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41

Tuesday, October 11th 2011, 12:12pm

Quoted


Blocks Per EU calculation, so it would be EUs/Blocks Per.
Nice Idea but No... you can set usage to 1-2 Eu... if it is not worth just take stone ;(

So in that case, this will still be around 10% the efficiency per block of the old IC1 force field.


Actually, I think that the efficiancy per block for the old IC forcefield was interesting, as it went up with the size, since the radius was approximately proportional to the power input, and the block count was basically the surface area of the *sphere*

42

Tuesday, October 11th 2011, 12:34pm

Well

How does the coding algorithm for this force field actually work? How does the code check to see if an entity (player, monster, etc) has approached the field boundary? Does it check block by block to see if an entity is there or some other method?

43

Tuesday, October 11th 2011, 1:06pm

@ Ranakastrasz it is not my endeavor in such to create a force field like IC1. I think the IC2 make it self in IC2. If I get a clear NO from the IC2 team, I will extend my addon to a Sphere Field.
I currently use my addon for bridge,doors, walls ... not surround areas such as the IC1 ForceField...

@ BrickedKeyboard: It is made ​​very easy ... The block field consists of blocks as real can do not pass it. The Defence Field also consists of blocks is surrounded by a Sphere. All living in the Sphere is written in a list and gets hurt by the rows.

44

Tuesday, October 11th 2011, 2:21pm

ThunderDark:

Your machine works very similar to something I posted in the suggestions forum, but has a somewhat different purpose. You might be the ideal developer to create an addon for a 'Holographic Projector'.

Let me know what you think of the idea :)

http://forum.industrial-craft.net/index.…d&threadID=1340

45

Tuesday, October 11th 2011, 2:35pm

Ok, so if this were an SMP mod, what exactly would the code do every tick?

Would it iterate over every single block in the wall or sphere to check if the block is missing, every tick, all the time? That is the reason the IC1 shield failed miserably. The algorithm is so inefficient it killed the fastest CPUs.

Or did you use a different method? Can the blocks that compose a force field be destroyed with a pick? Explosives? If the block is destroyed, how does your algorithm repair the missing blocks?

Second, so for applying damage you look for entities within a sphere near the shield generator and the ones that are close to the actual shield blocks are the ones that take the damage? How often do you do this check?

Reason I ask is that shields, especially ones that also do damage, are a crucial feature this mod needs for SMP. But it has to be implemented in an efficient manner or you will not be able to have more than 3 players on a server.

Alblaka explicitly stated in this post here that he is NOT working on a shield generator for IC2 because the algorithm he used is too inefficient. If you have an idea for a better algorithm, you should implement it. I detailed the pseudocode for one that IS efficient and would work even for many shields on a single server if you are interested. Or, if you open source your mod, I may take a crack at it this weekend.

http://forum.industrial-craft.net/index.…d&threadID=1614

46

Tuesday, October 11th 2011, 3:16pm

@Direwolf,

I could be your idea ​​merging in my addon and then this all call "Holographic Force Field Projector" :D
it takes is a little Time must still a little work on basis for my Orignal Idea...

I like the Idea and it would implement..

Shalashalska

That guy who edit's Alblaka's books

Posts: 249

Location: In IC1

  • Send private message

47

Tuesday, October 11th 2011, 3:39pm

Ok, so if this were an SMP mod, what exactly would the code do every tick?

Would it iterate over every single block in the wall or sphere to check if the block is missing, every tick, all the time? That is the reason the IC1 shield failed miserably. The algorithm is so inefficient it killed the fastest CPUs.

Or did you use a different method? Can the blocks that compose a force field be destroyed with a pick? Explosives? If the block is destroyed, how does your algorithm repair the missing blocks?

Second, so for applying damage you look for entities within a sphere near the shield generator and the ones that are close to the actual shield blocks are the ones that take the damage? How often do you do this check?

Reason I ask is that shields, especially ones that also do damage, are a crucial feature this mod needs for SMP. But it has to be implemented in an efficient manner or you will not be able to have more than 3 players on a server.

Alblaka explicitly stated in this post here that he is NOT working on a shield generator for IC2 because the algorithm he used is too inefficient. If you have an idea for a better algorithm, you should implement it. I detailed the pseudocode for one that IS efficient and would work even for many shields on a single server if you are interested. Or, if you open source your mod, I may take a crack at it this weekend.

http://forum.industrial-craft.net/index.…d&threadID=1614

Simple. Make it like bedrock. Immune to all explosives and can only be removed by the force field generator.

