Posts by SimpleMajority
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quite possible I grabbed the wrong one initially. It works now, but I noticed in the screenshots you have all kinds of different alarm sounds for the howler. I only have 2 choices, default and sci-fi
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lol doh... let me try 1.1.8
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Thank you for information. Can you also specify the following information?
1. Are you able to open GUI of the Thermal monitor (standard and/or remote)?
2. OS
3. Forge versions
4. Installed Mods
5. SMP or SSP or both
6. if problem is SMP only - server type (vanilla or bukkit)
7. sneak key1. Yes I can open both monitor GUI
2. Windows 7 64bit (12gb ram)
3. 3.1.2.90
4. oh god, that is a list my friend
MC 1.2.5
Rei Minimap
ComputerCraft
-ccSensors
-Advanced Inventory Processing (think that is the name of the addon)
Buildcraft 2.2.14 (all modules)
RedPower2 pr5b (all modules)
ThaumCraft 2.1.5a
CraftGuide 1.4.4
-QuickGuide
-BrewGuide
EE2 1.4.4.1
IndustrialCraft 1.95b
-BCIC2 crossover 1.28
-AdvancedMachines 4.0 (Atomic's version)
-CompactSolars 2.2.0.5
-IC2NuclearControl 1.1.6
-Modular Force Field System 1.2.5Beta6pre3.2
NEI
-RP Plugin 1.2.2
Timber! (1.2.4)
WR-CBE 1.2.1
-Addons 1.2.1
-RedPower Client 1.2.1.1
think that is all of them...
5. SSP issue
6. Shift is my sneak key and it is not conflicting with any other bindings. -
So my first reactor was this one here. It wasn't easy building any of it.
http://www.talonfiremage.pwp.b…10101001511f21s1r14lflr10but on my test world I built another 6 chamber to test the alarm GUI in nuclear control (it isn't opening for some reason) and I did this setup for the reactor
http://www.talonfiremage.pwp.b…voejou9jbs6t3uf23i2nz0vswthe problem with the first plan is it eats coolant cells for breakfast... this design is running until the MFSU is full (about 20% now) and it hasn't killed a single coolant cell yet.
30 minutes into the cycle and I still haven't lost a single cell... Maybe my plan should replace the one in the sticky
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Okay my test reactor is up (sadly it is more eff than my current model) it is output 110 EU a tick. I have tested the standard monitor with both alarms attached. It resulted in not being to open any GUI for either alarm. I removed the standard monitor and setup a remote 5 blocks from the reactor and tested both alarms again. The result was the same, I cannot access either GUI.
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I will run tests on my testing world and get back to you on that. I used the howler as the screenshots showed it having a GUI.
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finally got a reactor running to check this out and WOW I love it... I am having a issue with the howler alarm's GUI as well I cannot open it. I have tried shift+clicking it, normal click (left and right), and even using the wrench on it. Other than that I love this addon, and my only request is to have live tempature displays from the monitors, not just using the thermometer to read the reactor temps. I would love to be able to walk in to the control and see a numerically display showing the hull temps and the cutoff temps.
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you would have to scroll back a couple of pages for my list... However, I have decided to remove this addon in exchange for the modular force field addon.
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I would be happy just to have the parachutes working again lol
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I had this problem too, did you put the IC folder from the RocketScience.zip into the IC2.jar??
Yes I did, and no it isn't dead, just the creator doesn't seem to active on responding to issues and just let the community sort through them.
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So I just tried the packed parachute and it didn't open up after 3 blocks, nor did it open after 15 blocks. I ended up cleaning my splattered body of layer 13. Is the parachute bugged?
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Okay after two days of searching I found out that the issue is in RailCraft. It is not a ID conflict, but most likely a coding conflict. I removed it and now everything is working fine. I can't wait to start building my missile base up.
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Still having the same problems. I checked all ID's and there are no conflicts at all, but I cannot craft anything from rocket science. It is installed properly, jar is in the mod folder and I replaced (removed the original energy net classes) the energy net class files.
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So I just watched a video where the guy installed 1.95b and rocket science .89. He got his working and I followed every step to the letter. Is there a conflict with any of my mods that I am unaware of??
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I am only going off my initial experiment.
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I am having a odd issue. I have Modloader 1.2.5 and MCF 3.1.2.90 first off, secondly I have 1.95b of IC^2. My issue is that I cannot craft anything from rocket science. It does not show up in creative, NEI, or CraftGuide. I tried to make a parachute, fusion reactor, and superconductor. Nothing appears in the output window at all. I am not getting any errors or ID conflicts at all. So I am wondering if it is a conflict with another mod.
Edited to add:
I think I see what is wrong... this wont work with 1.95b? MinecraftError gives me this statement:QuoteError report complete.
Well that one was easy.
You installed mods with a minecraft version different than the one you're using.
This hasn't happened before until I installed this mod.
My mod list:
it is much easier to just post a screenshot of the list hahaha... -
Creating a system to pump lava out of the ground is easy. First you need a IC^2 pump, then you will need the following from RP2 pr5b2:
2x grates
1x pump
??x fluid pipe (?? changes based on the distance to your lava source
32x thermopiles (I think, still tweaking this step out)
1x Battery Box (at minimum)
??x blue alloy wiring (again amount changes on distance, and this is to connect your pump to the battery boxTo set this up you will need a to place the grate on the ground and then build a wall around the grate. Then place your IC^2 pump so that there is a 1 block space between the grate and the pump.
Below ground (assuming) you will set the next grate in the lava source and use the screwdriver to change the grate's orientation so that the connector is pointing upwards. Connect the fluid pipe to your RP2 pump and then build a thermopile complex.... Basics of building the thermopiles can be found on the internet.
Now connect the blue alloy wiring to the pump and set a switch next to the pump and turn it on.
Now your pump will be sending lava up to your IC^2 pump and you have complete automation.
Picture examples of my pump test:
Topside images first:Source level images (do apologize for the quality):
////****** NOTES AND WARNINGS ******////
WARNING: Make sure you have the pump above the exit grate, as the RP2 pump WILL continue to pump until either a) the source is empty or b) the lava reaches some sort of ceiling.Note: The nice part of the RP2 pump is that is can path find looking for lava source blocks. This makes draining a area so much easier and limits the amount of times you have to check on a source.
Note: You will have to monitor your storage to prevent the lava cells from ejecting to the world, although in my setup that breaks the circuit from continuing. As the new empty cell is not called until the lava cell passes through a item detector.
WARNING: make sure you build some sort of barricade to protect your lava source from a accidental water bucket spill... I didn't and ended up destroying the source.
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I don't trust anything when people with 1-2 posts are the only ones getting it to work. On top of that the OP has refused to disclose how he is getting around the MLMP removal with this patch. I will wait for the OFFICIAL RELEASE of the IC2 update.
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First off how do they prove you downloaded anything from their site as you need no login information to download the client or server?