I wonder how long it'll take until i gets changed again...
Posts by Aroma1997
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Hello. I have some trouble getting compact windmills to work. I have:
CompactWindmills+v.1.0.2.0
industrialcraft-2_2.0.70-experimentalthe problem is the as soon as i put down a windmill the game crashes and here is the report
if someone knows whats the problem could be please help because the windmills look so good , thanksI am aware of that and there is an update available.
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Yes, you can use CompactWindmills in your modpack, if you credit it properly with something like "CompactWindmills by Aroma1997"
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This mod looks kind of good. How stable is it.
Well I haven't had any Crashes or so, so from I'm aware 100% stable.
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This also doesn't work for me with 1.62. I'm using IC2 401.
It shows in the mods menu (game main menu), and nothing gives an error. I can't see the recipes, and the recipes don't work. Also, the config file is generated, but empty.
What version of the PR are you using? And do the Items show up in Creative menu? -
Try setting:
B:useIC2Stuff=true
to false : B:useIC2Stuff=false -
The second one is when i give the windmills to my character( /give Dracul 2790 64 1 or 2 or 3 or 4) the system crashes. When i enter the game after that and i wanne open my bag with e it crashes again.
That is, because you have a Windmill in your inventory with the damage value 5 but the windmill with the damage value 5 doesn't exist. Remember The windmills are damage values 0, 1, 2, 3, 4. There is none with 5.
And I did not completely understand what your first problem is.
Could you please also write, what minecraft, ic2 and CompactWindmills version you use? And what config options you enabled/disabled there, because I assume that is a confi issue.
AND MOST IMPORTANT: To help you, I need the whole crash-log file! -
A polishment :
Allow the windmills to use GregTech turbine blades, for respective efficiency it shows, with duration = durability of rotor * 10 secondsConfigs :
UseIC2Energyformula : true/false
#Use the IC² formula (wind strength, weather, etc) or not for energy generationRequireRotors : true/false
#Requirement of rotors to make a windmill generate energy. If set to false, rotors are purely aesthetical.RequireMaintenance : true/false
#Will cause rotors to take damage over time, requiring player maintenance. If RequireRotors is false, this is ignored."Insertrecipethinghere" : true/false
# "change between possible recipe sets"The mod has been developed to something very nice so far, those rotors 3D rendering looks awesome.
Good Job for the nice mod.Hmm...
I still have other things to do before that. (Remember, i said something like BC power output...?)
But let me think about it. I will maybe start coding in a week or so I think I did enough coding during #ModJamThanks, for giving me ideas.
1rst thing: I'm not that good at making recipes, so if you want to have a config option, please give me the recipes, not only "Hey, can you make new recipes".
2nd thing: I never did anything with GregTech (not even play with it), so I probably won't be able to do anything to do with GregTech in CompactWindmills.
3rd thing: The require maintenance option will never be there, because if people have to use rotors, I want the rotors to be like I made them.Still thank you. I will definitely change something, but not right now, maybe somewhen in future.
I'm still working on the mod. I didn't stop doing stuff with it, just because there is no new version. -
Hello, Is there any way getting this mod for 1.4.7?
Thanks
Nope, because it wasn't developed for 1.4.7
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Edit: Sorry, the config didn't generate before for some reason, might be because I was using Magic Launcher and testing or whatnot. There's no text in there however?
This is pretty great, but can we have a config please? It conflicts with the Twilight Forest IDs, and it would be far easier to change the IDs of a few items of your mod than all of the IDs of Twilight Forest items. For now I'd rather just not use it even though I would love to =/
For me it works...
Does Minecraft give you any errors in the console when you start up the game? -
The latest one you have posted 1.0.2.0.b1
Ok, so it's in the beta...
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I noticed with the rotors that their damage value does not retain its info and resets itself.
I am playing SMPUsing 374-lf IC2
Forge 737Sorry but i cant give much extra info, no crash log or debug errors.
Edit: It was fixed by respawning the rotors. I have a feeling it may be related to my Daylength addon and many server restarts, Probably not your issue at all
What version of CompactWindmills are you playing with?
