You are not logged in.

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)

Dear visitor, welcome to IC² Forum. If this is your first visit here, please read the Help. It explains in detail how this page works. To use all features of this page, you should consider registering. Please use the registration form, to register here or read more information about the registration process. If you are already registered, please login here.

21

Monday, October 1st 2012, 8:19pm

The tier 3 charger should be substantially faster... or accept overclocker upgrades or somesuch. Currently charging a full quantum suit takes ages.

Kane Hart

Godcraft.Com Administrator

    Canada

Posts: 2,330

Location: Barrie, Ontario, Canada

  • Send private message

22

Monday, October 1st 2012, 8:58pm

The tier 3 charger should be substantially faster... or accept overclocker upgrades or somesuch. Currently charging a full quantum suit takes ages.
If you watched the video its planned in the near future to add more overclockers. The tip is you can put 4 charging pads together.
Check out Our Brand New GT New Horizons Server .:Here:.
Check out Our Brand New GT New Horizons Let's Play Series .:Here:.

Keymaster89

EU Device Explorer

  • "Keymaster89" is male
  • Italy

Posts: 137

Location: Monza

  • Send private message

23

Monday, October 1st 2012, 9:13pm

i'm glad that higher tiers pads are not dependant from lower tiers... this way i haven't to spend 4 circuit, a batbox and an MFE for nothing (as the pad storage won't conserve storage capacity, loosing a total of 640.000EU storage)

billjoehobo

sdrawkcab siht etorw I

  • "billjoehobo" is male

Posts: 176

Location: Lurking in the shadows

  • Send private message

24

Monday, October 1st 2012, 9:44pm

Or if you do decide not to use lower tiers in the craft add the ability to craft them back in to their storage unit

Myrathi

Insomniac

  • "Myrathi" is male
  • "Myrathi" started this thread
  • United Kingdom

Posts: 90

Location: At my computer

  • Send private message

25

Tuesday, October 2nd 2012, 2:26pm

Currently working on an update that includes upgrade options for the LV and MV pads.

If you have a static or crystalizor pad in item form (unplaced), you'll be able to "upgrade" them via a shapeless recipe. If the pads are already placed, you'll be able to improve them by clicking the upgrade item on the pad and they'll not lose their stored energy -- with associated risks, if the pad happens to be running at the time (and an associated config option for wusses).

Additionally, the in-place upgrade will only work by clicking on the underside - think of it as upgrading the pad via its power-access panel. Yes, there will be a config option to turn this restriction off. :P

The upgrades themselves require materials that keep in line with batbox-to-MFE and MFE-to-MFSU upgrades, materials that the higher-tier pads require (beyond just the storage unit) and a little bit extra to make the "upgrade" feature more realistic.

ETA: Soon™ :P

  • "HanFox" is male
  • United Kingdom

Posts: 28

Location: United Kingdom

  • Send private message

26

Tuesday, October 2nd 2012, 4:44pm

You know when your mod is good when people demand textures for it in specific styles. So here are some Sphax PureBDcraft ones if you want to add a textures section to your OP ;)

http://bdcraft.net/forum/ic%C2%B2-mod-chargepads

Myrathi

Insomniac

  • "Myrathi" is male
  • "Myrathi" started this thread
  • United Kingdom

Posts: 90

Location: At my computer

  • Send private message

27

Tuesday, October 2nd 2012, 5:57pm

You know when your mod is good when people demand textures for it in specific styles. So here are some Sphax PureBDcraft ones if you want to add a textures section to your OP ;)

http://bdcraft.net/forum/ic%C2%B2-mod-chargepads

Heh! Those are cool. :D

Thanks, HF. :)

28

Wednesday, October 3rd 2012, 5:19am

hey just got your mod installed (latest version as of this post)

first lemme say i really like the idea / texture, but

i can't seem to destroy them, as
left clicking seems to also open the gui

thanks

Myrathi

Insomniac

  • "Myrathi" is male
  • "Myrathi" started this thread
  • United Kingdom

Posts: 90

Location: At my computer

  • Send private message

29

Wednesday, October 3rd 2012, 6:38am

hey just got your mod installed (latest version as of this post)

first lemme say i really like the idea / texture, but

i can't seem to destroy them, as
left clicking seems to also open the gui

Came across both of those bugs myself, tonight, while updating stuff. They only happen with more recent versions of forge but it's fixed in my working version - forge fixed the way some of the click handling worked. Heh! :>

