It fills only to 9 so you'll regenerate health but you can eat actual food still and save power.
Ah, that explains it.
It fills only to 9 so you'll regenerate health but you can eat actual food still and save power.
Ah, that explains it.
wha? stand along with IC features? What uses does this have without IC? nothing, that's what... It's solely for converting IC energy to BC energy. The regulator pipes aren't usable with standard engines.
What? now I'm confused. This mod adds bigger chests, not power converters or whatnot. You want twelve A, right along the corridor. In other words, this mod ought to work perfectly without industrial-craft, as it does not use power for anything, nor even, aside from the industrial diamonds (which I think I can ignore safely), use any industrial-craft items.
I don't know why people have trouble redstone wiring these machines up... you guys DO know that you can place levers directly on the machines, right?
Ofc, Thats what Ive been doing for the past, uhm, Several server itererations.
The issue is that the newest version makes it so that the power works still at *low* level, meaning that if they are touching, not only is the one you place the lever on powered, so is any adjacent one. I have now taken to placing levers on the floor in front of them, although my power sources is now suffiient to supply them fine.
I would quite like a tier1 scuba helmet: Short battery life, gives ONLY water breathing (doesn't fill the food bar).
Being fed by the Qhelmet feels too much like cheating.
Thinking on that. Is it a bug, or is it intended to have the food fill only to 9?
Personally, I don't touch any of the advanced machines until I can support them idling all the time. I realize this is more troublesome if you are trying to setup deep mining base where solar and wind power aren't feasible.
Unless you have Buildcraft tubes taking up your space or something, you just have to put a block next to them and power that, say on top, in order to control them individually. If you aren't using Red Power 2, you could use arsenic87's hotfix, which neither has the indirect redstone thing, nor has forge ore dictionary support that cpw's hotfix has. Just some thoughts for ya.
Yea, i would avoid doing that, except that I wasn't thinking that hard at the time. I could easily attach a block on top of each of them however, and power them like that, so I think I will do that, at least if needed (isnt needed now however)
Yeah that's something that patcher added, they indirectly receive redstone power from an adjacent block that is directly receiving redstone power, advanced machine blocks or otherwise.
I personally do not like this, as it makes it harder to manage their power early on, when you cannot support them that well.
Display Morei plan to make the Projrktor Modual in next DEV build
only 2 Modes Cube and Shpäre ...
2 Upgrade Blocks:
"Projektor Subwater Upgrade" = aktive a the Subwater mode
" Projektor Dome Upgrade" = chance cube to halb cube and Shpäre to dome
hm
if a overlapped block is destroyed he will replace INSTANTLY i check it 1 x per secound ... it will not work for you or only to slow ???
Yea, it still lets you fall through the field if you are fast.
Could we get a dome mode that acts as a sphere, without leaving the below ground part open?
Also, is it possible to reinforce overlapped blocks to make them impenetrable, or if destroyed to INSTANTLY replace them/instantly disallow movement through, possibly with a knockback effect?
Very much an invaluable mod. I seriously wanted equivlent exchange on my server, but then this showed up, and I was like "Never mind", since we mainly wanted the alchemecal chests (I find much of it to be a bit OP)
Edit:
On SSP works fine, SMP not testet yet, but there is one big problem (hope i's a bug and not a feature)
you cannot use Solar Generators wich are in a forcefield...
Oh dear, Do you think we can get Non-UV shielded Force Fields?
Hey there, cool mod but the only problem is that it doesn't work. I drag the zip into the mods folder and it doesn't work. Please help ! I have the following mods installed:IC2 (v1.23),Buildcraft,Equivalent Exchange,Wireless Redstone,RedPower, and an add-on for Buildcraft.When I try to run the game with your mod, the game just crashes.
Also is there an updated version of this for Industrial Craft 1.23 ?
If you read the OP, as well as the thread title, you would, via common sense, assume it is not yet updated for 1.23. This means that installing it to 1.23 would not work. However, if you are silly enough to ask for an update, which was already done officially, You would quickly be flamed about how a few pages back someone made an unofficial update for it, which happens to work perfectly, and that noone should be expected to know about unless it is stated either on the OP or the latest page.
So yea, Go back a few pages, there is a workable version there.
Display MoreI got a problem:
If I try to install it, it says:
java.lang.IllegalArgumentException: Slot 199 is already occupied by BlockAdvMachine@166ff9c when adding buildcraft.transport.BlockGenericPipe@1179c1c
'm using buildcraft v 2.2.1, and as I can think of with my little knowlede, the block-ID is already occupied by a buildcraft pipe (?)
Can anybody help me, please ?
Your thought is correct. Go to the Buildcraft config folder, go to the config file, Open the config file (notepad, wordpad, any text editor works), and find (search is preferable) the pipe with the Id 199. Change that to a new value between 0 and 255 (note that it has to be unused, so some trial and error is required, pretty sure also that base minecraft uses all of them below 100)
congrats, your person #32,875 to make a post without reading a thing. READ THE FLIPPING POST FIRST.
It has been updated, albeit "unofficially" a few pages back.
Because the origianl post does not so much as mentine the existance of this fix, I see no reason for people to so much as think it might even exist. Heck, I had no idea, and kept telling my friends on my server that we will be able to remove the array of 24 macerators as soon as this mod updated, woefully ignerent of the fact that someone had already done so, but that fact was hidden a few pages back.
Luckily, I now know the truth, thanks to your post.
Thank you.
Did anyone here bother reading the suggestion compilation? Because this has been in the rejected list many times.
Honestly, I think the first thing a PVP mod needs is to have a bunch of reduced price recpies. Nothing is more frustriating than spending several hours producing the resources for your base, then have it all vanish in a puff of smoke in 15 minutes. Spending 80-90% of your time collecting and crafting does not make for fun PVP IMO.
Obviously this would require overwriting the recipe files.
Try making 8 uranium cells out of 1 uranium ore its impossible. Best you can do is come close to that with tons of babysitting.
Indeed, as you do, even with a perfect breeder, have to use uranium cells to enrich the depleted cells.
The mining laser needs to recharge twice as fast if it is placed inside a MFSU.
Meh, I think that everything should recharge at range X in a bat-box, rate 2(4)x in an MFE, and 4(16)x in an MFSU
Not only that, but I think everything should be able to charge in any storage block.
Display MoreThe simplest and most appropriate solution to this by the developer would be to add a simple configuration variable to set break % for eachblock. Let the players/server owners decide what that chance should be along with provided default-values.
No need to debate back and forth as to whether or not it should happen. The devs vision is to let it happen. Some users/server owners don't want it to happen.
Meet in the middle.
Problem? Solved.
QFT
yes that is true but in real life there is always new technolgy comeing out. so most compaines who want to be most efficient install and use new machinery in their factories and what do you think happens to all their old stuff......... its thrown away into a junk yard or recycled.
Ah yes, makes me thinkg about making the broken machines dropping broken machine parts, like a damaged circuit, cracked energy crystals, etc, and you stick the crap in a recycler, and it shoots out the resources (most of them) into a nearby chest. Hows that for recycling? Also, explosions, like say from a creeper, would cause the same pile of broken crap to drop, so you could probably get all but a few redstone, cables, maybe rarely a diamond, back.
This is awesome. And it appears to be modular. Now, all we need is a blueprint.
No, I'm pretty sure he/she meant that he/she wants to know where to download this addon v2.0. Like the version before 2.1, which is the current version of advanced machines.
Oh, Hmm, Well, some mods have the previous versions in the front post, but as this one does not, I doubt it is available anywhere unless someone else still has it, or it is uploaded again.