Mostrando entradas con la etiqueta mods. Mostrar todas las entradas
Mostrando entradas con la etiqueta mods. Mostrar todas las entradas

jueves, 3 de mayo de 2012

Mod updates: Thaumcraft & Mystcraft

I wanted to make an entry specially for these two mods, because they have been actualized recently (Tahumcraft 3 days ago, and Mystcraft a few hours... or maybe the other way around XD), and now Mystcraft works with my game setup (I was wise enough to save a mincraft.jar without the mystcraft addon injected). Also, you will be happy to know that both mods work together: I spawned into a chessboarded biome that had like 4 Monoliths close-by.

In case you are a purist, that means a lot more possibilities for abusing the taint system... so you might not want to use it. Personally, I will exploit this stuff in the Let's Play, at least to show you all how this goes XD.

Oh, and this will be shown in Episode 18, seventeen is about me making (finally) some Thaumcraft stuff, since I realized I was able to craft the basic boots and vis/taint detectors without researching them first. No luck with the damn crystal bell, though.

Have fun!

martes, 24 de abril de 2012

Let's play S3: modlist

Well, since we are starting a new season (if I'm completely sincere with you... it's the third "episode one" I start to record!), I better provide a list (with links) to all the mods I will be using.

Let's start, then:

If you are wondering why did I included Chickenbones' Wireless redstone mod instead of the one we have been using all this time, I can only say that it is a more expensive (in materials) version that also adds some interesting options, but more importantly, it is much more in line with Redpower. And I love Redpower.

As for other mods that are absent here, here are the list:

  • ModloaderMP: no longer needed, and even conflicting with the latest versions of Forge.
  • Optifine: besides the vanishing parts of the world (at least, graphically), it gives some trouble with some of the mods.
  • Millénaire: No longer conflicts with Mystcraft, but I am having code issues that crases the game before the game's menu.
  • Computercraft: Not only I didn't use it in the previous let's play despite having it installed, the Control part of Redpower already has a computer (with its own OS) that is a little more to my liking, and I'm not a programmer, thus having a mod devoted to that is a little... wasteful.
  • Mo's Creatures: black screen upon loading, and I'm reticent to tinker anymore with the Minecraft.jar file. Shame we won't be seeing the expanded fauna, but I'll live.
  • Tale of Kingdoms: Abandoned as of Minecraft 1.10, due to the author preparing a new "ToK 2.0"
  • Better than Wolves: even with the Better than Buildcraft "addon", I can't make it run with Forge, so...
This being said, I expect Episode 1 to be released before a day. Thanks for reading, and I hope to see you all in the the series!

And here are the modified contents of the file:
#Mystcraft Config File
#Tue Apr 24 14:20:50 CEST 2012
block.starfissure.id=204
block.receptacle.id=206
packet.agedata.id=135
entity.falling.id=221
options.minimumAgeId=50
block.crystal.texture=175
entity.book.id=3220
block.unstable.id=3202
block.crystal.id=3203
block.linkportal.id=3205
options.unstable=true
block.unstable.texture=167
packet.tileentity.id=136
item.notebook.id=3203
item.writingdesk.iconY=12
item.notebook.iconY=13
item.writingdesk.iconX=6
item.linkbook.iconY=13
item.notebook.iconX=5
item.linkbook.iconX=6
packet.openwindow.id=134
item.agebook.id=3200
block.bookstand.id=3200
packet.falling.id=133
item.writingdesk.id=3202
block.writingdesk.id=3201
item.linkbook.id=201
item.agebook.iconY=13
item.agebook.iconX=5

miércoles, 8 de febrero de 2012

Advanced Machines for MC 1.10 released!

You can get it in its forum page here. However, IT IS A BETA, still buggy. Install at your own risk, and HAVE BACKUPS of your game.

Also, Equivalent Exchange has been updated to EE2. While X3n0 states that everything should be ok, I'll try to update my version and tell you if I can't (backups, I love you xD).
EDIT: IMPORTANT Before updating to EEv2, empty your Alchemy Bags, or you will loose its content!.

Another thing, a sub-mod for Portalgun mod: The Portal 2 gels!

