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

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KAZZ36

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21

Friday, June 7th 2013, 12:22am

Very nice.. If adding anything else special I'm looking forward to it!

22

Friday, June 7th 2013, 9:35am

Good idea! Waiting for new version. :)

In3dustrial Craft 2 1.115.341-lf and Forge 7.8.0.716 - mod works.
2 mods work maybe
all mods + IC 2 new (314< dont work)

Sodiet

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23

Friday, June 7th 2013, 11:24am

Of course, in my client not only IC2 and Forge, also 70 large and small mods. All work in SP and MP.

24

Friday, June 7th 2013, 12:58pm

Electric Suspended rail, same as Stonebed Electric, but can be placed 5 blocks from a previous Track (As apposed to RC's 2.)
Sorry, I cannot understand what you talking about. Can you explain it in other words?

How about making the planned Mag-lev rails require some fancy looking electromagnets?

Setup :
ElectroMagnet Rails ElectroMagnet
cables ElectroMagnet cables

Electric Rails would be 150% HS rail speed and Mag-Lev 300%.

Keeping Mag-Lev Rails would require 0.1 EU/t per Electromagnet (0,3 EU/t per rail), energy is NOT conducted by electromagnets, you must run wires across the entire railway.
If Electromagnets runs out of energy while someone is traveling at them with speeds higher than Electric Rails, it will cause the Mag-lev Cart to hit violently the ground , for 45 damage (22,5 hearts)
Mag-Lev Rails can only make curves at the same speed at Electric Rails or it will fail to hold the cart and it will hit the electromagnets, dealing damage.
This almost the same thing I think of. :)

Good idea! Waiting for new version. :)

In3dustrial Craft 2 1.115.341-lf and Forge 7.8.0.716 - mod works.
2 mods work maybe
all mods + IC 2 new (314< dont work)
What? When? ForgeModLoader-client-0.log? crash-***.txt? Or same things for what ever you have instead of Forge.

25

Saturday, June 8th 2013, 5:55am

http://pastebin.com/gjTmqhDn
last forge error
716 forge error

ic2 work only 314

Quintine

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26

Saturday, June 8th 2013, 6:20am

You have a mod that has the old IC2 API in it. check MFFS and any others then remove the IC2 API from within them.

27

Saturday, June 8th 2013, 6:29am

You have a mod that has the old IC2 API in it. check MFFS and any others then remove the IC2 API from within them.
oh i dont upd mffs ... i stupid
sry and thx !

28

Saturday, June 8th 2013, 11:34am

When talking of traveling faster than Railcraft HS rails, just keep in mind how fast you can load/receive chunks, some already have trouble with just the speed of HS rails.

masterzh

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29

Saturday, June 8th 2013, 1:22pm

Traincraft had planned some nice stuff but currently both "HS locomotive" and "Overhead lines" are disabled. I dont think they will implement any kind of metro/mag-lev/monorail stuff.


How about making the planned Mag-lev rails require some fancy looking electromagnets?



As 'SpwnX' sad please dont make it (if you plan to do it) just cable and rail its boring. Even if you cant make nice model do at least simple block/s instead. I can help with textures if needed.

1 question: Do you plan to make those rails compatible with traincraft E-trains? (in future)

Big thanks for ElectricRails. :thumbup:

30

Sunday, June 9th 2013, 4:46am

How about making the planned Mag-lev rails require some fancy looking electromagnets?

Setup :
ElectroMagnet Rails ElectroMagnet
cables ElectroMagnet cables

Electric Rails would be 150% HS rail speed and Mag-Lev 300%.

Keeping Mag-Lev Rails would require 0.1 EU/t per Electromagnet (0,3 EU/t per rail), energy is NOT conducted by electromagnets, you must run wires across the entire railway.
If Electromagnets runs out of energy while someone is traveling at them with speeds higher than Electric Rails, it will cause the Mag-lev Cart to hit violently the ground , for 45 damage (22,5 hearts)
Mag-Lev Rails can only make curves at the same speed at Electric Rails or it will fail to hold the cart and it will hit the electromagnets, dealing damage.
Love this idea with some addition:
1. Mglev Rails cannot connet to normal rails (use an adaptor if you want to).
2.
Different voltage of energy that connected to the rails may change the function, like: EV = Safely turning in hight speed mode, HV = Accelerate,
MV = Maintain Speed, LV = Decelerate.
3. Why just make people die? :Nuke TNT: BOOM!!!!!! :Nuke TNT:

SpwnX

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31

Sunday, June 9th 2013, 8:14am

How about making the planned Mag-lev rails require some fancy looking electromagnets?

