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    posted a message on [Freeuse, No permission needed] FpsPlus 1.5.2-1.7.10+Source
    How can you input the startup parameters with the technic launcher?
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2

    in case you were wondering what those singularities were for this is is the next step in the process...


    That looks cool, will be interesting trying to automate that.

    What process might they be used for. Quantum Entanglement items, i'm thinking a quantum crafting computer that can handle multiple recipies at once or that has some logic to deal with alternate recipies and pick the best.

    Or maybe the trans-dimensional me networks are a more likely use i guess but i can hope. :D
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2

    There will be long range ( or short range if your crazy ) networks, they won't be cheap tho, so its not likely something you will be throwing all over your base just so you don't have to run cables, but it will make it possible to have remote outposts / other worldly installations with network access.


    Sweet, I really do consider AE to be a must have mod nowadays and wouldn't play MC without it.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    I can't remember if i actually saw this somewhere but where you also planning on have wireless nodes to allow a detatched network?

    Like instead of ME cables from y to z just a wifi router kinda thing on y and z and it can bridge the distance? would that also transfer the power over the network or just the functionality?
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2

    Kinda already planning something similar to this.


    Awesome mate, your a legend.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from asbog

    Hey you should add some form of ram drives that saves the recipe for the last thing you crafted or anything you put in with nei so it will auto craft all the ingredients for the recipe.


    It would be an awesome re-invention of the backpacks idea. Have a little tablet/handheld ME controller that can have 1 flash drive inserted at a time (and has power usage like the remote terminal access) and the drive can store like half of the types of a normal me drive and be like 1k storage or something.

    I really like that idea, it would allow for a more "realistic" or techy solution to long mining trips without ender storage pouches!
    Posted in: Minecraft Mods
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    posted a message on Greg's SG Craft
    Quote from sniperslayer

    Im wondering if you will ever add and Iris, and other types of stargates. Also it would be awesome if you could add the SGC computers. Also possibly the Cheyenne Mountain Complex.


    Rather then the SGC computers i think it would be much cooler to have computercraft integration, with the gate connected via lan cables and stuff, would be awesome and also allow for other cool things to be coded into the gate proccess. I do agree an iris would be cool, maybe something like the galacticraft airlock that is triggered by giving the gate a redstone signal directly...

    The mountian complex would be a specific map, not part of the mod at all and there is nothing stopping you from making it.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2

    Your probobly looking to disable the auto search feature, this is in the config as b:terminalAutoSearch=true you can try change it to false.


    Oh, awesome mate, thanks.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    On the note of terminal UI's is there any way to get around the annoyance of trying to press R or U on an item in the NEI interface to see its recipies but it instead searching for R or U in the terminal? Maybe the search should only work when the mouse is over the terminal interface? idk if thats even possible. Just an annoyance really but would be cool to have it fixed.
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from Nightmoore

    @Nekroze Well, the problem here is you're wanting UE compatibility with two mods that don't really support it. Thermal Expansion and Forestry are both native Buildcraft mods (and both even make BC engines). Your best bet is to head over to PowerCrystal's posts and download his Power Converter mod. It's featured on the same post with Minefactory Reloaded and Nether Ores. All three are fantastic mods with a ton of polish.


    I am not asking for UE compatability. The universal cables can connect UE power to buildcraft accepting machines. just as long as i have buildcraft installed. They convert the power already i am just looking for a way for it to work without having to also install buildcraft. There is no need for power converters. Also I am confused as to why minechem is even a UE mod if it only accepts Buildcraft power, which like i have attempted to clearly state mekanism can do fine with universal cables as long as buildcraft is installed.

    EDIT: Ok it seems that minechem will take UE wires just not the mekanism universal cable.
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Is there anyway to fix the following issue without installing buildcraft. I cannot connect a universal cable up to any forestry or thermal expansion machines or even the minechem machines without having buildcraft installed.

    I assume this is something like mekanism supports it but does not initialize buildcraft capability in a way that other mods can detect or something. Any way to fix it?

    Because of this i cant have forestry installed because there is no way to power its machines nicely.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from ripptide111

    Hey Algorithm, like everyone else would like to say this is a brilliant mod. Thanks to your work I've pretty well eliminated 95% of what I was doing using BC/logistics pipes, and doing it better. One question though, I still haven't found a workaround for feeding non-analyzed bees, saplings or butterfly's into the Forestry analyzer, similar to the way the Apiarist Bee Analyzer pipe would pull only non-analyzed bees from a network. I've tried using the fuzzy export pipe, but it doesn't seem to be able to distinguish between the 2. Is there a solution I'm missing or if not, anything possible down the road to assist with all the new bees/saplings/butterflys? Thanks again for all your work.

