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IndustrialCraft² recent version: v1.117! (For Minecraft 1.5.2 → topic)

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Pwnie2012

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1

Monday, March 10th 2014, 8:02pm

[GregTech-AddOn] [1.6.4] FrogCraft 1.2

FrogCraft is a mod which brings industrial chemistry to GregTech.
I ported the original FrogCraft to 1.6.4 since Rikka0_0 seems to be inactive and not willing to port the mod. LinusPhoenix and I will also port it to 1.7 and add content ;)

Download:
drone.io

This requires Forge 9.11.1.964 or later, IC2e and the latest GregTech for 1.6.4.

Feel free to leave bug reports on the Github bugtracker! I will also do code optimizations on FC because at the moment many methods of doing stuff are much more performance intensive than they really need to be ;) As GregoriusT does, I will also add config options on user request, either by GH Issues or on this Thread ;)

Screenshots:
Coming later ;)

This post has been edited 1 times, last edit by "Pwnie2012" (Mar 11th 2014, 4:22pm)


2

Tuesday, March 11th 2014, 2:46am

Soooo, any chance of an english wiki soonish?

3

Tuesday, March 11th 2014, 4:48am

Great job on the port, and thank you so much for porting it!

One or two things, though. There are missing recipes for Ultimate Hybrid Storage Unit, Academic City Windmill Base, and Gold Clod (does that have a recipe to begin with? IDK for sure.) Second, the Academic City Windmill is not generating EU. Third, on this version (1.1), I can't open any GUI on any machine.

Pwnie2012

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4

Tuesday, March 11th 2014, 7:17am

Great job on the port, and thank you so much for porting it!

One or two things, though. There are missing recipes for Ultimate Hybrid Storage Unit, Academic City Windmill Base, and Gold Clod (does that have a recipe to begin with? IDK for sure.) Second, the Academic City Windmill is not generating EU. Third, on this version (1.1), I can't open any GUI on any machine.


I can't reproduce the gui issue, does the pneumatic compressor work for ou?

Pwnie2012

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5

Tuesday, March 11th 2014, 7:20am

Soooo, any chance of an english wiki soonish?


Yeah, I will try^^

Bankiri

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6

Tuesday, March 11th 2014, 11:13am

I've tried FrogCraft1.1.
However, GUI of the machine seems to not open.

I ask you for a check.

7

Tuesday, March 11th 2014, 2:06pm

I also got the crash when using this industrial macerator: http://pastebin.com/NvxWBMHz

This post has been edited 1 times, last edit by "EverRunes" (Mar 11th 2014, 11:21pm)


Pwnie2012

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8

Tuesday, March 11th 2014, 4:23pm

ok, 1.2 working guis, fixed npe

9

Tuesday, March 11th 2014, 8:18pm

Really cool mod, good job porting it.
Question for you, would you be able to add custom recipes to some of the machines much like EnderIO does for the SAG Mill with the use of an .xml file?

This way we, the users, can further expand on the whole idea of chemistry and chemical compounds.

10

Tuesday, March 11th 2014, 9:07pm

ok, 1.2 working guis, fixed npe


Awesome, thank you ^.^

Pwnie2012

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11

Tuesday, March 11th 2014, 9:30pm

ok, 1.2 working guis, fixed npe


Awesome, thank you ^.^

problem was that I used "Frogcraft" in the network mod id,ut it has to be "frogcraft" (lowercase since the modID is lowercase -.-)

Bankiri

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12

Tuesday, March 11th 2014, 10:02pm

Thank you.
To you who made ​​me revive a favorite Mod.

13

Tuesday, March 11th 2014, 10:27pm

ok, 1.2 working guis, fixed npe


Awesome, thank you ^.^

problem was that I used "Frogcraft" in the network mod id,ut it has to be "frogcraft" (lowercase since the modID is lowercase -.-)


Ah, grammar. Getting in the way even when you get it right :p

Unfortunately, another problem: the machines aren't consuming the input product, resulting in infinite output products (I got 20+ stacks of anything, from a single item).

Bankiri

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14

Tuesday, March 11th 2014, 10:51pm

I also found the problem.
The use of pneumatic compressor, artifacts does not come out.
DarkAsh would come out
(DarkAsh did not appear in the original)

I'm sorry many times.

Pwnie2012

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15

Wednesday, March 12th 2014, 10:32am

I also found the problem.
The use of pneumatic compressor, artifacts does not come out.
DarkAsh would come out
(DarkAsh did not appear in the original)

I'm sorry many times.



so... it's producing dark ash? (then i have to exclude it)

Bankiri

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16

Wednesday, March 12th 2014, 4:44pm

Iridium reinforced plate is not produced from iridium alloy ingot.
Instead, is produced four dark ash.
Three industrial diamond is not produced from four of diamond powder.
Instead, are produced twelve dark ash.
This is only a by-product of state implosion compressor such as those made​​.

Another.
When you refining industrial furnace, material is not consumed, you finished product.
This would allow the infinite growth product.

Troubles you.
And I thank you.

This post has been edited 1 times, last edit by "Bankiri" (Mar 13th 2014, 8:05am)


17

Wednesday, March 12th 2014, 9:32pm

Did the names/lang file get fixed?
name a mod... I've tried putting it into my modpack!

172 mods
11 power systems
infinite fun

Sailren

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18

Wednesday, March 12th 2014, 10:30pm

i get this dupe bug for the machines too, im not in mood to report dupe bugs, but this is annoying, the redpower 2 dupe bug was wonderful though :D

19

Thursday, March 13th 2014, 9:46am

I was happy to see that someone update my mod to 1.6.4

I was so busy at the moment, dont have to time to do any modding

By the way,
I've come up with a idea about a entirely new energy network, that can improve the efficiency a lot(Don't have to do calculations in every ticks, just do calculations in some ticks - change of the energy network happens, eg. machine attach, detach, battery runs out)

See this project at github, it's called SimElectricity, 1 of my friend and i have been working on it for a while, it can works now, but there are still many issues(eg. cable rendering, model of transformers and rechargable battery boxes)

Pwnie2012

hobby electronics engineer

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Location: At home; Ignoring *all* ftb dramas; Bending forge to my will in EC2

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20

Thursday, March 13th 2014, 1:16pm

I was happy to see that someone update my mod to 1.6.4

I was so busy at the moment, dont have to time to do any modding

By the way,
I've come up with a idea about a entirely new energy network, that can improve the efficiency a lot(Don't have to do calculations in every ticks, just do calculations in some ticks - change of the energy network happens, eg. machine attach, detach, battery runs out)

See this project at github, it's called SimElectricity, 1 of my friend and i have been working on it for a while, it can works now, but there are still many issues(eg. cable rendering, model of transformers and rechargable battery boxes)


Cool t osee you're alive! Looked at your project, it looks really cool and I like the resistor mechanic :D Uhm, your frogcraft source has many "par1, par2" parameters, is that intended or did you once decompile your mod and github it? :D