Quoted

It has become a little stubbly. Implement facial hair growth in IC²? Vision continuously grows more furry until you shave. (approx once every 2 minecraft days ;P)

Steve shaves with his chainsaw.
Check out Factorio- A game where you build a factory from scratch.

48

Tuesday, October 11th 2011, 9:00pm

I dont actually want something like the Ic1 force field generator. It was way too inflexible. This is far better already, aside from the lack of any way to project a field that protects the generator itself.

Shalashalska

That guy who edit's Alblaka's books

Posts: 249

Location: In IC1

  • Send private message

49

Wednesday, October 12th 2011, 2:02am

I dont actually want something like the Ic1 force field generator. It was way too inflexible. This is far better already, aside from the lack of any way to project a field that protects the generator itself.

The generator is invincible while running.

Quoted

It has become a little stubbly. Implement facial hair growth in IC²? Vision continuously grows more furry until you shave. (approx once every 2 minecraft days ;P)

Steve shaves with his chainsaw.
Check out Factorio- A game where you build a factory from scratch.

50

Wednesday, October 12th 2011, 2:57am

Created a video for this addon :)

http://www.youtube.com/watch?v=Znj-G7sz1Nc

51

Wednesday, October 12th 2011, 3:32am

I dont actually want something like the Ic1 force field generator. It was way too inflexible. This is far better already, aside from the lack of any way to project a field that protects the generator itself.

The generator is invincible while running.


oh, I suppose that the lever being obliterated was the main issue.

FourFire

Industrial Alchemist

  • "FourFire" is male

Posts: 308

Location: Industrial Minecraftia

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52

Wednesday, October 12th 2011, 9:44am

Well I like the ideas flying around here :)
waiting to see what comes out of this,
I am hoping personally that two sheild types end up in IC2
this wall shield / hologram projector
and the IC2 dome sheild that connects to other sheild generators to make a larger protected area

53

Wednesday, October 12th 2011, 2:55pm

@Direwolf,

I could be your idea ​​merging in my addon and then this all call "Holographic Force Field Projector" :D
it takes is a little Time must still a little work on basis for my Orignal Idea...

I like the Idea and it would implement..


I think ideally the Holographic projector would be a seperate machine from the force field generator :). But its up to you.

54

Wednesday, October 12th 2011, 3:34pm

@Direwolf20
you can connect it to a HV-Transformer for 2048EU/t :thumbsup:

@All

Version 0.9.5 is almost finished include offset and Deflector Mode
and fix many Bugs and add new Bugs 8o

55

Wednesday, October 12th 2011, 9:34pm

Any reason it cant charge while active? I think either that, or when depleted while on, allow it to charge to full, then reactive.

56

Thursday, October 13th 2011, 2:15am

Can u please fix the recipe i was only able to make the item with spawned :Energy Crystal: not with ones i made :(

57

Thursday, October 13th 2011, 3:05am

Can u please fix the recipe i was only able to make the item with spawned :Energy Crystal: not with ones i made :(


Maybe the recipe requires fully charged crystals? Try making them, charging them, and then using them in the recipe

58

Thursday, October 13th 2011, 3:14am

Can u please fix the recipe i was only able to make the item with spawned :Energy Crystal: not with ones i made :(


Maybe the recipe requires fully charged crystals? Try making them, charging them, and then using them in the recipe


Sounds like it requires the 100001 energy crystals, which have no energy bars.

59

Thursday, October 13th 2011, 4:55am

Can u please fix the recipe i was only able to make the item with spawned :Energy Crystal: not with ones i made :(


Maybe the recipe requires fully charged crystals? Try making them, charging them, and then using them in the recipe. Tryed

Sounds like it requires the 100001 energy crystals, which have no energy bars

Yes it does only ones that would work.

60

Thursday, October 13th 2011, 5:55am

ok thx for info i will fix the recipe... ( chance to use empty :Energy Crystal: ).... in about 10 hours currently at work

@Ranakastrasz :

Quoted

Any reason it cant charge while active? I think either that, or when depleted while on, allow it to charge to full, then reactive.
More Info Please: Version ? connectet cable, enegy sorce ?... Settings ?

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