Thanks for the report. :) New version Really Soon™... ;P

Myrathi

Insomniac

  • "Myrathi" is male
  • "Myrathi" started this thread
  • United Kingdom

Posts: 90

Location: At my computer

  • Send private message

30

Wednesday, October 3rd 2012, 11:20am

New version released: v1.1.0.21 :)

i'm glad that higher tiers pads are not dependant from lower tiers... this way i haven't to spend 4 circuit, a batbox and an MFE for nothing (as the pad storage won't conserve storage capacity, loosing a total of 640.000EU storage)
Or if you do decide not to use lower tiers in the craft add the ability to craft them back in to their storage unit
i can't seem to destroy them

You can now upgrade existing Pads either via a shapeless recipe (for unplaced pads) or by using the upgrade kits directly on the pads' power access panels! (i.e. underneath them).

New recipes are in the first post and see the Q&A spoiler or README file (in the zip) for a couple of extra config options (and dangers ;)) related to the new changes.

Enjoy! :D

sliderpro

Industrial maniac

  • "sliderpro" is male
  • Russian Federation

Posts: 322

Location: Moscow

  • Send private message

31

Wednesday, October 3rd 2012, 12:42pm

Quite a nice addon :P I had dreams about it, since one time I had to recharge my Q suit, 4 lappacks and all tools :D
I wonder, if you can make these blocks a multiblock-type, so they check for attached pads and share energy between eachother but for increased EU\t passive consumption. Could be even more usefull to make a charging floor. Another thing is to make them paintable-nifty pads.
Well, thanks for awesome stuff :rolleyes:

Myrathi

Insomniac

  • "Myrathi" is male
  • "Myrathi" started this thread
  • United Kingdom

Posts: 90

Location: At my computer

  • Send private message

32

Wednesday, October 3rd 2012, 2:04pm

I wonder, if you can make these blocks a multiblock-type, so they check for attached pads and share energy between eachother but for increased EU\t passive consumption. Could be even more usefull to make a charging floor.
Would take a significant overhaul but it's a cool idea. Not like people aren't making charging floors with pad-banks already! ;D

Quoted

Another thing is to make them paintable-nifty pads.
Hrm... not very feasible, I'm afraid. :( Would require a massive rewrite (due to the pads sharing a single block ID).

Quoted

Well, thanks for awesome stuff :rolleyes:
Glad you're enjoying it. ;)

sliderpro

Industrial maniac

  • "sliderpro" is male
  • Russian Federation

Posts: 322

Location: Moscow

  • Send private message

33

Wednesday, October 3rd 2012, 3:06pm

Would take a significant overhaul but it's a cool idea. Not like people aren't making charging floors with pad-banks already! ;D
Making each panel check for adj. panel would lag like hell, that won't do any good - I advice to make things soo much easier and to make special "control" panel for such checking job - and reacting to adj. block update (so, to make it check blocks).
Something like a panel, which checks 3x3x1 or 5x5x1 space (different tiers?) around for charging pads, then (if any found) checks if this pad is attached to our panel\structure and then checks, if structure is correct (control panel in the middle), then it makes structure complete (turns into one huge panel maybe? in long perspective, could be a challenge :D man, so railcraftish >.>)
I wonder, if it is easier to code things like control panel is made to ask connected blocks if they are pads, if yes - these pads ask nearby blocks and etc, until max structure size.
Have almost no programming and grammar skilz - still suggesting tons of stuff, that's what I do :D
As I see it, player would put some panels and then connect them to e-net, so they actually do some lag, as pads are passive EU eaters, and in large numbers they CAN do some real lagging. Don't get this post over-serious, it is more likely to satisfy my own need to share ideas xD

34

Wednesday, October 3rd 2012, 5:53pm

Love this addon, great job fella :D

I cant wait for the chance to put in overclockers etc, cause it was painfully slow atm, having 4 pads worked, but 40 odd diamonds to get that is a hefty price :P

Looking forward to what you might do to this later on :)

Myrathi

Insomniac

  • "Myrathi" is male
  • "Myrathi" started this thread
  • United Kingdom

Posts: 90

Location: At my computer

  • Send private message

35

Wednesday, October 3rd 2012, 6:03pm

Love this addon, great job fella :D

I cant wait for the chance to put in overclockers etc, cause it was painfully slow atm, having 4 pads worked, but 40 odd diamonds to get that is a hefty price :P

Cheers. :) To say I'm looking forward to the upgrades, myself, is an understatement! xD
The upgrade kits (especially the in-place feature) were just too fun an immediate challenge to pass up, though. :)

Quoted

Looking forward to what you might do to this later on :)

Got quite the to-do list, already. :> NEI integration and IC2 slot upgrades are next up (not sure what order ¬_¬).