Finally, Railcraft 3.3.0 has been released. It works with MCForge 1.3.1+, but NOT with 1.3.2.0 (1.3.2.1 works fine).

lunes, 30 de enero de 2012

1.10 update mods

Some of the mods around have been updated to Minecraft 1.10, so here you have some links to their pages. Please remember to backup your worlds, and to keep a copy of the minecraft.jar (personally, I keep a copy of all the .minecraft folder).

Note: I am currently updating to Minecraft 1.1 and all the mods (there are teleporting pipes for BC3x! Yay!!!) but the Let's Play will keep version 1.0.

Note 2: working of mods: Leaving aside Better than Wolves, and considering that I use NEI instead of TMI, only Mo's Creatures doesn't work with the other mods. And I spawned in the middle of an endless sea (believe me, I tried to fly around at x10 speed and found no land at all XD).

Having all this mods will mean: 28 Block ID's left, 31430 Item Id's left, and 64 sprite ID's left. And a Minecraft.jar of nearly 5.3 Mb in size...

And by the way, EQUIVALENT EXCHANGE IS OUT! Impressive job, X3n0! :)

Waiting to be updated:
  • Tale of Kingdoms
I'll keep this post updated for the time being, and if you think I left an important one out, please tell me!

Have fun!

martes, 17 de enero de 2012

More on Ender Chests: Moving Liquids


I made this video on how to make a liquid teleportation system. It a simple proof of concept (it is easy to imagine how to set it up for several kind of liquids) using Ender Chests until the Teleportation Pipes comes around to Buildcraft 3.X.

Have fun!

lunes, 19 de diciembre de 2011

Mods updated

Ok, first goes first: Industrialcraft 2 has been ported to Minecraft 1.0. However, expect it to have bugs & problems, since it is a direct port. Also, for those of you playing SMP, this port has tons of problems (including a messed GUI crossing with the new alchemical block used to turn water-filled bottles into awesome stuff). There has been no new additions from the 1.337 version, and regarding Enchantment of IC2 items, it will be blocked (there is a function in the MCforge code that allows that).

The second thing, while Zeldo's Additional Pipes (also called Zeldo's Teleporting Pipes) have not been updated officially, he has given permission for a new guy to release a ported version for BC 2.2.7 on Minecraft 1.0, until Zeldo releases an updated version himself. You can find this updated version here.

Also, about Millenaire and some bugs: rest easy guys, I tracked the error and solved the situation. It was simply some sort of code oversight somewhere so when the ID resolver changed Millenaire's blocks IDs there were problems with the upgrade of the civilizations with custom blocks. Deleting the config file of the ID resolver and raising the priority of Millenaire to 1 solved the issue, and fortunately it only costed me a crowbar from Railcraft, all the mineral for Forestry, and some minor stuff. And I will be testing IC2 tomorrow, but I bet I will be forced to remove one mod to make room for Alblaka's work. Most likely I would remove Forestry (and increase the size of the cactus farm).

Stay tuned, and remember to backup your game before adding/upgrading anything!

miércoles, 14 de diciembre de 2011

Lava factory Mk IV



This is a new update for the lava production facility (for using Lava with Combustion Engines in Buildcraft) using Equivalent Exchange, Redpower 2 and Buildcraft 2. As I say in the video, I'm not using Buildcraft pipes (aside from the wooden pipes) because without Zeldo's distribution pipe I cannot control how the redstone will distribute itself in the system.

I'll give you a first episode and a peek on my next Let's Play on Friday ^^.

miércoles, 7 de diciembre de 2011

Redpower 2 + Quarry

First, scumbag youtube messed up everything  I was uploading yesterday thanks to "maintenance mode"...

Second, I made a quick and small video of BC's quarry with steam engines supported by Eloraam's Redpower 2 stuff. The result is quite amazing.

Now, diamond pipe Vs sorting machine: the diamond pipes don't require electric cables, can be easily chained and have a bigger "inventory", while the sorting machine allows us to do really nice stuff. I'd like the pneumatic tubes to be able to directly interact with BC pipes and machines, but I doubt that will happen.

