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IC2 Experimental builds: v2.0/2.1/2.2 (For Minecraft 1.6.4/1.7.2/1.7.10 → jenkins)
IndustrialCraft² recent version: v1.117! (For Minecraft 1.5.2 → topic)

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Shoutbox

[Yesterday, 11:22pm] VirMan: few versions needed :P

[Yesterday, 11:21pm] VirMan: anyone hot to make turret models ? :P

[Yesterday, 8:39pm] VirMan: and use your items ?

[Yesterday, 8:39pm] VirMan: preferred way to check for gregtech ? :)

[Yesterday, 8:39pm] VirMan: so i add those only when ther is no gregtech.

[Yesterday, 8:38pm] VirMan: yes it is ;)

[Yesterday, 8:20pm] VirMan: actually just aluminium then - is GT providing any means to produce metal foil ?

[Yesterday, 8:19pm] VirMan: i just started my experience with Gregtech mod - actually i was motivated by already aluminium and bouxite ore in your system, so i'll use your ore if GT is present

[Yesterday, 8:18pm] VirMan: i think this might be crafed into laser :)

[Yesterday, 8:18pm] VirMan: simple capcitor(basic one) outouts 32k

[Yesterday, 8:18pm] VirMan: well - ic2 items are not exploding for now, but will if any would be connected through capacitor

[Yesterday, 8:17pm] VirMan: it wirks pretty neat now :)

[Yesterday, 8:17pm] VirMan: capacitor is the way :)

[Yesterday, 8:17pm] VirMan: hehe

[Yesterday, 4:31pm] GregoriusT: In order to simulate the internal charging of the Laser Buffer (those non-existant Mirrors saving the Light before it gets shot)

[Yesterday, 4:30pm] GregoriusT: The Laser could ofcourse use a few thousand EU per shot, but then there should be a Shot/Second Limit.

[Yesterday, 4:29pm] GregoriusT: It still kinda bugs me that the Energy Usage of a Tool is higher than the inbuilt Battery can normally output

[Yesterday, 2:19pm] Player: this kind of energy use bypasses the transfer limit, see "ignoreTransferLimit" in IElectricItemManager

[Yesterday, 1:41pm] VirMan: energy crystal is capable of 512 eu/t - fair, but shot from laser get more then that :P

[Yesterday, 1:40pm] VirMan: generally it makes more sense to introcuce this into devices requiruing burst power like mining laser :)

[Yesterday, 1:39pm] VirMan: because making basic capaccitor capable of releasing 32k eu at once is making tier 6 out of it ?

[Yesterday, 1:38pm] VirMan: anyway - is there any list of tiers ?

[Yesterday, 1:37pm] VirMan: anyway currently the seem to go one direction only - (current needs return path :P )

[Yesterday, 1:36pm] VirMan: and cables working as "pipes" :P

[Yesterday, 1:36pm] VirMan: so eu/tick capabiliutyu - making it neither voltage nor current but power units like other mods :)

[Yesterday, 1:35pm] VirMan: and if new enet is focusing on power only then i guess this simplifies things - like power density

[Yesterday, 1:35pm] VirMan: problem is that for now, in energy there is no current and voltage.. meaning, there is no way of determining those requirements

[Yesterday, 1:34pm] VirMan: it would be elegant solution to many currently existing issues :)

[Yesterday, 1:34pm] VirMan: capacitors are made to be able to release and absorb much more energy than batteries, at cost of capacity

[Yesterday, 1:34pm] VirMan: as currently there is no such thing i wondered.. batteries always have limit for output

[Yesterday, 1:33pm] VirMan: btw - i just made some items.. and i'm wondering.. as i'm working on high energy items likje lasers, shields and etc, i thought it would be prudent to provide capacitors

[Yesterday, 1:32pm] VirMan: thanks a lot :)

[Yesterday, 1:32pm] VirMan: :]

[Yesterday, 1:08pm] Player: for ore dictionary items use RecipeInputOreDict("name")

[Yesterday, 1:07pm] Player: it's easy, e.g. Recipes.metalformerRolling.addRecipe(new RecipeInputItemStack(input), null, output))

