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Generalcamo

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Everything posted by Generalcamo

  1. Builder: These mods fit perfectly. They are all part of the UE family. And they can't stick to the old mods! The old mods are either dead, broken, or had their permissions revoked.
  2. You are banned for not having an avatar.
  3. You literally right click the pipe with a charged configurator. Nothing else is needed.
  4. You cannot directly crush ores anymore. You use the enrichment chamber for turning ores into dust. You only use the crusher with ores when you first use a purification chamber to turn the ores into clumps. To use the purification chamber, you need to either feed Oxygen into the chamber with a pressurized tube from an electrolytic separator, or use flint to feed oxygen directly into the system. Then you add power, and feed it ore. These clumps are then put into the crusher, to turn into their dirty form. The dirty dust goes to enrichment, and then the products are smelted.
  5. Doesn't really matter anyway. Railcraft was serving a very niche role in the modpack, which was the steam turbine and the concrete. Concrete was replaced by ICBM, with really only the steam turbine being any use anymore. And automatic mining isn't something that fits in Voltz. If you want to do some auto-mining, a combination of Force Manipulators and MFR Block Breakers will serve you well. It will be expensive though, and require manual input unless you do some crazy redstone contraption.
  6. I was told from Cal that CovertJaguar rescinded it. Which is why it was pulled by him. I could have misunderstood however.
  7. You need to use the Configurator from Mekanism to turn the pipe to "output" mode. I can't reproduce the first bug, but I think UnpairedBracket already fixed that in the newer version for the users experiencing that bug. The second one is a known bug. Railcraft was dropped because CovertJaguar doesn't want it in Voltz anymore. We don't need a gun mod. And there is already a wiki on the Universal Electricity Website.
  8. .... Test everything on Voltz. Use Voltz. Play with it, test it. Anything to help CanVox and the UE developers to finally get Voltz out. Voltz is on the Technic Launcher. Do not use the FTB launcher to test it. If you are using the FTB launcher to test Voltz, then you are insane, because Voltz isn't on the FTB launcher. It is on the Technic Launcher. And don't use Copper Cables or Battery Boxes. Use Universal Cables and Energy Cubes.
  9. Just in case this isn't clear.. DO NOT USE THE BASIC COMPONENTS WIRING AND BATTERY BOXES. THEY ARE HORRIBLY BROKEN AND WILL BE UNTIL THE REWRITE. USE THE MEKANISM EQUIVALENTS. You are using Ampz. Do not use Ampz.
  10. Battery? Try using an energy cube instead of a battery. Energy cubes are unique in that they can be used as a block or as a battery.
  11. It works fine to me. Are you sure you are putting power into the cables? Remember that the side with the square is what you use to extract energy from an energy cube.
  12. Ampz is a mirror of Voltz, but managed by a UE developer, and not CanVox. Bugs on it are not valid for Voltz, as it isn't even updated yet.
  13. It's not a good idea to start building worlds yet. World Generation may change as the testing period goes on. Already people are reporting a lack of oil in their worlds..
  14. It's a dead mod. Development has stopped on it. Mekanism Cables and the addition of EU and MJ support killed it. Calclavia and Aidan are going to work on a rewrite for ModJam however, that from what I have been seeing and hearing, will be far superior.
  15. Not exactly. AE requires a lot of space, infrastructure, and materials to set up. Translocators doesn't take as much to set up, and can actually be used to simplify a lot of AE things (Instead of instructing your AE system to put materials into a purification chamber, then into and out of a line of machines, you can use translocators to bridge the gaps, while taking up much less time and materials and space in your interfaces, while still linking into your AE system). MFR is the same way. Why would you build an expensive block to do one function (A timer) when you can just build a timer block from RedLogic? MFR will still have its uses as well, as the controller housing and wiring is unmatched in functionality, it just isn't useful to do only one thing. I doubt it. That was a very buggy mod. But, they are doing a full rewrite for 1.6.x. Why doesn't anybody read the thread or wiki for MineFactory Reloaded? http://wiki.technicpack.net/MineFactory_Reloaded http://www.minecraftforum.net/topic/1629898-151152-powercrystals-mods-the-updates-never-stop/#mfr
  16. The copper wire is BROKEN, especially with MFR. Do not use it. Also, after double checking the recipes, there is indeed no use for the Tin Plate. It should be removed to make way for the Empty Cell. Feedback: The critical bugs were fixed. The cell bug is the only visible bug remaining. This looks like it will be a good release. The suggestion of adding in Ender Storage, Translocators, and RedLogic still hold true. I would consider adding them in to the final test build before moving to recommended. They would streamline a lot of things regarding Voltz gameplay.