Also, I find kinda funny the new redstone tubes because I sent Spacetoad a message some days ago when he released the video of his pipes with redstone cabling, and in that message I asked him if it was possible to add recipes with the pipes and the cables so whe were able to place a pipe with 1 to 4 cables already placed (instead of needing to place cables on already placed pipes). Of course, breaking those pipes would produce the relevant pipe and the cables, separated. Eloraam's version only has one redstone channel per pipe (but using paint we can run them adjacent without signal mixing, I think), but the tube, once broken, loses the paint, not the redstone.

Finally, I suggested to add some Equivalent Exchange support to the feeding line of the engines for this contraption, but I didn't add it in the video. No need to complicate a demo, after all ^^.

martes, 6 de diciembre de 2011

Minecraft 1.0 & Redpower 2 PR4



So I found that some hours ago Redpower 2 had been updated for Minecraft 1.0, and thus I proceeded to download and update all my usual set of mods.
Since Industrialcraft is still in 1.8.1, and will take some time to update (Alblaka's words) I will proceed to make the following stuff without IC, for the moment. In the meantime, I made a small and quick video updating the status of RP2 and TooManyItems. If you want a really complete and throrought video with recipes, shows and the like (instead of just a head's up), then I suggest to watch Direwolf20's review of RP2 pr4 in youtube.

Also, please remember that I will be really busy from Thursday to Sunday, but you will still get the two remaining episodes of Tale of Kingdoms at the promised time.

Have fun!

domingo, 4 de diciembre de 2011

Industrialcraft 1.3.37


 Edit: Solar panels working, but one of the recipes for the electric furnace is broken (confirmed as bug), to be specific the one using an iron furnace with a piece of refined iron and a RE battery.


Ok, alblaka released the latest version of IC2 a few hours ago. It took me about two hours to make the video, so you might have already seen some of the details in other channels, but here it is.

With more than 70 changes, this update still is for Minecraft Beta 1.8.1, but I advice against taking it for the time being. Essentially, the Solar Panels don't work. Also, Alblaka has promised a hot hotfix in a few hours, so have some patiente.

Grab the mod at his blog as always, and rest assured that he and Eloraam had a talk about the overlapping parts between IC2 and RP2 with a satisfactory conclussion for everybody (essentially, she included some parts of BC2 and IC2 in her mod because those are needed parts for her future projects, and were quite hard not to "copy": you can't make something that moves items like a pipe does without using a pipe, or making some electrical gizmos wihtout electricity).

Also, sorry for the video being as a link instead the usual, but the video it's actually uploading, it would need another 20 minutes and it's already 1 AM here (and tomorrow is monday...). Not to mention I spent about 7-8 hours with some friends cleaning and rearranging two rooms of our club, so they can be -somehow- used despite the unfinished job made by the workers that remodeled the place.
Let's leave it with the name of "The third Fungus battle in the epic war of The Forge against the evolution of things better left unmentioned". Yeah, the club's name is "La Forja", The Forge in english.

Finally, as a little "self ad" (even considering most of you live in USA), if any of you happen to be in northern Spain these next 8, 9, 10 & 11 of december, please consider to come to the Public School Teodoro Cuesta, in Mieres (Asturias), for the RPG Convention we will be holding.
Or the next weekend (17 and 18), in Oviedo, in the Calatrava shopping center there will be an anime-related "party", with cosplay, para-para, and other stuff.

See ya!

miércoles, 30 de noviembre de 2011

Better than Wolves review, MC Forge 1.0.0!

Minecrat Forge for Minecraft 1.0.0 has been released! Grab it at MCForum! But keep in mind that, while MC Forge and ModLoader might be up to date, the mods themselves might not. And make backups before any actualization! That includes the mincraft.jar file! And of the big mods that use MCForge, I thing only Buildcraft has been actualized, and it's a version 2.2.6 (not 3.0, which seems to still be on beta).


So I was a little "saturated" from the let's play (frankly, I don't know what the hell I'm doing wrong, but I tend to face heavy FPS losses every now and then... maybe it's the outrageous amount of engines I use, or the huge concentration of teleporting pipes, or...), and I decided to go check some of the new parts of Better Than Wolves I had missed the last time I was able to play it with other mods. It's a pain in the ass, by the way, because the mod has to be injected inside the minecraft.jar file and uses a lot of itemIDs, but it is also a great mod, with a lot of interactions between its components ouside of machines (kinda like Buildcraft 2's interactions between the engines and the blocks).