[Yesterday, 12:27pm] VirMan: player : any tutorial how to do this exactly - like example ? :)

[Yesterday, 10:12am] Player: and you can add extra recipes through the recipes api

[Yesterday, 10:12am] Player: i think you can put them (ic2 et al) in a libs folder these days

[Yesterday, 9:03am] VirMan: no explosion, no new e-net

[Yesterday, 9:03am] VirMan: nope

[Yesterday, 7:39am] Rogue: machines are destrullen by an overload in the latest version 1.7.10? :c

[Dec 20th 2014, 10:49pm] VirMan: ok - nevermind gradle question - found info on releases page - thanks GregoriusT

[Dec 20th 2014, 9:39pm] VirMan: what is ftb ressurection ? :)

[Dec 20th 2014, 8:56pm] Mine_Sasha: Or knows one ? If yes, PM me :)

[Dec 20th 2014, 8:51pm] Mine_Sasha: Guys, does anyone have a FTB resurrection server ? :c

[Dec 20th 2014, 8:25pm] VirMan: :)

[Dec 20th 2014, 7:55pm] Speiger: hellow

[Dec 20th 2014, 6:23pm] VirMan: i mean ic2 machines process of rolling :)

[Dec 20th 2014, 6:23pm] VirMan: and how to add posibility to create lapis foil? or tin foil or aluminium foil (giving i provided aluminium ingot and else.. ) to roll it once more from casing to foil

[Dec 20th 2014, 6:22pm] VirMan: i started to use items from ic2 , but gradlew do not see classes from ic2 - where shouldi put ic2 dev jar so it is seen by gradlew ?

[Dec 20th 2014, 5:14pm] VirMan: anyway i was wondering why there is block of AFSU and TIleEntity of AFSU - why and for what purpose :)

[Dec 20th 2014, 5:14pm] VirMan: ok - so block is like ore- do nothing :) but tile entity is still placeable like block (so game renders it as something - not item- but you can have different events on it ? or..

[Dec 20th 2014, 4:31pm] SpwnX: all that i know is that a block is dumb, while a tile entity is not, can hold information and do stuff

[Dec 20th 2014, 4:14pm] VirMan: btw - what is exactly difference between block and tile entity ? - for minecraft engine side? -block is just for physical presence, and tile entity is for functions present on side of blocks ?

[Dec 20th 2014, 3:25pm] VirMan: ok :) - thanks for tip.

[Dec 20th 2014, 12:52pm] Player: It's mostly implemented in the TileEntity and its class hierarchy, the block doesn'T do much

[Dec 20th 2014, 10:14am] VirMan: the same goes for making from mining laser laser riffle :) and laser turrets :)

[Dec 20th 2014, 10:13am] VirMan: i'd like to make advanced tesla coil and plug in nicelly into it's class.. and try to make it smart - but i do not have sources to study it :( it uses Blockmachine2 as milti id block but no more info

[Dec 20th 2014, 10:11am] VirMan: how to extend tesla coil ? :)

[Dec 20th 2014, 8:06am] VirMan: can't help :)

[Dec 20th 2014, 8:06am] VirMan: something got wrong either with mod interaction or mod themselves :)

[Dec 19th 2014, 10:48pm] CubeWrench202: I try to run it again and same crash

[Dec 19th 2014, 10:46pm] CubeWrench202: Can someone help me with this crash ?, i'm trying to run Bluepower from eclipse http://pastebin.com/N57spBED

[Dec 19th 2014, 10:07pm] VirMan: btw - how to make textures transparent ?

[Dec 19th 2014, 9:57pm] VirMan: well - it shows baaad names like AtlantisMP.Bauxite.name

[Dec 19th 2014, 9:57pm] Speiger: good question^^" But with that i do not have much experience. I just dropped my translation because it was to much work.

[Dec 19th 2014, 9:39pm] VirMan: i did exactly as tutorial say but there is no translation.

[Dec 19th 2014, 9:38pm] VirMan: btw - is there any glitch regarding lang files ?

