<CCTweaks ASM>@0.3.0.2,BuildCraft|Robotics@7.1.14,ProjRed|Transportation@4.7.0pre12.95,FML@7.10.99.99,inventorytweaks@1.59-dev-152-cf6e263,BuildCraft|Transport@7.1.14,McMultipart@1.2.0.345,cfm@3.4.8,ProjRed|Fabrication@4.7.0pre12.95,BuildCraft|Factory@7.1.14,ProjRed|Core@4.7.0pre12.95,FloodLights@1.1.1-120,ProjRed|Illumination@4.7.0pre12.95,IC2NuclearControl@2.3.4a,Forestry@4.2.6.54,weaponmod@v1.14.3,DyeableBeds@1.7.2 R2,ForgeMultipart@1.2.0.345,malisisdoors@1.7.10-1.13.0,BuildCraft|Builders@7.1.14,OCS@1.7.5,MCFrames@1.0
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Pretty straightforward 3.67 eff no double/quad cell reactor, Mark 1 EB:
http://www.talonfiremage.pwp.b…6oe6bditufz41iedoknlfq8e8
165 EU/t, zero heat, no reflectors, some free space, not sure what to do with it.
Materials:
244 Copper
81 Tin
0 Bronze
260 Iron
18 Gold
7 rubber
8 redstone
2 Glowstone
2 Lapis -
Hops/coffee anyone?
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If you stand on piece of wire and jump up, you can't place wire under yourself. Same goes for sneaking to edge and trying to place an adjacent wire. This makes placing wire lengths very complicated and was not present in past versions.
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Does anybody know any map-renderer like Overviewer, or config for one, which supports rendering IC2 blocks?
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In SMP, rubber trees grow new holes eventually, but you can't see them appear until you reload chunk or relogin to game. If another player logs in, he can see chunks at that moment.
Mods:
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Works now, thank you.
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Blog RSS seems to be broken for quite some time, there is javascript after <rss>: http://feed1.w3.org/check.cgi?…2F%3Ffeed%3Dcomments-rss2
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supllied CF sprayer doesn't seem to be possible to recharge once fully decharged
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Is there some kind of serious problem with including Luminators? Are they going to be reimplemented anytime soon? I seriously miss the industrial lighting they provided.
Also, are there some plans for including some way to switch the power flow through a wire on and off (or between directions)?
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Currently, you have to process all liquid substances (like lava, fuel, etc) by putting them in containers. That's very unconvenient for automation. I suggest that containers should be only used for holding them in inventory, so you can fill the machine from fuel can and get an empty can and filled machine, likewise, you can use empty can to extract fuel from machine.