Anyway, I was looking some awesome videos made by Battosay52 and I really wanted to make an automated pottery "factory". Well, not really automated (but changing the button for a timer would have made it fully automated) but I liked the way it looked at the end. Hell, I even installed a second .minecraft folder and I've been playing around in a clean world trying some stuff. And truth be said, Redpower 2 is a lifesaver (aah, those gems that you can only use to craft diamond-level tools... sadly, they don't seem to be hooked at BTW, unlike the Nethercoal working into an alloy furnace, but oh well...). Anyway, I'll stop the rambling and show you the final product here, in two videos. Yes, I know FlowerChild (BTW's developer) has decided to drop out from the MC Forge project.

And don't worry, tomorrow you will have your dose of Tale of Kingdoms ^^






domingo, 13 de noviembre de 2011

Buildcraft 3.0 Alpha released & tutorial

Yeah, that's true. Buildcraft 3.0 has been released as an alpha version (meaning you will find tons of bugs, unstable stuff, etc... and that previous mods won't work), and SpaceToad has released a new video with a tutorial on the new stuff.

You can download the mod in Buildcraft's page: http://www.mod-buildcraft.com/

And the video, here you have it:


I'm working on other stuff on my part, and I won't be updating to the new BC3 at least until next weekend. The projects I have running actually are two, one of them being Skyrim (my Breton is not the same now that the birthsigns have dissapeared... but I will end the game faster than usual, since now you cannot customize spells, a part of Morrowind and Oblivion I tend to spent more than 10 hours of working, preparing and such), and the other being a Tale of Kingdoms "Let's Play", with my usual collection of mods in support. It will be a short series, because I made a sort of test one that I will present as the first video and it took me less than 10 hours of playing (and about 5-6 of AFKing while stuff was being made by itself), but will cover the steps from a fresh game to a full Tier 2 ToK's town and Red Matter gear with Equivalent Exchange (which is "endgame").

Stay tuned!

Edit:
Spacetoad made a new video, with more detail and less rushing around the different concepts. Uou can see it in his channel, but I place here a link for your commodity.

viernes, 11 de noviembre de 2011

Buildcraft 3.0

SpaceToad just released a video of the upcoming Buildcraft 3, with wiring and two logic gates integrated into the pipes (AND & OR). I sent him a message asking for ways to craft pipes with the wiring already in place (so if we wanna make a pipe system using the four avaiable colors, we wont need to walk & put stuff 5 times, but just put together the wiring and the pipes in a crafting table). Here you have the video:


I really like the part about being able to turn off the engines if they hit the red zone, since for some reason I always end running out of water to cool the engines XD.
I also found this thread in the Buildcraft forum about tips & tricks related to Buildcraft. Just one detail: I bet when they say "redstone engine" they refere to a hot engine (in the yellow level).

Finally, I'll be releasing some videos about Equivalent Exchange, BC2, Tale of Kingdoms, and all the other stuff I'm using. Because, to be truthful, I want to show my base before the next round of upgradings turns it to dust XD.

lunes, 7 de noviembre de 2011

sábado, 5 de noviembre de 2011

Combustion Engines, infinite energy!

Ok, here we are. First of, this uses the Equivalent Exchange mod to turn cobblestone into lava (some intermediate steps are required XD). Second, it uses Redpower 2's Deployer to put that lava in a place where a Buildcraft 2's pump can gather it, put it into a deposit, and use it as fuel for combustion engines.

Notice the following points:

  1. Lava is not as efficient as oil or refined oil (fuel), so don't complain because the pneumatic energy produced is not as good as you want.
  2. Lava heats more the combustion engines, thus more water is required.
  3. I advice against making the engine rows more than 8 engines in length. Usually, six is more than enough.
  4. You can power several lava pumps if you want, and with that lots of engines. I'm presenting only a small setup, a prototype if you prefer.
  5. This uses Equivalent Exchange version 4.x, the previous one to the current. I'm working in a new version, but I think it won't use the cobble generator as source.



Now with the explanations. The conversion chain up to the lava buckets you all know from the video: cobble from the cobble generators gets turned into redstone blocks, that in turn are transformed into redstone (dust), after which 3 redstone are turned into 2 coal and 2 redstone remain unchanged. Then the last step is to create a lava-filled bucket.
Redpower 2's deployer then puts the lava in a predefined place where a BC2's pump can take it. Meanwhile, the advanced wooden pipe takes away the empty buckets for reutilization.