[Dec 19th 2014, 9:35pm] VirMan: thanks :)

[Dec 19th 2014, 9:32pm] Speiger: if you catch me then you will be welcome to ask me.

[Dec 19th 2014, 9:30pm] VirMan: do you mind few more questions if they arise ?

[Dec 19th 2014, 9:30pm] VirMan: ok :) - you helped me a lot :)

[Dec 19th 2014, 9:29pm] Speiger: only on servers. And yes. Because this function exsist only on clients.

[Dec 19th 2014, 9:28pm] VirMan: @ForgeSubscribe @SideOnly(Side.CLIENT) public void createAfterIcons(TextureStitchEvent.Post par1) - so this removes whole function ?

[Dec 19th 2014, 9:27pm] Speiger: it works for the line diretly down to it. It removes simply classes from servers. But Icon interface class is Both sides.

[Dec 19th 2014, 9:26pm] VirMan: and annotation @SideOnly(Side.CLIENT) works from particular line till end of block or differently ? :)

[Dec 19th 2014, 9:23pm] Speiger: if i understood it right then yes.

[Dec 19th 2014, 9:21pm] VirMan: am i getting it right ? :)

[Dec 19th 2014, 9:21pm] VirMan: that's why if i just create it once and initialize with local instance, it is then not displayed as every block is separtate instance that needs to be registered for texture ?

[Dec 19th 2014, 9:20pm] VirMan: ok - so basically i need some (prefereeably static) field that holds textures and every block or item should get this texture on creation - best if this would be static field within class.

[Dec 19th 2014, 9:18pm] Speiger: And yeah i do not like the missing texture from MCvanilla and my Texturer made a missing Texture. So i override my textures if they got not loaded(because of missing)

[Dec 19th 2014, 9:17pm] Speiger: This is for every mod i create and uses my api (SpmodAPI is my baseMod) and TMT uses SpmodAPI also compact windmills (Spmod Version).

[Dec 19th 2014, 9:16pm] VirMan: ok - bit overkill for single mod :) soyou replace textures with your own or fill if missing ?

[Dec 19th 2014, 9:11pm] Speiger: here is my Texture Storage class: https://github.com/TinyModularThings/Tin…tureEngine.java

[Dec 19th 2014, 9:10pm] Speiger: https://github.com/TinyModularThings/TinyModularThings

[Dec 19th 2014, 9:10pm] VirMan: ok - no problem :)

[Dec 19th 2014, 9:10pm] Speiger: here: my githubg

[Dec 19th 2014, 9:09pm] VirMan: and get some comment :)

[Dec 19th 2014, 9:09pm] Speiger: i do not give my Private skype out. I am in the FTB ts at the moment.

[Dec 19th 2014, 9:09pm] VirMan: if i may - i';d love to see your solution :)

[Dec 19th 2014, 9:08pm] VirMan: not to spam this chat ;)

[Dec 19th 2014, 9:08pm] Speiger: what do you mean?

[Dec 19th 2014, 9:07pm] VirMan: do you have few moment over skype ?

[Dec 19th 2014, 9:07pm] Speiger: So everything is sorted and clean. It allows also my Texturer while he is ingame to see which block uses which texture (the original file)

[Dec 19th 2014, 9:07pm] VirMan: yes - that's why i say non static textures on not changing blocks is silly :P you made it right ;)

[Dec 19th 2014, 9:06pm] Speiger: It is simply an extra class so i do not need to write fields for every textures in ever block class.

[Dec 19th 2014, 9:06pm] Speiger: VirMan my Texture storage where i access/register all my textures is static.

[Dec 19th 2014, 9:05pm] VirMan: Aroma1997 - yes and it would take me forever to virew and browse all of those to pick up relevant ones :) asking does not hurts :)

[Dec 19th 2014, 9:04pm] VirMan: funny thing is, even if i register texture, and there is no error, ti got no texture if block is not a static field in master class...

[Dec 19th 2014, 9:03pm] VirMan: - it should be static field in particular class so it is once initialized andf then just used later.

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