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Esiliare

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  • Birthday 01/01/1900

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  1. It requires a bit of time and resources to set up correctly but the Laser mod does something similar to what you want. http://www.minecraftforum.net/topic/515159-125-the-laser-mod-v15/ Create an advanced Red Beam and redirect it to the level you want it to mine out then set up a Cyan beam to transport the dropped items to you. The Cyan beam works sort of like a tractor beam. The higher the level of beams the stronger they are, so if you want to mine very deep you'll need powerful red and cyan lasers. I haven't used this mod extensively so I can't say for certain about this but it's worth a try.
  2. try downloading the 4096 Block IDs patch and install the BC-IC2 crossover mod. It adds multiple types of engines that run off of EU. I use these myself and they work perfectly. Having a ton of industrial engines producing 819 MJ a tick is amazing.
  3. For me it would be Daft Punk, Deadmau5, Nero, Flux Pavilion, miscellaneous rock. (not gonna list out all of em... too many)
  4. In no particular order: 1. Borderlands (can't wait for Borderlands 2!) 2. Skyrim 3. Technic/Tekkit (obviously) 4. Saints Row 2/The Third 5. Fallout 3/NV 6. World of Tanks (for when I feel like tankin) 7. Just Cause 2 (sadly it seems to crash after 15 minutes of play) 8.Various others I don't feel like mentioning.
  5. Well first you'll need to setup a working reactor. It's usually best to hook up glass fibre wires to the bottom of the reactor through the floor so you can cover the entire reactor in water. With those wires, connect them to a storage space. Preferably you'll be hooking them up to numerous MFSUs. You can then hook up ELECTRCAL engines added by forestry to convert EUs to BCE (forgot the name of BC energy :\). You can hook up the electrical engines on the line leading straight out of the reactor towards the MFSUs, you do not need to us transformers at all. At least it worked that way in MC 1.1 IC2, haven't tried it in the latest Dev build.
  6. I've noticed this clear textures issue when using the dev build. Using the recommended seems to fix it though.
  7. Re: 6 chamber Nuclear Reactor Setup Whoops silly. Me, sorry I'm new to the Technic pack and the technic forums. thanks for telling me. :)
  8. Re: 6 chamber Nuclear Reactor Setup I have a reactor setup here, it's a modification to Wesnc's reactor. It can be run infinite times and you just put uranium in and let it go. It's pretty good for a reactor that doesn't need to be watched. http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner.html?9101ql7y9wcc25kzygoaa5vwg9vs6vc0q=1k10101001501521s1r11r10 EDIT: correct link posted. Sorry for the confusion.
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