Since lava can be used as fuel by the combustion engines, we can now power as many engines as we want, for as long as we want, andif we make the rows of six or seven engines in depth (for a total of 12 or 14 engines) it won't explode as long as we have an active water pump.

I hope you enjoyed the video!

jueves, 3 de noviembre de 2011

Tale of Kingdoms & off-topic comments

First the off-topic (yeah, I'm that kind of self-centered man XD). I just ended playing the last DLC for Dragon Age 2, Legacy (I got it by error... I thought it was the other one XD) and Mark of the Assasin (the one I really wanted). I have that little mod that allows you to run at twice the normal speed when you are out of combat. It took me little less than 4 hours to end both DLCs (hearing all the dialogues and watching all the movies, but ignoring the sidequests)... The good points is that each DLC has three or four different maps (which is more in % compared with the main game...), some new mechanics have been implemented (I hate the sneaking in MotA... but anyway it's good to see new stuff), and both endgame bosses are scripted (meaning it takes more than 2 minutes to kill them). In fact, the final boss from legacy is quite hard, I had to ress my henchmen three or four times... (yeah, I was playing without controlling them or hitting the pause button XD).
About Tallis (Felicia Day's character), I'd say she is overpowered being able to jump in the introduction! Aside from that, my mage Hawke is more quick killing stuff... XD

Leaving the wall of text and small rant behind, I watched the latest video from Paulosoaresjr, the one devoted to the Tale of Kingdoms mod, and I decided to give it a try.
Good news, it takes no Item ID, and works fine with my heavy-modded version of Minecraft. Meaning you can also check if it works with yours (it's as simple as going here and download the file, place it in your mods folder -I am assuming you have modloader installed, of course!- and play the game), remember to make a backup of the whole game before!

Of course, I doubt the mod is balanced with Industrialcraft or Buildcraft in mind, but it is compatible with Equivalent Exchange (which has the more overpowered items I ever saw), so...

Ah, a small piece of advice regarding the use of the Teleporting Pipes mod (called Advanced Pipes): use always the same frequency distribution. Personally, I use the same frequencies for power and liquids (so if I make a oil refinery, the refinery blocks will get power using the same frequency the oil uses to get into them, namely the #401; or water pumps using the Frequency #200 to get energy, and sending the water using the liquid frequency #200). I reserve the first 20 item frequencies for basic stuff (sorting, send to the grinding machines, or the furnaces, or extracting the rubber, or the compressors, etc...), and from the #21 to the last for specific machinery (for example, #21 is to make pistons, #22 redstone engines, etc...). Oh, I also use the #10 as a storage, and the #1 goes directly to sorting.
This last two means I can go adventuring carrying a teleporting pipe and an obsidian pipe, dial #1 in the teleporting pipe, and start throwing stuff in my sorting system (or dial #10 and send the stuff to a chest, in case it's something I don't have sorted).

I suppose I'll make a video of my base once it's a little more finished (and I will include the map for download, with the itemID file for the ID resolver mod). It will take a while, however.

Have fun!

miércoles, 2 de noviembre de 2011

Fully automated Wheat Farm

Here we are again, revising an old concept. We already have an wheat farm with automated harvesting options, but the planting process is a nightmare. Ok, there is this mod called Minefactory Reloaded (llok for it in the sidebar) which gives us a "planter" block; a block that will put a seed or sapling on the prepared dirt block over itself when it receives a redstone pulse.

With this and Buildcraft pipes we can make this:

EDIT: New version of the video, with fixed audio and better quality.


I used the distribution pipes from Additional Pipes mod (previously called Teleport Pipes). As you can see, I added a small part on the end of the video about using Redpower 2 logic blocks to make it fully automated (so we won't need to do anything but receive the stuff). However, I left a mistake on the video and put a comment on the description telling the people to come here and look at the fully functional version. I know, I'm evil... or a little annoyed with the people who don't bother looking the description. So here it is, the solution to the enigma:


As you can see, I added two logic blocks and some cabling between the piston control and the planting control. The toggle latch will allow the timer to start working once the pistons unpower (and release the water), so that timer needs a value equal to the time it takes for the water to take all the wheat and seeds to reach the collecting channel and dissapear (it will be different for each farm, depending on how long they are). That new timer will repower the toggle latch (blocking itself) and start the planting process.

