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IC2 Experimental builds (jenkins):
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IndustrialCraft² recent version: v1.117! (For Minecraft 1.5.2 → topic)

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Foghrye4

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21

Thursday, March 27th 2014, 4:03pm

fuyuyuki
I'm done, here it is:
http://www.mediafire.com/download/32l0mc…v0.32-ic2v2.zip
Version for minecraft 1.6.4.
Enjoy it, and report any bugs, exploits and suggestions.

22

Thursday, March 27th 2014, 4:23pm

fuyuyuki
I'm done, here it is:
http://www.mediafire.com/download/32l0mc…v0.32-ic2v2.zip
Version for minecraft 1.6.4.
Enjoy it, and report any bugs, exploits and suggestions.
Thankyou so much this will be so helpful and i am amazingly greatful you took some of your sparetime to do it <3 will test and report any bugs i see

Chocohead

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23

Thursday, March 27th 2014, 4:48pm

You're the first Dev I've seen that'll backport (on request) at all, especially for a mod which has stopped 1.6 development :)
145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


---- Minecraft Crash Report ----
// I just don't know what went wrong :(

I see this too much.

mak326428

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24

Thursday, March 27th 2014, 5:35pm

Not first :P I did backport LS in its early-early days (like when it had ~7-ish items) to 1.5 xD

Foghrye4

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25

Sunday, May 18th 2014, 9:52am

Big and long awaited update. Or entirely new addon.

Chocohead

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26

Sunday, May 18th 2014, 10:50am

If only it was for 1.6.4 too. I've love an electric tunnel bore, since Railcraft's is so picky and temperamental.
145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


---- Minecraft Crash Report ----
// I just don't know what went wrong :(

I see this too much.

SpwnX

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27

Sunday, May 18th 2014, 12:07pm

This seems so good that i think it might be a good addition to kirara, any toughts?
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

Chocohead

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28

Sunday, May 18th 2014, 12:15pm

Yes.
145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


---- Minecraft Crash Report ----
// I just don't know what went wrong :(

I see this too much.

Foghrye4

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29

Sunday, May 18th 2014, 12:29pm

kirara

Kirara?

Chocohead

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30

Sunday, May 18th 2014, 12:46pm

145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


---- Minecraft Crash Report ----
// I just don't know what went wrong :(

I see this too much.

Foghrye4

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31

Sunday, May 18th 2014, 12:52pm

Hard Gregtech server: [BETA] [1.7] Gregtech Hardmode Server (aka Kirara 2.0)

Hope my addon wouldn't greatly increase lag. I used IC2 NetworkManager very widely.

32

Tuesday, May 20th 2014, 2:21am

Very cool mod.
I've got a problem though, the shield is destroying all blocks instead of dropping them.
In your screenshots I presume the scattered blocks all around are being dropped by it.
Was this an intentional change or a bug?

Foghrye4

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33

Tuesday, May 20th 2014, 12:37pm

Very cool mod.
I've got a problem though, the shield is destroying all blocks instead of dropping them.
In your screenshots I presume the scattered blocks all around are being dropped by it.
Was this an intentional change or a bug?


No, this is definetly bug. Please, post your Minecraft Forge and IC2 version here. Addon was tested in Minecraft Forge10.12.1.1060 and IC2 2.1.477.

Also i have founded 2 more bugs (upgrade - related). I'll try to fix them as fast as i can.

Foghrye4

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34

Tuesday, May 20th 2014, 1:46pm

Ldog.
Thank you for notifying bug. I think, problem may be linked with that i spawn item entities from both client and server worlds in previous version. I tried to fix it in new version. Addon was tested in Minecraft Forge10.12.1.1060 and IC2 2.1.477.
Report any new bugs or any suggestions, thank you one more time.

35

Tuesday, May 20th 2014, 11:43pm

Forge 1080 & 1084, IC2 477, IHL 41.
I'll try the new version out shortly here and edit the post.
Edit
Must be the Forge version, still no blocks.
I'll try 1079, but I can't go any earlier because of BC I believe (although I am about to ditch BC again, I think the autocrafting table is about all I'm really keeping it for at the moment....Tubes mod FTW!)
Edit 2
Still no blocks. Must be something they changed. I'm sure you'll figure it out. Let me know if you think logs or any other info will help you.

Oh, and I hadn't seen this when it first came out, but I liked the functionality added to the treetap instead of a new tool, for the same reasons you did it that way in the first place, too bad everyone else likes everything overly complicated.

This post has been edited 2 times, last edit by "Ldog" (May 21st 2014, 12:14am)


Foghrye4

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36

Wednesday, May 21st 2014, 2:58pm

I recompiled and test addon with Minecraft Forge build 1084. Seems working. Ldog, you may download new version 0.43 on first page.

37

Thursday, May 22nd 2014, 12:29am

Still eating blocks. This is with 441. Didn't try 43.
AHHHHHHHH.....FFS.... I just realized the issue isn't your mod, nothing is dropping blocks.
I've been dinking around in creative in a lab world for the last few days, testing out new IC2 production chain setups. So I hadn't noticed the issue outside of your mod until tonight.
Having a hard time isolating what caused it. Tried forge 1079,1082,1084. God only knows which mods I've changed around in the last few days. It's bad enough I have to do change control at work, I'll be damned if I am going to come home and do it for a game.

aaaaaaaaaaaaaaaaaaaaaaaaand Extrautilities pr5 was the culprit. Your mods working like a champ :D

This post has been edited 3 times, last edit by "Ldog" (May 22nd 2014, 2:01am)


Foghrye4

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38

Thursday, May 22nd 2014, 2:23pm

Your mods working like a champ

Thank you, but i forgot to add 128 block limitation in 441 version, so beyond that point render problems still be occuring. But, i've got ideas, how to make shield work infinitely deep. Maybe next version i can fix that up.

39

Friday, May 23rd 2014, 12:01am

Your mods working like a champ

Thank you, but i forgot to add 128 block limitation in 441 version, so beyond that point render problems still be occuring. But, i've got ideas, how to make shield work infinitely deep. Maybe next version i can fix that up.


Would be nice if you could add the ability to retract the pipe and disassemble the shield with a wrench when you are done too.

Also, this is kinda minor since by the time you are building this an electric wrench and power shouldn't be a problem, but the base unit always faces the same direction when it's plopped down. Should face you. Like I said pretty minor, but it's a suggestion if you're looking for those small touches that polish a mod.

Foghrye4

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40

Friday, May 23rd 2014, 1:10pm

Ldog, i make a code so, that when you disassemble base unit using wrench, shield item spawned on shield last position. Shaft parts (mining pipes) should do a same.
May be better to spawn all items in one place, what you think?
Should face you.

I can do that.