  17. Allow me to address each concern with my own statements. Wire cables and battery boxes are extremely buggy with MFR. Use the Universal Cables. As for oil, it is found deep in the ground. Diamond level. Use Liquid Pipes from Mekanism to move it around. You do not need oil to launch ICBMs. Already fixed. Will hopefully be in next update of Voltz. Applied Energetics allows you to store massive amounts of items. It has a steep learning curve though. Minefactory has a lot of uses. As for the power issue, Mekanism is helpful. It has a use. Try pumping sewage ("Toxic Waste") into a Composter. And try pumping sludge into a Sludge Boiler. I'm sure the UE devs would love to hear that.
  18. Ampz isn't Voltz. Ampz is a third party modpack that is designed to mirror Voltz. This thread is for Voltz. I agree with both EnderStorage and Translocators. Translocators especially due to the lack of Assembly Line.
  19. Mod Pack: Voltz Mod: Basic Components/Atomic Science Pastebin link to crash log: N/A Whats the bug? The recipe for the Tin Plate (BC) overwrites the recipe for the Empty Cell (AS) Can it be repeated? Yes. Known Fix: Either change the Tin Plate to force it to be shaped, or change the empty cell to require glass (As intended) This could also be the case of an outdated API in one of the mods. I will be investigating and reporting my findings. Mod Pack: Voltz Mod: Atomic Science Pastebin link to crash log: N/A Whats the bug? The recipe for the Empty Cell does not have glass, as intended, causing the Tin Plate to overwrite the Cell recipe. Can it be repeated? Yes. Known Fix: Fix the empty cell to require glass. Feedback: When the critical bugs are fixed, this pack should be ready to go. It looks neat, and it is very different from the old voltz. Removing Minechem might be a good idea. It's buggy, and doesn't support the materials in other mods. Consider adding in RedLogic as precise redstone control is very important to voltz. MFR does a good job of having this, but sometimes you need compactness. Plus you already have microblocks: Why not make them useful?
  20. Calclavia doesn't really want ComputerCraft in Voltz. I suggested that a lot in the past. And there is automated mining. Try using the Force Manipulator, and the block breaker. They work wonders. There isn't a proper bug forum for Voltz specifically, so I will just use this thread. And I will also rip off FTB's layout. Mod Pack: Voltz Mod: Modular Power Suits Pastebin link to crash log: N/A Whats the bug? Power Suits do not have a recipe. Can it be repeated? Yes. Known Fix: Disable the Universal Electricity recipes, as they are broken without Electric Expansion, and enable the Vanilla Recipes. Mod Pack: Voltz Mod: Mekanism and Applied Energistics Pastebin link to crash log: http://pastebin.com/ucnXccQV Whats the bug? Attaching an Electric Chest to a ME Import Bus crashes the game, rendering the world it was done in unable to be opened. Can it be repeated? Yes. Known Fix: None, short of disabling the Electric Chest.
  21. Based on information I have acquired: The removal of EE is not a bug. It's a dead mod. It may come back however when Calclavia rewrites it for ModJam. That's up to CanVox though. For now, Mekanism Cabling does the job of transferring energy, while Mekanism Energy cubes serve as advanced batteries, advanced energy storage, and transformers. Fluid Mechanics, Assembly Line, and Railcraft have been removed. For multiple reasons. Immibis's Microblocks, Galaticraft, MineFactory Reloaded, Applied Energistics, Minechem, and ICBM sentries has been added. One thing though: There is a reason why it is hidden. There are still issues in it that need to be solved by CanVox. For example, Power Suits is set to use UE recipes, but EE isn't in it, so anything from Power Suits is uncraftable. In other words: If you are a server owner, don't update yet. That's his UE test pack. It will obviously be unstable.
  22. Yes, all UE mods are up-to-date with 1.5.2. The Voltz pack is on hold at the moment though. There is a development version out now though, and regular testing is being done on it. You will see most of your favorite mods on it, and a few more. And no, it isn't the Technic Pack Crew's fault for it not being released. They chose to hold it due to bugs, as you might have saw with mods like Electric Expansion and Assembly line.
  23. Minecraft IGN: Generalcamo Age: 15 Gender: Male Location: The United States of America Why do you want to play on T4?: I feel it is time I join SMP with Tekkit, since I have played with it in SSP before, and I have technical knowledge on most of its mods now. And with this server having the privilege of spending more then 10 minutes on its post, with proper grammar, I think it is the right one for me. Describe your past experiences in Minecraft, in particular modded servers: Well, in the past, I have played with Vanilla Minecraft in SSP, but then decided to spice up my experience. My first Modpack was the Voltz pack that Technic offered, back when New Tekkit or Tekkit Lite didn't exist, and the Drama was unfolding with Technic and Old Tekkit. After Voltz fell out of popularity though, and the server I played in--Circuitcraft--fell to the hackers, I joined Feed the Beast Mindcrack, as I watched the Mindcrack people a lot. I was having fun on it, and I joined an FTB server. I still play there, and have built quite an impressive factory setup, with a focus on Thermal Expansion. Since I am beta-testing the development version of Voltz 1.5.2, I decided to give Tekkit another go, and I really like it.
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