And for my next update, I promise you an infinite source of pneumatic power using combustion engines. Equivalent Exchange and lava are involved, and the release will be first in this blog (with a video, of course), and some time later in my youtube channel.

Have fun!

Edit: Since I had a crash in the game, I can put a full list of my mods, here you have it ^^


modLoader Beta 1.8.1
mod_AdditionalBuildcraftObjects 0.5b (MC 1.8.1, BC 2.2.4)
mod_BuildCraftCore 2.2.5
mod_BuildCraftBuilders 2.2.5
mod_BuildCraftEnergy 2.2.5
mod_BuildCraftFactory 2.2.5
mod_BuildCraftTransport 2.2.5
mod_EE 1.8.1
mod_IC2 v1.23
mod_IC2_AdvMachine v2.1 modded by CPW
mod_MineFactory 1.8.1R1.3.1
mod_MineFactoryCompat_Grass 1.3.0B
mod_MineFactoryReloaded_Compat_IndustrialCraft 1.0.0
mod_mocreatures v2.13 (MC 1.8_1)
mod_PortalGun 1.8.1v1
mod_PowerConverters 1.8.1R1.0.1
mod_RedPowerArray 2.0pr3b
mod_RedPowerCore 2.0pr3b
mod_RedPowerLighting 2.0pr3b
mod_RedPowerLogic 2.0pr3b
mod_RedPowerMachine 2.0pr3b
mod_RedPowerWiring 2.0pr3b
mod_RedPowerWorld 2.0pr3b
mod_HeroesGuild 1.8.1
mod_zAdditionalPipes Rev26
mod_WirelessRemote 0.4
mod_WirelessRedstone 1.4
mod_IDResolver 1.8.1 - Update 0
mod_TooManyItems 1.8.1 2011-09-27
mod_FCBetterThanWolves 2.95
mod_WorldEditCUI v0.9.1 for mc1.8
mod_RecipeBook Beta 1.8

miércoles, 26 de octubre de 2011

Redpower 2 prerelease 3, Minefactory revisited

Well, Eloraam made it again. I didn't install it yet (I'm currently downloading it), and you can get it at her blog. She also included a compact recipe list in there (or you can go directly to check it here).
I'm mostly interested in the ore dictionary support added to RP2, and how will it affect ore spawning rates (overflowing tin! And copper! Yay! XD). Because, frankly, using Risugami's recipebook was quite a nightmare, considering there are seven possible cuts of any block in the game (cobble, smooth stone, iron blocks, clay, wood...) multiplied for seven or so again (the saw, diamond saw, and the new gem-type saws...). She also added an item detection block, and I suppose I will look into the differences between this and the one in the BetterThanWolves mod (which is more an "entity detector" than an item).

Edit:

Ok, everything went better than expected. No crash, no weird stuff... or at least it looks like it (there was a file I had to put inside minecraft.jar that got me nervous, since I already had another of the same name XD). On the bad news, my recipebook now has 1209 entries (about 800 or so are different applications of saws to blocks...).

So new stuff... The detector block, is like her old redstone pipe for Buildcraft, but only for Redpower2 pipes. New stuff, hidden in the package? Yes, there is. Solar panels, electricity cables (take the red alloy wires, and change the red alloy bars for blue alloy bars), and an electric furnace. Aside from that, three icons I don't have the slightest idea of what are they used for, but by name and position might be related to the red and blue alloy bars in the future (silicon boule, and blue and red silicon wafers).

On a sidenote, my inifinitely supplied BC2 combustion engine seems to be working without any trouble, for more than 90 minutes without any overheating at all.Here you have a video with it:


Now on the Minefactory update... This mod has gone out of hand! No, really! They changed some stuff, and added compatibilities for BC2. And, not happy with that, new machines to convert power between BC2 and IC2!!! It also includes an Oil making machine (it takes 625.000 EU to craft a single bucket, however, so maybe it's better to just convert electricity to pneumatic power...).