Setup :
ElectroMagnet Rails ElectroMagnet
cables ElectroMagnet cables

Electric Rails would be 150% HS rail speed and Mag-Lev 300%.

Keeping Mag-Lev Rails would require 0.1 EU/t per Electromagnet (0,3 EU/t per rail), energy is NOT conducted by electromagnets, you must run wires across the entire railway.
If Electromagnets runs out of energy while someone is traveling at them with speeds higher than Electric Rails, it will cause the Mag-lev Cart to hit violently the ground , for 45 damage (22,5 hearts)
Mag-Lev Rails can only make curves at the same speed at Electric Rails or it will fail to hold the cart and it will hit the electromagnets, dealing damage.
Love this idea with some addition:
1. Mglev Rails cannot connet to normal rails (use an adaptor if you want to).
2.
Different voltage of energy that connected to the rails may change the function, like: EV = Safely turning in hight speed mode, HV = Accelerate,
MV = Maintain Speed, LV = Decelerate.
3. Why just make people die? :Nuke TNT: BOOM!!!!!! :Nuke TNT:
If i'm not wrong HS speed is 20 m/s (2.5x normal cart, 8m/s)
1. Maglev shouldnt connect to anything and be a special type of rail. Electric and Normal can be connected.
2. Completely unpractical. To reduce speed just redstone electromagnets and they will reduce speed of maglev cart instead.
Voltage accepted would MV by default, using transformer upgrades (8 electromagnets around1 transformer upgrade) you can get HV electromagnets.
3. 45 damage is fatal in most cases as you have only 20 hp, unless you have heavy armor.

4. Electric Rail speed : 30m/s. Mag-Lev speed : 60m/s
I think you have to add code to force load chunks faster or default chunk loading wont handle,
maybe making all mag-lev rails load chunks as it already requires some EU, they would be like the Network Anchor.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

wasmic

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32

Sunday, June 9th 2013, 4:05pm

Then someone would make a maglev rail system that interconnects remote parts of a server, then lag the hell outa everything due to chunkloading. But seriously, this addon is cool.
Age: 16. Favourite school subject: Physics/Chemistry.

The IC2 forums could really use a lot more of [REDACTED], [DATA EXPUNGED] and ████████.

I'm in a so called "after-school". It's freaking fantastic and nowhere near as boring as normal school!

SirusKing

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33

Sunday, June 9th 2013, 4:14pm

Chunk loading doesnt cause THAT much lag, especially at 1 chunk per track, it could also instead of constantly loading chunks, just load a certain amount of chunks ahead when you are riding it.
GT Textures: 281/ ∞ (0.0%) Complete. Screw this.
Sirus is the greatest person on the planet ever and I adore him and his work in every way possible. ~ GregoriusT 2014
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Quintine

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34

Sunday, June 9th 2013, 4:44pm

Well i know my server was handling 400ish chunks quite well, 80 of them with machinery in it. about a 22ms Tickrate.

Killing the tech part to just the 320 non factory areas dropped tickrate a stupid amount, so I wouldnt stress too much about chunk loading (Other than memory usage, memory takes a bit of a hit)

35

Sunday, June 9th 2013, 5:59pm

When talking of traveling faster than Railcraft HS rails, just keep in mind how fast you can load/receive chunks, some already have trouble with just the speed of HS rails.
Yes, I understand that, besides I using notebook and don't have high-end PC.

How about making the planned Mag-lev rails require some fancy looking electromagnets?

As 'SpwnX' sad please dont make it (if you plan to do it) just cable and rail its boring. Even if you cant make nice model do at least simple block/s instead. I can help with textures if needed.
I thought it will be simple wall of stone/construction foam blocks with integrated circuitry + textures of course.

1 question: Do you plan to make those rails compatible with traincraft E-trains? (in future)
I installed RailCraft for first time when start making this addon and I didn't ever heard about TrainCraft, so I don't know on how it is working. If it is compatible with standard Minecraft rails then it (possibly) will be compatible with that addon, I checked it with RailCraft Locomotive and it was boosted. At least I currently cannot find any API for TrainCraft.

How about making the planned Mag-lev rails require some fancy looking electromagnets?

Setup :
ElectroMagnet Rails ElectroMagnet
cables ElectroMagnet cables

Electric Rails would be 150% HS rail speed and Mag-Lev 300%.

