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IC2 Experimental builds (jenkins):
v2.0/2.1/2.2 / 2.3 / 2.5 / 2.6 (For Minecraft 1.6.4/1.7.2/1.7.10 / 1.8.9 / 1.9.4 / 1.10)
IndustrialCraft² recent version: v1.117! (For Minecraft 1.5.2 → topic)

1

Sunday, December 4th 2011, 11:45am

[MC Beta 1.8.1] IC² v1.337 SSP/SMP

The IC²-Developement team proudly presents:
Industrial Craft ²
Version 1.337b SSP/SMP


If you want to support IC²'s developement, or want to thank the team in a more materialistic way, feel free to drop us donations:


Return (String) System.getMostRecentPieceOfValuableInformation();
This is it. IC², the future of IC.
While playing it, you will feel right at home again, rediscovering most of the stuff known from IC. However, once you get your machines running, you will quickly notice how smooth and well-designed everything works now. Wiring is easier, batterys aren't as twosided (on/off) anymore, new cables, rubber stuff, new machines, EVERYTHING was added.
Create obstacle courses of Metal Poles and Rubber-Sheets, explore the Nether with an Electrical Jetpack or blow up whole landscapes at once by using the Dynamite-O-Mote. Or discover the much more complex mechanisms of Nuclear Engineering, blow up your hut or burn your hands. Or grab the rusty ol Composite Vest, and start hunting Creepers with the new, allmighty NanoSaber.

It's up to you, it's MINEcraft after all.


How to install, how to report errors, how to NOT bug the IC² developers:

What do i need to install IndustrialCraft / Prerequisite ?
  1. Risugami's ModLoader Beta 1.8.1
  2. Flan's ModLoaderMP Client 1.8.1
  3. SpaceToad's/Eloraam's MCForge Client 1.1.2 or later

It's strongly recommended to install these prequesite mods in the listed order onto a freshly downloaded minecraft.jar for optimum results.
Do not forget to delete the META-INF folder if you didn't delete it already.

How to install the Mod itself:
DOWNLOAD
You can (and actually, must) install IC² by dropping the downloaded JAR-file into your mods-folder. If there is none, install ModLoader and just start-up minecraft once for it to be automatically created. It is located inside your .minecraft directory.

If you get any sort of crashes or errors, consider first reading the FAQ, before bugging the Support section:

If you want to report Bugs; we got a Bug-Section for that purpouse.


If you got questions, considere browsing through the official IC wiki.
Note: It's the official wiki, nontheless coders of IC² are not actively updating it. Any information found/provided there can be incorrect or entirely false.

You can download a artificially generated Recipe-File here!

Or pay the Dev-Team's official YT-PR-Manager a visit:




How to setup your own IC²-Server:
First of all, you'll need to download and setup a normal MC-server. Once that's all working and you tested whether other people can connect, proceed to downloading the necessary components:
  1. Flan's ModLoaderMP Server 1.8.1
  2. SpaceToad's/Eloraam's MCForge Server 1.1.2 or later

Then grab your IC²-server files, HERE.
As with the client, just drop it into the mods-folder of your server directory.
Done :D
You may now want to start up the server once to generate the config file and then proceed to build awesome Industrial Worlds with your friends.


If you're looking for a server, check out the Server-Section of this forum.
Or just directly grab your reserverd slot on
Industrial Rage


IC² now provides are more or less well documented API.
If you're a modder yourself and want to create a mod implementing IC²s features, download THIS file, and add it's contents to your source-setup (MCP ned). By using the provided classes and interfaces you can in this manner create a mod using IC² features without requiring the whole IC² sourcecode.