    Cheers


    I agree it would be great if AE worked well with bees. I doubt there will be, or even should be, a special AE item for handling bees but some way to make the existing stuff work nicely would be cool.
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from IngerasKurai

    Anyone know what the bottom right slots on the factories are? they have an I and an O in them. THey're not the input, output, power or upgrade slots.


    Try using a configurator on the bottom and see what slot it is. In mekanism all sides are changeable with the configurator.
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from dontremb

    I'm having difficulty finding any information on the Universal Cable. It says it can transfer any kind of energy. I am just trying to connect it to a Basic Energy Cube, but it doesn't connect. Is there something I have to do to get it to work?


    They work perfectly fine for me, are you using the latest version? if so then try uninstall all bar mekanism and see if it works. if it does keep adding mods back in one at a time till it stops working. there is your problem.
    Posted in: Minecraft Mods
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    posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]
    When using the built in basic components copper wire is invisible and doesnt connect to anything. I found this in the log:

    2013-07-02 18:35:10 [SEVERE] [ForgeModLoader] Basic Components copper wire registry error!
    2013-07-02 18:35:10 [INFO] [STDERR] java.lang.ClassNotFoundException: bje
    2013-07-02 18:35:10 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:139)
    2013-07-02 18:35:10 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
    2013-07-02 18:35:10 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
    2013-07-02 18:35:10 [INFO] [STDERR] at java.lang.Class.forName0(Native Method)
    2013-07-02 18:35:10 [INFO] [STDERR] at java.lang.Class.forName(Unknown Source)
    2013-07-02 18:35:10 [INFO] [STDERR] at basiccomponents.common.BasicComponents.requireBlock(BasicComponents.java:393)
    2013-07-02 18:35:10 [INFO] [STDERR] at basiccomponents.common.BasicComponents.requestBlock(BasicComponents.java:451)
    2013-07-02 18:35:10 [INFO] [STDERR] at basiccomponents.common.BasicComponents.requestAll(BasicComponents.java:626)
    2013-07-02 18:35:10 [INFO] [STDERR] at basiccomponents.common.BasicComponents.requestAll(BasicComponents.java:597)
    2013-07-02 18:35:10 [INFO] [STDERR] at pixlepix.complexmachines.common.ComplexMachines.loadBlocks(ComplexMachines.java:153)
    2013-07-02 18:35:10 [INFO] [STDERR] at pixlepix.complexmachines.common.ComplexMachines.preInit(ComplexMachines.java:173)
    2013-07-02 18:35:10 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    2013-07-02 18:35:10 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    2013-07-02 18:35:10 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    2013-07-02 18:35:10 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
    2013-07-02 18:35:10 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
    2013-07-02 18:35:10 [INFO] [STDERR] at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
    2013-07-02 18:35:10 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    2013-07-02 18:35:10 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
    2013-07-02 18:35:10 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    2013-07-02 18:35:10 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    2013-07-02 18:35:10 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    2013-07-02 18:35:10 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    2013-07-02 18:35:10 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    2013-07-02 18:35:10 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
    2013-07-02 18:35:10 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
    2013-07-02 18:35:10 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    2013-07-02 18:35:10 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    2013-07-02 18:35:10 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    2013-07-02 18:35:10 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
    2013-07-02 18:35:10 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    2013-07-02 18:35:10 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    2013-07-02 18:35:10 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    2013-07-02 18:35:10 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    2013-07-02 18:35:10 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    2013-07-02 18:35:10 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
    2013-07-02 18:35:10 [INFO] [STDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:515)
    2013-07-02 18:35:10 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:163)
    2013-07-02 18:35:10 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
    2013-07-02 18:35:10 [INFO] [STDERR] at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
    2013-07-02 18:35:10 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:733)
    2013-07-02 18:35:10 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)

    I can still use electric expansion wires with the other BC machines but no universal cables, not sure if that is related.
    Quote from Dastardlyend

    when will tis mod be for 1.6.1


    Considering forge was only released for 1.6.1 today... keep your shirt on.

    Also i am not sure but isn't there meant to be some new system available to forge mods that should mean that it will just work with new MC versions and the mod wont have to be updated (mostly)?
    Posted in: Minecraft Mods
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