Posts by rladngus

    Second slot : Additive macerating.
    One example : Insert one coal/charcoal in the second slot then 64 iron ore, get 128 refined iron dust which when smelted gives refined iron.
    There are other recipes, but i can't remember.


    Place 16 overclockers on your macerator and it will be faster than anything, processing one item every tick (1/20 second), at a 5x cost per item processed. [4000+ EU/t line needed to maintain]

    Thanks, that helped. Do you know where I can look for all the additive macerating recipes? is there a wiki somewhere?

    is there a tutorial on how to use these advanced industrial machines? I checked all the links in the OP and none of them give a clear insight into the addon. The original addon is outdated and the ones I installed from this one are inherently different from the original ones, so I can't rely Direwolf20's preview video linked in the original addon's thread.


    I'm especially concerned with the Rotary Macerator. I tried to get it to do Additive Macerating, but it just won't work. I put a stack of tin and a stack of copper, but it always only macerates whatever is on the left block, it never macerates the stuff on the right block, even when the left one is empty.


    edit: i didn't have the copper and the tin in the right places. Does anyone know where I can look up all the additive macerating recipes? is there a wiki somewhere?

    Some of the addon mods say they're updated for IC2 1.107. Direwolf20's season 3 sever LP features IC2 running in a 1.4.2 server. Direwofl even said that IC2 was ready for MC 1.4.2 and that it, along with many other forge mods, should be released on or before 1.4.2 even releases officially. But IC2 1.107 is missing from the public releases forum page and I can't even find any info on a "beta" release anywhere. Was it all just a lie?

    What the author said isn't entirely correct. EE basically blocks the fly function of other mods, so they will work together, but you will have to use the Swiftwolfs Rending Gale from EE if you want to fly. A whiles back someone created a patch that allowed fly functions from both mods, but he took the files down. Maybe if you find him and shoot off a pm, he might be able to help you.

    This addon not compatible with Equivalent Exchange !

    ah okay thank you very much. Will this "compatibility issue" be fixed in the nearest future release? EE isn't updated for 1.3.2 yet. But let's say it gets updated to 1.4 and Gravi chest addon is updated to 1.4 as well. Will it work then?

    I can't find problem in this error log with my addon.

    Could you please answer my question as well? How do I fly with the gravitation chest in MC 1.2.5 / IC2 1.97b? I charge it, press F, and see the HUD telling me that it's ON, and I double-tap the jump key (space) and nothing happens. But when the gravity engine is ON, it clearly drains power from the item, yet I can't fly around. Why is that??

    Can we haz screenshot?
    On another note I don't think that should overheat, but I'm not a Nuclear Engineer.

    It actually maintained the heat level pretty steadily at a certain heat value. It didn't cool the reactor down completely but at least it didn't blow up sky high.
    So I guess I was just a bit impatient.


    On another note, I have another question about the Miner block. Once the piping goes as far down as it can go, how do I bring the piping back up? Say, it mines all the orens within its vicinity and I place new ones around, but it can't mine the newly placed ones because the piping machine reached all the way down. Only way I can get it to mine those new ones again is if I destroy the pipes one by one all the way from below and restart the machine with new pipes.

    On MC 1.2.5, IC2 1.97b, I had a Nuclear Reactor with all 6 Chambers installed. I placed 2 Uranium Cells, 2 Heat Dispersers, and for one Heat Disperser, I added 4 Reactor Platings, and to all Platings, I added an additional 8 Cooling Cells. On the other Disperser, I only had 4 Cooling Cells. So in total, that's 18 cooling elements against 2 Uranium Cells. Yet, somehow... my reactor got overheated. I don't understand what I have to do to keep it cool besides dumping a stack of ice into the thing every minute. I know that all cooling elements store 10k heat units and the cooling cells cool down at a rate of 1 heat/tick while the plating cools down at a rate of 0.25 heat/tick (don't know about the disperser). Is it because all the cooling elements stored their maximum heat values and couldn't cool down faster than the uranium cells were producing heat?


    If that's the case then how does anyone ever cool down reactors without ice/water... Cell for cell, a uranium cell will ALWAYS outproduce heat than a cooling cell will be able to absorb and get rid of.