LAST BUT NOT LEAST, CREDITS
Firstly, we would like to thank the whole MCP team. Without their work, modifying Minecraft would be MUCH more complicated and time-consuming.
Additionally, thanks go to Risugami, Flan and the MCForge team, a big mod like IC² just can't live without all these base-modifications.
As well, i would on this spot thank my developer team personally:
  • Player - Coder & Co-Leader of IC²
  • alexthesax - Coder
  • Drashian - Coder
  • elementalist - Coder
  • Feanturi - Spriter
  • tahu44 Modeller
  • Lurch1985 Sound Artist
  • The whole set of Beta-Testers, who i constantly annoyed by throwing buggy new versions at them while smiting every of their bugreport with a casual "It's not a bug, it's a feature".



COPYRIGHT:
IMS-License (It's my stuff!)
Everything seen on this website/thread and directly related to the content of this post is copyright'd by the respective author of this mod (IC² Dev-Team, names mentioned above). Any sort of files associated with this content (= the Download) may only be used for it's actual purpouse (installing and playing IC²). You may modify any or all of the content, but are NOT allowed to public any of it.
As well, noone besides the author and persons elected by the author are allowed to provide any download links. Everyone else is NOT allowed to public any sort of download, though he/she may hand out links to this website/thread instead.
Exspecially it is EXPLICITELY NOT allowed for anyone besides the author to earn any money by using this content's existence. This includes adfly, site advertisment and donations.
Any of the limitations above can be nullified by an explicite permission of the author.


Addendum I:
Trivially, all sites associated with and/or hosted by Alblaka or any member of the IC²-Dev-Team are allowed to provide content and/or links to content freely.
This addendum mainly refers to any downloads hosted via the IC² wiki.

Addendum II:
Any individuum is allowed to showcase this mod in form of screenshots and/or videos on any platform/website/forum under following restriction:
-A link to this thread must be provided, clearly visible under/next-to the media element(s).

Addendum III:
Any sort of modifications to the original IC² code may be created and published within the Addons-Section of this forum. The addon download must not contain any IC² files except the ones modified and of course the new files themselves.
Greetz,
Alblaka

2

Sunday, December 4th 2011, 11:47am

Changelogs, lots of them:

1.23 > 1.30

Source code

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-Reactors shouldn't redirect BC-Pipe input into invalid slots (causing stuff to be ejected right away) anymore 
-Same for Mass Fabricator
-Performance fixes for ElectricBlocks
-NPW crash fix for Reactor
-Overhaul of Scrapbox procentages, gl trying to farm diamonds
-Recyclers can recycle any material again
-Suddenly... HOES!
-Increased stability of the Enet.
-Tools now no longer use up remaining points of energy if the energy is to low to actually perform an action (mainly applyable for mining laser)
-Chainsaws and miners can harvest String from web.
-Breaking the Tip of a miner's mining pipe will now drop mining pipe and not the invalid tip-block.
-Fixed wrenches causing obscure drops upon apllying to cables.
-Increased SMP-network efficiency
-Fixed bugs causing nearby Quantumsuits to influence each other in SMP
-ElectricBlocks display now doesn't exceed the exspected values (since they actually CAN store slightly more energy then maximum displayed)
-Added fix for equipped pumpkin crashes
-Nuclear Reactors don't access diagonally adjavent chambers anymore (damn bugs)
-Teleporting costs are now slightly less influenced by range.
-PersonalSages will now give out text messages if you cannot access them, as well as being unwrenchable if there is still content within (to prevent accidental losses)
-Fixed rare "Unlimitd Battery" bug
-Theoretical support of lang-files for translations
-Optimized teleportation code in regard of server loading chunks
-Trade-O-Mat is now easier to use
-Solar Panels are now far less CPU-costly while determining sun visibility
-Solar Panels are now aware of weather influences
-Solar Panel recipe was changed to use Circuits insteadof Cables again
-Nuclear Reactors now provide 2x the energy
-Water Buckets are much less powerful cooling ingridents for reactors now
-HDs won't sit on their last point of damage forever anymore (making them craftable after cooling down, again)
-You don't take falldamage anymore if you have RubberBoots equipped and fall into a ladder
-Running Macerators give off smoke particles
-Compressors can now be combined with Pumps to create snow from infinite water sources.
-Watermill recipe now gives 2 Watermills (as it was actually intended in first place)
-Generators and GeoGenerators now consume fuel(and produce energy) x2 as fast
-Fuel was recalculated and should be actually a valid way of increasing energy gain
-Using saplings for crafting plantclumps gives 2 of them (to compensate for the amount of energy saplings can produce by burning
-You only need 1 plantclump for a fuel cell anymore
-Fixed Quantum Helmet recipe
-Added config toggle for CTRL or WW Quantum Speed
-Fixed Electrolyzer GUI
-Backpacks shouldn't be accounted as armor by minecrafts engine anymore (Do not absorb/take damage)
-Mining Laser got slightly rebalanced (will probably get a more intensive redo in future). Most modes use less energy now.
- CF Sprayers can now be used to "fill up" Scaffolds by rightclicking them. The foam will EXCLUSIVELY fill the scaffoldblocks (will drop scaffold). Easier to use for building stuff.
-You can now use Sand (rightclick) to instantly those pesky foam blocks who continously deny to harden.
-Painters now have 32 uses total (with no increase in dye costs).
-UUM Recipes for black/borwn dye and resin added.
-QunatumSuit Speedboost is now capped (still extremely fast, but cannot become faster then the speed at which the engine loads chunks)
-Mining Pipes don't suffocate anymore


