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saman

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Everything posted by saman

  1. Any news on this, or did it get lost in the bug report thread? I've tested it, and it still happens with Launcher 149. (Then again, the error appears to be with the API file.) There's still no way to correctly auto-update custom mod packs without Solder. To clarify: changing versioning while editing the pack through the web interface does not change the "version" field in the API file. It stays at the first version, and as such, auto-updating doesn't work.
  2. I'm using the beta of the new Platform and Launcher, and my custom modpack that does not have Solder is not auto-updating to the latest version. Users have to reinstall the mod (via "Modpack options") and delete the cached .zip (from modpacks[pack]cache) manually to be able to update. The launcher seems to believe that the first version of the pack is installed, which is also the only one listed at Modpack options / Specific version. Setting the "Select version" to "Latest Version" does not fix this either. This happens with the latest Launcher build (136) from the beta stream, as well as the stable stream. On the web dashboard, the latest version is correctly set and displayed: the versioning errors happen with the Launcher. Also, is there no way to remove some of my old modpacks from the system? I've looked, but I couldn't find any way to do so. Thanks for your time! An update to this: when I'm looking at the modpack API link (http://beta.technicpack.net/api/modpack/), then the version field there is still the first one. It seems that updating the version through the web interface did not update the API link then.
  3. Looking good, especially with the desert backdrop. Nicely done! A small suggestion though: blast-proof glass will protect your solar generators and still let sunlight reach them. That way, your roof-top power should be (mostly) safe from explosions too - in case somebody threw a grenade to your roof, hehe.
  4. If you're setting up your own server (or are playing SP), you can enable the old wiring recipe that uses wool instead of leather. To do so, edit config/UniversalElectricity/ElectricExpansion.cfg, and replace the line "B:Use_Wool_In_Wires=false" with "B:Use_Wool_In_Wires=true". Note that this'll leave the recipes using leather alone: should you want to disable those, that's the line above. In my experience, this helps a lot, especially if you want to build lots of electromagnets. After all, you needn't kill sheep for their wool, you can just shear them.
  5. If memory serves, the server file link always points to the latest recommended server build. Should you want to run a development server build, you'll have to grab it "manually" - which, in my opinion, is probably better that way.
  6. @ cammygames: no worries, mistakes do happen. In my opinion, the only problem here was that serious errors showed up in a recommended build, not a development one. But I see that a new dev build is already out, so kudos on being quick to fix things! Unfortunately, the uranium ore bug is still present, and so are the heat / solar / adv. solar errors.
  7. In addition to the mix-up with uranium ore and radioactive material, I can confirm the error with coal generators. Breaking one will drop the item with data about where it's facing, and you can't use those in recipes. To get back the original item that you can (3974), you have to place the generator facing North, then break it. I can also confirm that heat generators from earlier worlds are invisible, and interacting with them crashes the client. The same goes for advanced solar generators and regular solars too. One can still break them to remove the machine - which crashes the client - but there's nothing dropped then. Curiously, I can't seem to place advanced solar generators anywhere. However, force fields worked for me (the MFFS extractor does use UE power when it's switched on) and so did powered armor. All in all, though, I have to agree that it's better that server owners with existing worlds don't update to 1.0.8 until the bugs get fixed.
  8. What you need is the Fluid Mechanics mod (linky). Unfortunately, it's not in the Voltz pack yet. Until it's included, all you can do is pour those buckets - as far as I know.
  9. The heat generator seems to work fine for me in 1.0.7. It can be fed with fuel pretty much the same way as furnaces can, and it'll produce electricity. Unlike the coal generator, it doesn't need to warm up, and can use buckets of lava as fuel too. Also, don't forget that for every lava block that's in contact with the generator, it'll always produce some power. Granted, it's not that much, but hey, free electricity is still free electricity!
  10. The wiki has everything you need on the topic, all in one handy-dandy streamlined article which can be found here.
  11. Last time I checked (a few days ago), you need to grab a wrench, and right-click the block while sneaking. So, shift+right click.
  12. Well, you don't have to make them. I guess it's probably just a placeholder until it'll get a use in the future, like the tungsten ore that you mentioned. It would have been odd to have an electrolytic separator that produces only hydrogen, and no oxygen. Just an idea: it would be cool if we could use the oxygen tanks to craft some diving gear.
  13. I'd appreciate this too. It always helps to know what was changed.
  14. saman

    The LHC

    There isn't really an optimal size: the bigger (and more expensive) the collider gets, the less electricity that's needed to generate anti-matter. You might be thinking about the minimum size that's required to do so, though. I'm not sure about that yet, but it's pretty big. Also, since you need copper wires to make motors (for all those electromagnets), you're going to need a lot of leather.
  15. Could somebody tell me what the oxygen that's produced by the electrolytic separator is used for? The use for hydrogen is obvious, of course. I thought that oxygen might perhaps be used as furnace fuel (bit of a stretch, I know), but I've found no use for it so far.
  16. I'd say that the first question is: why are you trying to secure the base? Then the second: who are you trying to secure it against? When you have these planned, you can start planning specifically against them. In my opinion, the best defense is to hide it in the first place - but you mentioned towers, so that's probably not an option for you. Bear in mind that unless you have admin powers, any defense can be overcome: the only question is how difficult it will be for the attacker. The best you can do is to make it so difficult that all but the most dedicated attacker would be stopped by your defences: since you said that neither IC2 power nor resources are an issue for you, I'd suggest going for overkill. For example, multiple layers of forcefields with dozens of tesla coils in-between. Or nukes. Just remember: your whole fortress will be as secure as the setup you have in the Nether. After all, if the attacker shuts that down, your power will run out sooner or later. You could wire up a backup power system that would kick in if that happens though: nuclear reactors should do the trick nicely.
  17. I can confirm this: every multiworld plugin that I've tried tends to break modded block orientations, machines and the like, if more than one world is loaded. As long as only one unique world is loaded (with -nether and -end), things work fine. I actually have MV running on my server, for its portals and such, and as we have only one world, there are no errors with it. However, the moment I generate a second world, things start breaking. Also, a hundred bucks for +1 GB RAM? That's a rip-off - and it won't solve your problem anyway.
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