    The download page only posts the oldest releases for each version of Minecraft. But 1.103 for MC 1.2.5 has a pretty game breaking bug (EU moving between blocks without cables, "ghost e-net", etc), so I'm looking to downgrade to a version directly before 1.103 for MC 1.2.5 but I can't find it. Help?


    edit: sorry for derping around. I found the download links for the older versions.

    Generator will output EU to a storage unit even after cutting cables
    and/or destroying said storage unit. In the case of the latter, the
    generator will output EU into a "ghost" storage unit, meaning:


    1) generator will continue to produce EU, but not store it in itself
    2) if the generator was completely/partially filled before hand, and it ran out of fuel, the stored EU will begin draining.


    In the case of the former, the game or mod will not recognize that there
    are missing cables, and as such, will treat the generator and the
    storage unit as if they're still connected, meaning:


    1) generator will continue to produce EU, which will be stored in a
    storage unit, despite the fact that no cables are connecting the two
    2) if the generator was completely/partially filled before hand, and it
    ran out of fuel, the stored EU will begin to transfer to the storage
    unit, despite the fact that there are no cables connecting the two.


    A client restart / world reload fixes this bug temporarily. Meaning,
    generators that produce EU and are not connected to any storage unit
    will begin storing excess EU in itself.


    Simply destroying cables / storage unit after connecting the generator
    to a storage unit causes this bug to reappear, complete with all the
    symptoms stated above.


    I am using IC2 1.103 and Forge 3.4.9.171 for MC 1.2.5.

    EDIT: I am aware that this has been pointed out several times now.
    Well, let me take this opportunity to ask a different question then... from the look of it, the devs are releasing this fix in a soon-to-come future update to 1.106. But what about those who did not update to MC 1.3.2 yet, such as myself? I'm using 1.103. Are we gonna get a hotfix too? A 1.103b maybe?


    edit 2: looks like the only way I've solved this problem is by downgrading to 1.97

    What you're seeing is the bug initially reported under the obscure and opaque name of "#103 ghosts". What's happening is the EnergyNet part of IC2 (that which is tasked with moving EUs around through cables and storage blocks) is failing to notice when parts of it are removed (like cables, or storage blocks).


    The bug is still present in IC2 1.106, but will apparently be fixed in the next release. Probably.

    I've looked through the link you provided and also did a bit of additional searching by myself but I haven't found any hard fix to it... no links, no downloads, no guides, nothing. Just a bunch of people reporting the problem and maybe 1 or 2 tech guys speculating as to what it may be or what may be causing it.


    Is there really no fix for this? I can't update it past 1.103 since I'm not using MC 1.3.2. Doesn't seem that the bug is present in earlier versions though... should I downgrade to an earlier IC2 version?

    If I place down a storage block, connect it to the generator, and add fuel to convert to energy, the generator will place the energy in the storage block. Then, if I destroy the cables connecting the two blocks, the generator will still continue to produce energy, and that energy will somehow still continue to be stored in the storage block. If I restart the client, then the generator will properly produce energy and store it in itself. If I connect the two blocks again by cable, and destroy that cable, then the problem reappears. The generator becomes "bound" to the storage block once again, and no matter what I do, it'll continue to drain fuel and produce energy and magically store that energy in the storage block with no cables around.


    If, instead, I destroy the storage block, the generator will STILL continue to produce energy. However, that energy won't be stored in the generator itself. It's as if the game thinks that the storage block still exists, and it's outputting that energy into that non-existing storage block, so the energy being produced is actually vanishing into thin air. If I restart the client, then the generator will properly start to store the energy in itself, but if I connect it to a storage block and destroy the storage block, then once again the generator doesn't change behavior. It continues to produce energy, energy which isn't stored in the generator itself. My guess is that the energy is placed in a "ghost" storage block, but since that block doesn't exist anymore, the energy simply disappears.


    Lastly, if I reset the client and find that the generator is storing its output in itself, and let it fill, then the generator will stop producing power once it's full (as it was intended). Then, if connect it to a storage block and cut the cables / destroy the storage block, it will continue to produce power if there's any fuel left, and it won't refill itself!! if no fuel is left, it'll drain the energy that is stored!! even though there's no destination for the energy to go!!!


    How do I fix this?!?!?


    edit: I'm using IC2 1.103 and Forge 3.4.9.171 for MC 1.2.5