I have the same problem in smp but only in the latest DEV build. I'm already working on a fix. -
Cheaty? It is the best way to make energy from single block windmills, by analyzing their mechanics and engineering them.
Compact windmills currently has no complex mechanic for production (doesnt care about wind), no breaking due overproduction ( EU/t > 5X, with X being the respective number of windmills compacted).Don't worry I'll implement something for breaking because of overproduction! (WHEN I'M DONE WITH THE FUCKING ROTORS!!!!)
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Edit : Images for recipes would be a nice thing...
I wonder why they're there, now...
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For those of you who want to know, how it's going, I have a version ready:
Version 1.0.2.0.b1 for MC 1.5.2 -
SpwnX Thats why I have my Lappack that does not even use Invenory Space!
Yeah, but Armor Slots are more valuable than Inventory slots.
You don't have to use it, if you don't want. -
A nice, even tough its old, idea, and a nice mod. But you are allready capable of portalbe recharging stuff using RE Batteries. But still, a nice mod.
Yes, but RE-Batteries are not automated...
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This mod adds a new kind of energy storage. The energy storage item is actually special, because it will charge stuff in your inventory, if you have both in the inventory, the item you want to charge and the Portable Recharger.
The different tiers:
Small Recharger:
Medium Recharger:
Large Recharger:
Huge Recharger:
Download:
Version 1.0.0.6 (MC 1.7.2)
Version 1.0.0.5 (MC 1.6.2/1.6.4)
Version 1.0.0.1 (MC 1.5.2)
Older VersionsChangelog:
Version 1.0.0.6:
Update to MC 1.7.2.
Changed recipes slightly.Version 1.0.0.5:
Fixed bug with recipes.Version 1.0.0.4:
Updated to new Minecraft.Version 1.0.0.3:
Fixed config derp.Version 1.0.0.2:
Updated to MC 1.6.2.Version 1.0.0.1:
Changed recipes.Version 1.0.0.0:
First initial release.
Issues:
If you find any issues, please report them in this thread or at bitbucketLicense:
As of the copyright terms (http://www.minecraft.net/copyright.jsp),
you accepted when you purchased Minecraft, the owner (in this case me,
Aroma1997) has full rights over his modifications despite use of
Mojang's code.1. Liability
I am not responsible for any damage, the use of this modification
causes. This modification may not completely work with parts of the
Minecraft game. All damages caused from the use or misuse of this mod
fall on the end user.2. Use
Use of this mod is allowed without restrictions as long as you do not redistribute it.
3. Distribution and redistribution
This modification may only distributed where I upload and link it.
Without written permission, you are not allowed to mirror this
modification or upload it somewhere else. You are also not allowed to
make money out of it (adf.ly links etc.) or use any kind of link
shortener on the direct download links. It is not allowed to distribute
this modification in a mod compilation or a modpack, until you have
written permission from me. It is also not allowed to use my image
material or parts of it and redistribute it.4. Modification of the modification
It is allowed to decompile this modification and to edit this
modification. However, it is not allowed to distribute modified versions
of this modification or distribute the source code of this modification
without my written permission. -
I meant: MV thingy would produce like 400% of the first one but take like 1 600% the space taken by LV. Although, its price would be like 300 % of the LV. And it wouldn't only be "craft windmills together" ... I did not mentionned MultiBlocks, even though I think it'd be nice if each tier was a larger structure than the previous one.
But make no mistake: the space I mentionned is "space taken for maximum efficiency", so basically the are where you shouldn't put obstructions.
So that's what you meant.
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It's like the normal one is 1 block tall, the lv is 2x2, the mv is 3x3, the hv is 4x4 or something like that so It is bigger than a normal one and because of that, it can produce more. (like the turbines from Mekanism).
You mean Multiblock...
Will come in the future, but I have some other stuff to implement, that has a higher priority (BC Energy Output, getting the stuff done I'm working on right now,...), but it will come in the future.