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IndustrialCraft² recent version: v1.117! (For Minecraft 1.5.2 → topic)
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1

Saturday, September 10th 2011, 6:59pm

[AddOn v1.90] Charging Bench v1.90-1

Name: Charging Bench
Summary: A 12-slot work bench that can charge all your tools or batteries at once.

Description
Adds the brand new Charging Bench, an electric machine with 12 charging slots for all your tools,batteries, and anything else you can stuff in the top slot of a batbox. Comes in three varieties, one for each tier. It's even smart enough to unstack batteries if you place them into it stacked! Plus, if it's redstone powered, it'll reverse operation and discharge batteries to emit power instead.

Upgrades
Charging Benches now work with upgrade components!
  • Overclocker upgrade - Allows the bench to go through multiple charge/discharge cycles per tick, effectively going beyond normal transfer limits. The effect is calculated using the usual ratio, then rounded to the nearest integer. Like other machines, overclockers get increasing returns to the point of ridiculousness after a certain point. Of course, it can still only charge with the energy it's got, so you'll probably want to invest in storage and transformer upgrades, too! Example multipliers:
    0 upgrades - 1x
    1 upgrade - 1x (it rounded down)
    2 upgrades - 2x
    3 upgrades - 3x
    4 upgrades - 4x
    5 upgrades - 6x
    6 upgrades - 8x
    ...
    16 upgrades (max for charging benches) - 301x (enough to charge quantum armor in 4 ticks!)
  • Energy storage upgrade - Adds 10,000 EU storage per upgrade, to a maximum of however many you can stuff in there. Great for setting up burst charging without having to hook fifty MFSUs to your bench.
  • Transformer upgrade - Increases the tier of the charging bench for all purposes except outputting energy. That means that you can make your Mk1 charging bench accept HV (or even EV and beyond!) and charge and discharge lapotron crystals! The only difference between a Mk3 bench and an upgraded Mk1 (besides the Mk3 having a slightly higher base energy storage) is that the Mk1 will still only generate one 32 EU packet per tick when redstone powered, allowing it to remain safe to use in an LV environment.


Video
IndustrialCraft Charging Bench Review! by Kane Hart

Recipes

Spoiler Spoiler

Charging Bench Mk 1


Charging Bench Mk2


Charging Bench Mk3


Screenshots

Spoiler Spoiler


The three tiers of charging benches together.


Using an energy crystal in a Mk2 charger to fill up a bunch of batteries.


Installation
Just put it in your mods folder.

Version History
Previous versions are now available in an old version archive.
  • 1.90-1
    Update to IC2 1.90
  • 1.81-1
    Update to IC2 1.81
  • 1.71-1
    Fixed using energy crystals and lapotron crystals in the input slot.
    Implement upgrade slots.
    Restored per-item transfer limits, since overclockers are now available to work around them.
  • 1.70-1
    Update to IC2 1.70
    Rearrange inventory slots for more useful shift-clicking.
  • 1.64-1
    Update to IC2 1.64
    Write config file earlier for easier ID conflict resolution
    Ignore transfer limits to items on the bench
  • 1.42-1
    Update to IC2 1.42
  • 1.337b-1
    Update to IC2 1.337b
  • 1.23-2b (client only)
    Pre-load the charging bench texture to prevent rendering glitches and other misfortune.
  • 1.23-2
    SMP support
    Added decharging mode when redstone powered
  • 1.23-1
    Update to IC2 1.23
    Increased internal storage so that nano/quantum suits can charge properly (thanks Ket)
  • 1.1 Added config file.
  • 1.0 Initial Release

Permission to Port, Package, and Plagiarize
  • Porting - You may freely port this mod to any platform that I don't make releases for (e.g. Bukkit). If I'm unusually busy and don't update it fast enough after a new IC2 release, you may (if you're so inclined) make an unofficial port of the mod to the new version of IC2 and link it in this thread.
  • Mod Packs - You may include this mod in any server-specific mod pack, or in any public mod pack which has permission to include IC2.
  • Reuse and Derivative Works - You may decompile this mod and use parts of its source code in your own work, except those parts which are borrowed from IC2's source code. (I think the provideEnergy method is the only thing left that contains any real copy-pasted material.) If you use any significant amount of material from this mod in your own, I would appreciate being credited and notified about the mod. (Mostly just because I'd be curious to see what you made out of it.)

Credits
Coding & Sprites - Drashian
Drashian has attached the following files:

2

Saturday, September 10th 2011, 7:22pm

That looks like a super useful little block. Just a bit curious based on what it in the screenshot though: what happens to the 5 stack when all 1 other slots are filled with charged batteries?

3

Saturday, September 10th 2011, 7:23pm

Nothing immediately (sorry), but it unstacks the rest of the way when you start removing batteries.

