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mak326428

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1

Sunday, July 28th 2013, 9:52am

[Addon v2.0_experimental for MC 1.6.2] LevelStorage v1.2


Without further ado, here is what this mod is and what it adds:
About this mod:
Name: LevelStorage
Version: 0.9 (beta, but already contains rather a lot of what I've planned)
Id usage: who cares?
Source: https://github.com/mak326428/LevelStorage
If you're wondering "what are these XP points?": 840 XP = 30 levels.
I'll write the detailed description of every item in this mod (which is a lot BTW) later. I'm trying to figure out where to put it and the IC2 forum's post length limitation is strict and doesn't accommodate even 1/6 of what the mod has.

Installation:
1. Make sure to install IC2 correctly (and thus the right MCForge version, etc.)
2. Download the mod
3. Place the levelstorage-x.x.x-universal.jar into the mods folder.

All the versions are for Minecraft 1.6.2.
Since 0.9.9, newest versions are available at public dropbox folder (and ARE compatible with experimental IC2): https://www.dropbox.com/sh/svotvwg3cf53az3/x6V3I-eoLS
Old versions:
Download (v0.9.5): http://www.mediafire.com/?cyr3cgmyqcjlj3o
Download (v0.9.3): http://www.mediafire.com/?h6rwr8re35ywsr0
Download (v0.9.2): http://www.mediafire.com/?u2qy880n1bipv73
Download (v0.9.1): http://www.mediafire.com/?r4usp8uci6la7im
Download (v0.9beta-hotfix4): http://www.mediafire.com/?lbml1bsrtfb18q8
Download (v0.9beta-hotfix3): http://www.mediafire.com/?8csf3pw8bh4rk2s
Download (v0.9beta-hotfix2): http://www.mediafire.com/?w27bdd6qk9l8wcb
Download (v0.9beta-hotfix1): http://www.mediafire.com/?kiam40damkm528y
Download (v0.9beta): http://www.mediafire.com/?f5wbls7i3zl2ds4
Faithful 32 (optional, copy files from the archive into your faithful32pack.zip): http://www.mediafire.com/?kkaha7en8enijz2

Changelog:

Spoiler Spoiler


Changelog wraps up at 0.9.5, I'm being lazy to update stuff here :)
v0.9.5
New stuff? Yep, a ton of it.
1. Wireless Chargers
2. Electric Sickles
3. Energetic Infused Matter Orbs
4. Mass Infusers [highly, highly WIP, do not use!]
5. Quantum Saber
6. Superconductors
Various miscellaneous tweaks:
1. Fixed advanced scanners.
2. Fixed tesla helmet
3. Nerfed ability for the forcefield chestplate to lift entities.
4. Drill now has two modes: 3x3x1 (width x height x depth) and normal. Modes are changed by Mode Switch Key + Right click
5. Added 3x3x1 mode for drill (makes drilling long tunnels really, really fast. You will find a whole ton of diamonds now. I went caving for 15 minutes and found 31 diamonds. It's even faster than laser!)
6. Fixed a bug when you were able to take off levitation boots and still able to fly (once again)
v0.9.3
1. New item: Forcefield Chestplate
2. New item: Tesla Helmet
3. Fixed bug where Pocket Refrigerants protected you from all kinds of damage (now it protects you only from fire and lava, the way it was supposed to)
4. Fixed bug when if you take off Levitation Boots, you still were able to fly.
5. Added upgrade ability for Enhanced Diamond Drill (fortune or silktouch, you just take a book and drill in a crafting table and combine them)
v0.9.2
1. Fixed bug where Enhanced Diamond Drill used only 200 EU instead of 200 * amountOfBlocksInVein
2. New item: Supersonic Leggings
3. New item: Levitation boots
4. New item: Pocket Refrigerant
v0.9.1
1. New item: Enhanced Diamond Drill
2. Fixed bug when server didn't start
v0.9beta-hotfix4
1. New item: Portable Teleporter

v0.9beta-hotfix3
1. Now charger has two modes (refer to config for details)
2. Energy loss is optional
3. Wireless PSyncs: if energy loss is enabled in config, it will always consume small amount of energy.
4. Something other important that i forgot...


ModPacks & all that stuff:
Since this addon's license is LGPL, Yes, you can use it in your modpack.
You don't need to PM me about that.

This post has been edited 47 times, last edit by "mak326428" (Jan 10th 2014, 6:14pm) with the following reason: Just change title; 1.2


2

Sunday, July 28th 2013, 10:25am

I feel as if the XP Generator is a little too overpowered. Maybe you should have it consume more EU... Or is there a config where I can change that?

SpwnX

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3

Sunday, July 28th 2013, 10:30am

Seems to be a nice addon, but before anything it will cause loopholes regarding LiquidXP (by immibis) and GregTech (by GregoriusT)

10 XP = 1 bucket of LXP -> Magic Energy Converter -> 20000 EU -> XP Charger -> 31,25 XP -> 3,125 buckets of LXP -> ...

840 XP = LvL 30 Enchant -> Magic Energy Absorber -> tons of EU -> XP Charger -> tons of XP -> ...

Maybe a config to disable XP charger (EU to XP) ?
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

mak326428

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4

Sunday, July 28th 2013, 10:36am

Charger consumes 640 energy for 1 XP. 850 XP = 30 levels. So, 640 * 850 = 544000 EU for 30 levels.
I thought that 544000 EU for 30 levels wouldn't be overpowered, but anyways i will provide config option for turning it off.

EDIT: added hotfix-1: adds a config option for turning charger's recipe off

This post has been edited 1 times, last edit by "mak326428" (Jul 28th 2013, 11:21am)


MatLaPatate

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5

Sunday, July 28th 2013, 2:12pm

Plz just provide config for everything since the whole mod seems completly OP ... (especially EU-->xp ... 1Ura =like 10 good enchants ...).

