I hope you understand mcp_deobfuscate isn't being updated and basically whet you're doing thorughout the mod by importing stuff from IC itself and not just the API is cheating. You should find a way to do all of it with just the API!
Posts by viliml
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Very good addon, but i think you need to make config file to change recipes
He did
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For the LE crafting recipe: be sure to throw in gears, cables and electrolyzed water cells.
Quote from narc
It's progress, but it's not a release yet, and I'd feel weird having a long line of posts all authored by me, just reporting minor changes along the way to a new release. Edit: Although, if you think I should (maybe to keep up interest?), I wouldn't mind doing so.Of course! With time, we have nothing to report or conversate about, so you should keep us informed about everything, so we know you're still active and to maybe even help you a bit with the newest things.
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FINALLY DECOMPILED AND dEOBFUSCATED MY CODE!! WOOHOOO
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Suggestion:
Advanced acclerating Liquid UU-Matter Assembly Thingy-A highly advanced combination of Crafting Table, capable of using the inbuilt acclerator and the inbuild crafting table to assemble UuM at millitary precission. As liquid UUM is the onliest way to get things like 0,2 UUM, it is capable of only using the excactly amount of uum required +the acclerating cost. A circuit for example needs 250 mB for the refined iron, and that what is needed for the other components +Acclerating Costs. Do you understand what I mean? When not, feel free to ask me about my idea.
I think it's doable, but you'll need thaumcraft-like determination of UU cost, which would really be too much. But, it could be as a thaumcraft integration, where the sum of all it's aspects is the cost in mB! Also, when EE3's EMC get's finshed, it could be similar! -
I like that idea... so you could have full upgraded quantum suit.
ultimate solar helm
gravi chestplate
some form of new leggings
teleportation boots
I know EXCATLY how to make this work! First, make an empty boots class extending the quantum boots(thus copying it). Then, override the rightclick action, and make it give you a "teleport (insert cool name here)". In the class for that item, also override the rightclick action to teleport you to the clicked coordinates if you have the boots on! -
Try standing within 15 meters or so of a large mass at 1100 deg C or thereabouts, I guarantee you won't enjoy the experience very much at all the radiant heat is a real killer.
Yes, I know! But the post is very weird!
1. just very cold. --- OK so far
2. too hot to touch. --- You just said it's cold!
3. but as lava goes. --- WTOMG?!?!
4. Ice cool. --- EVERYONE KNOW ICE IS COOL!!! -
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I decmpiled it and saw the good biomes for the regular generator! Don't worry, I won't tell! I'll just say 2 things:
1. there are 2 good biomes(sorry, just had to say it)
2. AWSOME IDEA!! I love it! Those are the perfect biomes! Not really real-life, but it makes it very very interesting! -
Wait, if you have a config for good/bad biomes, then would'nt that reveal the regular generator's secret?
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Why? You could add 0.1 buckets of UU per block! Is that still too OP? If you still think that's too OP, you could make the upgraded freq-trans need 2 LC's worth of power for both linking to the accelerator and linking the accelerator to the machine, and make it use 10 additional buckets of UU per a half-block of distance, and triple it for each block in the way! Point is, you can always somehow remove the OP-ness!
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I do have everything! I already told you! I compile everything, and put everything where the readmes told me to, but it doesn't work!!! It has some problems with finding the class that I have checked and seen that it is where it is looking! I really don't understand the problem! It has the dependencies, and it didn't even get to the part where it needs mcp/src/common!