Keeping Mag-Lev Rails would require 0.1 EU/t per Electromagnet (0,3 EU/t per rail), energy is NOT conducted by electromagnets, you must run wires across the entire railway.
If Electromagnets runs out of energy while someone is traveling at them with speeds higher than Electric Rails, it will cause the Mag-lev Cart to hit violently the ground , for 45 damage (22,5 hearts)
Mag-Lev Rails can only make curves at the same speed at Electric Rails or it will fail to hold the cart and it will hit the electromagnets, dealing damage.
Love this idea with some addition:
1. Mglev Rails cannot connet to normal rails (use an adaptor if you want to).
2.
Different voltage of energy that connected to the rails may change the function, like: EV = Safely turning in hight speed mode, HV = Accelerate,
MV = Maintain Speed, LV = Decelerate.
3. Why just make people die? :Nuke TNT: BOOM!!!!!! :Nuke TNT:
If i'm not wrong HS speed is 20 m/s (2.5x normal cart, 8m/s)
1. Maglev shouldnt connect to anything and be a special type of rail. Electric and Normal can be connected.
2. Completely unpractical. To reduce speed just redstone electromagnets and they will reduce speed of maglev cart instead.
Voltage accepted would MV by default, using transformer upgrades (8 electromagnets around1 transformer upgrade) you can get HV electromagnets.
3. 45 damage is fatal in most cases as you have only 20 hp, unless you have heavy armor.

4. Electric Rail speed : 30m/s. Mag-Lev speed : 60m/s
I think you have to add code to force load chunks faster or default chunk loading wont handle,
maybe making all mag-lev rails load chunks as it already requires some EU, they would be like the Network Anchor.
1. I currently think to build it on top of standard rails, will see how it goes, because making it work alone will require to build whole own infrastructure and it is a lot of work. BTW it is true for monorails too.

36

Wednesday, June 12th 2013, 2:12am

good mod

This post has been edited 1 times, last edit by "AlexPRO" (Jun 13th 2013, 4:47pm)


KAZZ36

Retired and Fallen MC gamer [2010-2014]

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37

Thursday, June 13th 2013, 11:30pm

Now a couple questions. Are those machine blocks underneath those rails or are they magnetizers in the image?
Now here's another question, are you planning to expand upon just rails or are you planning to do something in the way of new machines on rails?

Industrial Miner

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38

Friday, June 14th 2013, 6:23am

That is EU cable covered in CF foam.
Cyborg Industries


masterzh

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39

Sunday, June 23rd 2013, 9:04am

Hello LostCoder, any news on possible next release? Like planned features etc? (not date) Just cautiously asking... :thumbup:

40

Sunday, June 23rd 2013, 9:26am

Version 0.02

(attachments in first post)

For short:
+ Added turns/corners for electric rails;
+ Added "Third Rail" block;
+ Added "Advanced Track" - non electric version;
+ Added "Maglev Rail" and "Maglev Cover" blocks;
+ Added support for non integer EU/t consumption;
+ Added config options for energy consumption and speed multipliers;
* Fixed crash when adding recipes and RailCraft rails are disabled (probably fixed);
- Still no electric carts;

For long


Third Rail
Don't work as rail by itself, instead it will boost carts on adjacent rail blocks. Not conduct energy by itself, you should place cables under it. Support up to 2048 EU max input. Have "internal storage" of 20 EU.

Crafting (depends on whether RailCraft is installed)
1x Stone Slab;
1x Electric Rail OR Uninsulated HV cable;



Advanced Track
Simply non electric version.

Crafting (RailCraft)
6x Standard Rail;
1x Stone Railbed;



Crafting (Vanilla)
6x Iron Ingot;
3x Stone Slab;



Maglev Cover
Build on top of standard non-electric rails, e.g. it is physical rails but with unusual texture. Does not require power by itself, but will boost carts when surrounded with at least 2x powered Maglev Rails.

Crafting (any)
1x Stone Slab;
1x Sand;



Maglev Rail
Magnetic rail block. Support block for Maglev Cover. Doesn't do anything by itself, just stores energy. Not conduct energy by itself, you should place cables under it. Support up to 128 EU max input. Have "internal storage" of 20 EU. On overvoltage, wires/circuitry will burn out and leave simple stone slab (didn't tested it).

Crafting (any)
1x Red Stone Dust;
1x Lapis Lazuli;
3x Insulated Copper Cable;
4x Stone;




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