1.30 > 1.32

Source code

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-Miner causing a crash upon hittin cables should be fixed now
-Fixed a bug causing Solars not to produce energy properly
-Fixed a bug with Painter going blank after 16 uses
-Fixed Batterys flickering when holding rightclick while pointing at blocks
-Improved CF-Spraying algorythm to work better with Scaffolds
-Fixed rubber boots refilling themselves on occasion
-Added a fix for Electric Blocks to never display an EU amount higher then their maximum
-Fixed a bug causing QuantumHelmet to refill itself
-Reduced the energy cost for QuantumHelmet food regeneration
-Vastly increased the effectiveness of NanoSabre
-Scaffolds were recoded with recursion to make them more CPU-efficient. This will most likely cause all currently existing scaffolds-constructs to break down, though.
-Iridium Plating is now even more expensive, consisting of Iridium Ore and Alloy (I Ore can be obtained via UUM)
-Added Lappack, an advanced Batpack
-Mining Laser, Scanners and NanoSabre draw energy from Lappacks
-CFPack recipe added, does now store up to 128 pellets.
-Holding shift will prevent any sort of GUI from opening (means you can easier place stuff on machines)


1.32 > 1.337

Source code

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-Added dictionary support for Bronze and Refined Iron
-Added Luminators
-Reworked Windmill mechanics
-Added Detector and Splitter cable
-Increased Tin-Cable capacity to 5 EUt
-Updated GeothermalGenerator GUI
-Spraying upon Scaffolds drops them again
-Lappack recipe made slightly more expensive
-Lappacks now properly work with high-energy gadgets
-QHelemt takes 2x more energy to refill hungre
-Miners cannot mine each others mining pipes anymore
Greetz,
Alblaka

3

Monday, December 5th 2011, 4:31pm

Changelog from v1.337 > v1.337b:

Source code

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-Fixed Lappack Recipe
-Corrupted Enet entries will now not crash the engine, but report in console. They will still cause issues from time to time, though.
-Fixed Solar Panel
-Fixed Cable Detector getting stuck "on" rarely
-Fixed Generator recipe
-Disabled wrench being usable on TNT-materials (for the sake of them being punchable either ways)
-Fixed Windmill GUI and increased Windmill gain slightly
-Fixed QuantumHelmetRecipe
-Fixed Compressor stacking snowballs indefinitely
-Hopefully fixed Backpack/RubberBoots being damaged armor-wise while taking damage
Greetz,
Alblaka

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