4

Saturday, September 10th 2011, 7:26pm

Nothing happening is better than what I thought at first! (spits excess out to force being able to charge at least one in that stack)

5

Saturday, September 10th 2011, 7:27pm

Nothing immediately (sorry), but it unstacks the rest of the way when you start removing batteries.
can you make it so that it work with a chest ?
Industrialcraft² :3² :D

killerbeez

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6

Saturday, September 10th 2011, 7:56pm

SMP?
Long time IC user/supporter. Created the first IC server.
www.killerbeesgaming.com


7

Saturday, September 10th 2011, 8:04pm

SMP?

OFC not, The base mod isnt SMP yet. XD

8

Saturday, September 10th 2011, 8:09pm

SMP?
Not yet of course, but yeah I do plan to update it to SMP as we do the same with IC2. (Unless it gets merged in with the main branch, in which case it would go SMP even slightly sooner.)

9

Saturday, September 10th 2011, 8:13pm

Nothing immediately (sorry), but it unstacks the rest of the way when you start removing batteries.
can you make it so that it work with a chest ?
Jeeze, I give you people 12 slots and you still want it to work with a chest. :D I'll think about it. I will, at the very least, try and get it working intelligently with BuildCraft pipes. Which I assume it's probably not yet, because I haven't tested it it.

ultimate_omega

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10

Saturday, September 10th 2011, 8:32pm

This was exactly what I need, I usually end up with a crap-load of batteries after a while and charging them takes forever.

Quick question: Can this be wired into my "Giga-Solar System" to charge?
Q2: So, just pop the .zip in the mods folder to install? (I'm used to putting everything in the .jar)

11

Saturday, September 10th 2011, 10:35pm

This was exactly what I need, I usually end up with a crap-load of batteries after a while and charging them takes forever.

Quick question: Can this be wired into my "Giga-Solar System" to charge?
Q2: So, just pop the .zip in the mods folder to install? (I'm used to putting everything in the .jar)


Q1: Yes, you can. Each tier can take that tier's normal input without exploding (32, 128, or 512 EU pulses, same rules as other machines).
Q2: You can do it whichever way you prefer actually. :)

ultimate_omega

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12

Saturday, September 10th 2011, 11:11pm

This was exactly what I need, I usually end up with a crap-load of batteries after a while and charging them takes forever.

Quick question: Can this be wired into my "Giga-Solar System" to charge?
Q2: So, just pop the .zip in the mods folder to install? (I'm used to putting everything in the .jar)


Q1: Yes, you can. Each tier can take that tier's normal input without exploding (32, 128, or 512 EU pulses, same rules as other machines).
Q2: You can do it whichever way you prefer actually. :)
Thanks, I've been itching to hook up something else than the IF's to the Solar System.

13

Sunday, September 11th 2011, 1:44am

thanks bro, any chance to get a config file to change the mods id from 189



thanks

14

Sunday, September 11th 2011, 5:04am

thanks bro, any chance to get a config file to change the mods id from 189



thanks


Yeah, I skipped that this afternoon because I was in a hurry. :whistling: I'll try to get a version out with a proper config by the end of the night.

Edit: Bump for new version. It has a config file now. And this time I remembered to put it in Minecraft's config directory. :D

15

Sunday, September 11th 2011, 5:34am

thanks bro, any chance to get a config file to change the mods id from 189



thanks


Yeah, I skipped that this afternoon because I was in a hurry. :whistling: I'll try to get a version out with a proper config by the end of the night.

Edit: Bump for new version. It has a config file now. And this time I remembered to put it in Minecraft's config directory. :D
awesome man! Have a good one!

M11xStryker

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16

Sunday, September 11th 2011, 7:35am

Sweet, nice addon :D
Though I'm a very wire happy person, so no real use for me :P
Great addon though.

17

Sunday, September 11th 2011, 12:32pm

GREAT STUFF MAN!

Thank you, and even linking it to me on my thread :rolleyes:

18

Sunday, September 11th 2011, 2:31pm

Sweet, nice addon :D
Though I'm a very wire happy person, so no real use for me :P
Great addon though.


I personally use it to mass charge equipment, such as my mining drill, chainsaw, batpack, E-Jetpack, Laser, nanosuit, and anything else I might need to charge.
I would have found it useful earlier to charge batteries easily via this, as it nicely replaces mass battery charging from MFEs from IC1.

19

Monday, September 12th 2011, 3:39am


I will, at the very least, try and get it working intelligently with BuildCraft pipes. Which I assume it's probably not yet, because I haven't tested it it.


Heh you would be correct it does not, im currently working on a special industrial craft based pipe that is ment to properly utilize certin industrial craft structures with odd slot counts. (induction furnace for example) I have it working but it needs more integration into IC2's power system which happens to be the part of IC2 that didnt decompile properly for me. Anyways ill see about adding support for this little box here, so long as I can pull out the info for the items health/charge level ill be good.

20

Thursday, September 15th 2011, 10:56am

There is a bug, when you place for example MK1 and delete it, cable still connect to this empty space, if you send via this cable MV or HV - BUM :)

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