Posts by mkire
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Suggestion: Read the Config
I have and i can't find it. I'm sorry to bother you.another suggestion: a tool that'd let you get seedbags without killing the plant, call them pruning shears maybe? they would cut down the crop to its first stage, and make a seedbag for the crop, or have a chance to make the seedbag.
Neowulf's For The Trees addon for 1.95 had pruning shears and an electric version of them, and i loved using them, it made crossbreeding fun.
Thank you for your time.
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Adjustable transformer: Is the main reason i'm going to use your mod. I think that if you switch to packet size buttons, i would like an extreme low voltage setting as well, because there's been times i wished i could use tin cables to transport power from places without losing anything. Generally for wind-farms, but i've also had that desire with solar flowers that i had in remote areas because i didn't want them as part of the aesthetic of my home.
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For the first, correct, they need a consistent 32 EU/t or 128 EU/t or whatever the recipe calls for for the entire duration of processing whatever recipe they're attempting to process otherwise the process will restart. EU splitter cables help immensely with it.
For the second, base machines are untouched; sounds like an ID error if they're not showing up.
Thank you.And you're right, it is an ID error. It makes me long for id-conflict crashes, those were easy to fix because they said what was conflicting instead of needing to figure it out manually.
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That means you need to supply constant eu/t to GregTech machines to make it works properly.. i.e if the config is true, bauxite dusts processed in Ind. Electrolyzer would stuck, if you didn't supply the controller box with constant 128 eu/t..
if i'm understanding you right then you're saying it needs a constant, consistant source of energy during processes or else it doesn't work at all?Another question: are the base powered machines (electric furnace, compressor, macerator Etc.) removed by greg-tech or did i simply not install things right? They're not showing up in NEI
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What does ConstantEnergyMachine=true in the features do?
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How well does this work in 1.110?
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maybe i just don't see it, but what is this mod?
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this version of the mod is no longer supported.
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hey fabricator, i love how this adds villages to more biomes. The Ocean biome villages are great looking.
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so, will your fusion reactor work for mincraft 1.25, or is it 1.32 only?
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I am happy to report no problems launching with seed manager and .103, I do not know if it will work should i make a seed analyzer/library
I am back, and it would seem that while it works for the most part, there is something preventing the library and seed analyzer from working together to automatically process unknown seeds inside the library. I will do more testing and attempt to figure out if it is something i am doing wrong -
it turns out forestry 1.8.6 doesn't work with IC2 .103, i updated forestry and fixed the problem
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Do i stick the 'core' mod in the jar?
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I am happy to report no problems launching with seed manager and .103, I do not know if it will work should i make a seed analyzer/library
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I am aware that this is for .97, but is it compatible with .103?
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I'm unable to get transformers 1.3a to run with .103, Though it is likely i am simply doing something wrong.
Forge Log attached.
Thank you for your time.
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@mkie
no thermal gens don't care if lava is source or flowing, and they are passive only or active only so active output is 25 and max passive is ~16 euCool.