36

Wednesday, October 3rd 2012, 6:39pm

Got quite the to-do list, already. :> NEI integration and IC2 slot upgrades are next up (not sure what order ¬_¬).
Im quite passionate about the overclockers, but thats just me :P

what will NEI integration mean, that it pops up in nei? :o

Myrathi

Insomniac

  • "Myrathi" is male
  • "Myrathi" started this thread
  • United Kingdom

Posts: 90

Location: At my computer

  • Send private message

37

Wednesday, October 3rd 2012, 6:48pm

what will NEI integration mean, that it pops up in nei? :o

Indeedily. Going to see if I can integrate it properly into IC2's listings. Haven't looked at it too closely, though, so I'm not sure how feasible that is. :)

Kane Hart

Godcraft.Com Administrator

    Canada

Posts: 2,330

Location: Barrie, Ontario, Canada

  • Send private message

38

Wednesday, October 3rd 2012, 9:13pm

Thanks for the update.
Check out Our Brand New GT New Horizons Server .:Here:.
Check out Our Brand New GT New Horizons Let's Play Series .:Here:.

kaylo

Unregistered

39

Saturday, October 6th 2012, 2:14pm

crash

I received an error after placing this in the mods folder. Have the recommended Forge 4.1.1 and 1.1.06
Error:

Spoiler Spoiler



Minecraft has crashed!
----------------------

Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to C:\Users\James Kaylo\Desktop\Trainers\Minecraft\Minecraft Profile Manager\profiles\NewestVersion\.minecraft\crash-reports\crash-2012-10-06_09.09.36-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.



--- BEGIN ERROR REPORT 11493546 --------
Generated 10/6/12 9:09 AM

- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_04, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 353003344 bytes (336 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.0.196.366 Minecraft Forge 4.1.1.251 8 mods loaded, 8 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
Mystcraft [Mystcraft] (minecraft.jar) Unloaded->Constructed->Pre-initialized
mod_521_magicalRepair [mod_521_magicalRepair] (minecraft.jar) Unloaded->Constructed->Pre-initialized
mod_521_superior_enchanting [mod_521_superior_enchanting] (minecraft.jar) Unloaded->Constructed->Pre-initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.jar) Unloaded->Constructed->Pre-initialized
ChargePads [Charge Pads] (chargepads-universal-1.1.0.21.zip) Unloaded->Constructed->Errored
AdvancedSolarPanel [Advanced Solar Panels] (mod_AdvancedSolarPanels_3_1_0.zip) Unloaded->Constructed->Pre-initialized
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 5700 Series GL version 4.2.11762 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Misa415.zip
- Profiler Position: N/A (disabled)

cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:461)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:144)
at net.minecraft.client.Minecraft.a(Minecraft.java:405)
at net.minecraft.client.Minecraft.run(Minecraft.java:737)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:371)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:460)
... 4 more
Caused by: java.lang.NoSuchMethodError: cpw.mods.fml.common.event.FMLPreInitializationEvent.getVersionProperties()Ljava/util/Properties;
at myrathi.ic2.chargepads.ChargePads.preInit(ChargePads.java:78)
... 30 more
--- END ERROR REPORT 508975b6 ----------



Myrathi

Insomniac

  • "Myrathi" is male
  • "Myrathi" started this thread
  • United Kingdom

Posts: 90

Location: At my computer

  • Send private message

40

Sunday, October 7th 2012, 10:15am

I received an error after placing this in the mods folder. Have the recommended Forge 4.1.1 and 1.1.06
Error:

Spoiler Spoiler


Caused by: java.lang.NoSuchMethodError: [...]getVersionProperties(); at myrathi.ic2.chargepads.ChargePads.preInit(ChargePads.java:78)
That old a 'recommended' forge doesn't have some of the methods required to run CP, I'm afraid.

As stated in the "Installation" spoiler in my main post, you'll need Forge-263 (link) or higher.

Counter:

Hits today: 4,754 | Hits yesterday: 35,349 | Hits record: 152,331 | Hits total: 65,336,194