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Blocker226

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Everything posted by Blocker226

  1. *le fetches popcorn. Merchant Of Menace? Want some? This is going to be a good show. :P
  2. Most probably, and definitely yes. The update will be slow though, I warn you, as most of the mods themselves have to shift to the mod api, then the Technic/Tekkit team can throw in their army of well-drawn creepers to change ids and get it all working together.
  3. It's fixed sadly. It consumes at 6eu/t. And that rate is fixed AFAIK. I can place 1 HV solar array ontop of an MFSU, wire it to like, 5 electrical engines and it's running at the speed of awesome for my Biofuel factory. And the MFSU remains full majority of the time.
  4. You're right. I tried replacing the 32x textures in the one that came with the download. But the textures seem to be 1-pixel off. In fact the textures seems to collide. Put the image into a grid and you will see.
  5. YES YOU CAN! GO AHEAD! Fine print: Good luck finding block IDs, and installing or modifying the technic launcher or the mods in any way will void your free support from the Technic Team. In conclusion, this means: Yes you can, but we cannot help you if anything goes wrong.
  6. Too lazy to extract specific files out of the pack, here is mine. http://www.mediafire.com/?1acmlht4ahx2523 But if you want to use it, Logistics pipes and wireless redstone textures are not in yet. I've looked into LP's files. I don't think this is a kind of texture error I know how to solve. Sorry! I thought it's the kind where textures were missing from the sprite sheet or something.
  7. I have 32x textures for Railcraft as well as Additional Buildcraft Objects, don't forget Teleport pipes. Is it okay if I share them with you? I mainly took old textures and resized them to fit empty spots, but I did put effort into some of them to make them match (like the Diamond Liquids Pipe) EDIT: Seeing the post above me, I might start work on fixing Logistics pipes. :D
  8. If you slammed 64 storage upgrades into the slot, possibly. Look for nearby redstone connected to the Macerator too.
  9. The change log states that it's in the config for now till V1.70. Check your config files? If not, then try another way to shutdown the reactor. Maybe if it's a Mark II or higher, you can attach a timer to a toggle latch, so the reactor will stop every now and then.
  10. I've seen that problem before. Distance the chest of ores and the macerator a little further away from each other. Add a loop of cobblestone pipes en-route to the macerator. So instead of a direct path to the Macerator, there is a loop right at the end. So if the ores cannot go into the Macerator, they take the loop instead. If you have an iron pipe you can make sure the ores stay in the loop or the Macerator.
  11. Continuing from this, you can still automate plantball production. Get your saplings from an arboretum and a Logger. Pipe the saplings out, into automatic crafting table. After that find a way to get the arboretum a constant supply of humus, and keep some saplings in it (distribution pipes?). I haven't tried this myself though.
  12. Same here. I think it's a bug that will be fixed shortly. ;)
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