Amazingly, however, I regained 3 free item ID's even installing the power converters, the IC2 addon and the mod itself ^^. Now it uses 1 ID per rail and another for the conveyor belt, one for all the basic "machines" and one for the all the power converters, for a total of 8.

Oh, I almost forgot, the IC2 addon allows, among other things, to transform refined iron into steel, which is a little exploit (because 1 steel takes 4 coal and 1 iron bar... it compensates itself, however, with the fact that coal is really needed by IC2 for coal dust, which you use to make the solar panels, artificial diamonds and other stuff).

lunes, 24 de octubre de 2011

Actualizations all across the board... more or less XD

Ok, so first: Buildcraft is now on version 2.23, but about 90% of the changes between this version and 2.22 are SMP fixes.

Second, new version of the teleporting pipes, and they now include a redstone pipe (the distribution pipe is no longer red, but now black). This redstone pipe, from what I looked in the forum, seems to NOT be a revision of Eloraam's, but a new one, daughter of the orginal redstone pipe and the telepoting pipes (in short, it seems to give a signal in a frequency). So now we seem to have 4 "channels" in the Teleporting pipes mod: items, liquids, power and detection. Add the fifth channel that would be Wireless Redstone... And in a big server I foresee more "radiation" from wireless signals than on Mercury's surface during a solar storm ^^.

Will check, anyway, and suggest a new pipe for more lazy people (like me): a teleporting Wooden-sucking pipe. In essence, you put this pipe under (or at any side) of a chest (let's call these ones "sending pipes"), then in other chest/pipe system you put another (let's call this the "receiving pipe"). Then you set a number of items inside the GUI of the pipe (which would be the same as the Advanced wooden pipe), apply a BC engine to this, and see how the receiving pipe takes the required items from all chests connected to a sending pipe!

Edit: I checked, got a world crash, but it seems like nothing went wrong in the end (I had a whole backup of the game, anyway xD). The new Redstone Pipe is, at the end, the one from Eloraam, actualized to 1.8.1 (sadly, it doesn't seem to emit redstone power, ot at least I wasn't able to find an item that would receive the current, so it seems like it will only light up, at least for now :S).

There is also a new functionality, the F9 key will show (on the sky) a blue grid not much different to one you can make with Buildcraft, a marker and some redstone power. This grid marks the chunks in the game. This is important if you use Fraps, because I think the default key for recording is F9... Anyway, I actualized my Fraps version and now it seems like I can record videos with audio without crashing the game. Sadly, more than 3.95 Gb (about 6 minutes or so in Minecraft) and I get more than one video... Oh, well.

Finally, in this ecclectic collection of ramblings I'll advice you to check a youtube channel if you want to see some stuff about Industrialcraft 2: Direwolf20's channel is quite interesting. I'll add it to the sidebar.

See ya!

domingo, 23 de octubre de 2011

IndustrialCraft 2 v1.22

So here we are, a new version of IC2, and I'll try it out ASAP. You can get it in Alblaka's forum. Remember to update Minecraft Forge too.

EDIT: now there's version 1.23 out, with some fixes (apparently the miner was not mining redstone ore or lapis, and the quantum helmet wasn't expending energy to keep you fed).

How to install it? Just delete the old .jar file you had in your .minecraft\mods folder and put that one instead (if you are doing a clean installation, be sure you have the pre-required mods before!). Also, don't use any mod for IC2 since they have not been updated yet (and I'm talking about the Advanced machines that expands the induction furnace to cover macerators, extractors and compressors, specifically).

Also, DO A BACKUP of the game!

If you have a problem of ID conflicts, then I advice you to reinstall the ID resolver mod if you were using it, since Alblaka added some new blocks.

I'll be back as soon as I patch the disaster in my worlds... all pipes got exchanged for Equivalent Exchange's  Nova Catalysts and exploded. Messy.

Edit: solved, I had deleted the config files for the IDresolver mod, restoring them and running the game again assigned fresh ID's only to the new blocks, so nothing got changed.

As for the new goodies, constructive foam and scaffolding are the new blocks (with some dependant sub-blocks you cannot craft but aid in the using of the foam), and some new derived items (pellets and foam-firing gun) and new icons for some stuff like the nuclear chambers, the terraformer and the electrical wrench.