:wacko:

Soon with Molten Salt Reactors, right ? :D
NERF THA FUSION REACTOR!

This post has been edited 2 times, last edit by "MatLaPatate" (Jul 28th 2013, 2:40pm)


mak326428

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6

Sunday, July 28th 2013, 3:22pm

:wacko:

Already done. Chargers are optional. (enableChargerRecipe in config, defaults to true) Everything else seems to be not so OP.
Like I said, this mod is very, very much new (i've coding it for about a week or so), and needs balancing.

I'm considering adding energy loss when you teleport energy (like tesseracts do, 25%), what do you think?

MatLaPatate

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7

Sunday, July 28th 2013, 4:01pm

Yeah, of course it's needed. Btw, don't quote me when I'm using that crapphone, aka "posting using titles" ^^

:P :P :pinch: ;(

Soon with Molten Salt Reactors, right ? :D
NERF THA FUSION REACTOR!

SpwnX

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8

Sunday, July 28th 2013, 8:40pm

:wacko:

Already done. Chargers are optional. (enableChargerRecipe in config, defaults to true) Everything else seems to be not so OP.
Like I said, this mod is very, very much new (i've coding it for about a week or so), and needs balancing.

I'm considering adding energy loss when you teleport energy (like tesseracts do, 25%), what do you think?
Do distance/dimension based, if possible.

5% for distances below 1000.
10% for distances between 1000 and 2000
15% for distances higher than 2000
25% if Crossdimensional.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

mak326428

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9

Monday, July 29th 2013, 8:07am

:wacko:

Already done. Chargers are optional. (enableChargerRecipe in config, defaults to true) Everything else seems to be not so OP.
Like I said, this mod is very, very much new (i've coding it for about a week or so), and needs balancing.

I'm considering adding energy loss when you teleport energy (like tesseracts do, 25%), what do you think?
Do distance/dimension based, if possible.

5% for distances below 1000.
10% for distances between 1000 and 2000
15% for distances higher than 2000
25% if Crossdimensional.

Done. (https://github.com/mak326428/LevelStorag…d8af18867461523 and https://github.com/mak326428/LevelStorag…d9abb3b2a7ed9e7)
Hotfix 2 is on the way.

MatLaPatate

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10

Monday, July 29th 2013, 12:57pm

To me these losses aren't enough ... I mean it could allows even OPier setup with Windmills (at least way easier to set up), not even talking about OPness of Lava from the Nether ...

:(

Soon with Molten Salt Reactors, right ? :D
NERF THA FUSION REACTOR!

mak326428

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11

Monday, July 29th 2013, 1:31pm

I'll add some config options for balancing. Any suggestions for new content for the mod? I have some ideas (electric pump, for example), but I'm afraid that it'd be a duplicate (e.g. GT has AdvPumps and I don't want everyone to tell me that I rip off ideas from other mods).
What i currently have on my TODO-list:
1. Support for other mods (e.g. unlimited version of wireless access terminal, which would require singularities)
2. As i said, pumps (these will still use buildcraft/TE pipes, maybe i'll add some piping in future)
3. Maybe electric versions of blockbreakers/deployers (yes, ripoff, but idk when rp is ready)
4. Electric Flying Thingy (if you played ee2, Swiftwolf's)

Well, things that i have listed here are already 2 weeks of programming, i won't waste my time and will get to implementation.

MatLaPatate

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12

Monday, July 29th 2013, 1:41pm

I have tonq of suggestions for any mod: the question is: what kind of stuff do you want, what's the point of your addon?

:)

Soon with Molten Salt Reactors, right ? :D
NERF THA FUSION REACTOR!

13

Tuesday, July 30th 2013, 8:12am

ye ye , epic interdimensional wireless energy transfer ic2 ??? super this is better than epic expencive and useless gregtech, but plz add config for energy loss because i want zero energy loss. HMMM ? and why can't use advanced scanner in my miner ??? i have ++ coordinates, energy fly ring is good idea if recipe is cheap and can static fly but need very much energy use for fly static

This post has been edited 3 times, last edit by "Kris" (Jul 30th 2013, 8:46am)


mak326428

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14

Tuesday, July 30th 2013, 8:42am

ye ye , epic interdimensional wireless energy transfer ic2 ??? super this is better than epic expencive and useless gregtech, but plz add config for energy loss because i want zero energy loss

I will. Right now, if you want, you can download hotfix1, it doesn't have any energy losses.
Also, keep in mind, that for cross-dimensional energy transfer you do need chunkloader. Otherwise, nothing will work.

15

Tuesday, July 30th 2013, 8:50am

ye thanks i use dimmensional anchor, thx for this mod

16

Tuesday, July 30th 2013, 12:22pm

I think that XP charger needs to consume something other than just power. I say it should consume something like iridium ore or massive amounts of UU-matter.

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17

Tuesday, July 30th 2013, 4:30pm

@above : Also, if it consumes UUM, it will fix any loops it may cause with other mods.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

mak326428

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18

Tuesday, July 30th 2013, 5:53pm

@above : Also, if it consumes UUM, it will fix any loops it may cause with other mods.

Okay, what do you think, how much XP would you get from a single piece of UU?

Status report:
I've done dynamic initialization of items/blocks. (it won't be noticable from user side)
Also, I added config for energy loss & fixed some buggy behaviour of PowerSyncs.
Additionally, if you have your energyloss turned on, it will consume a small (relatively) amount of EU, regardless of it transporting energy or not. (it is currently considered bug, but i think it is more like a feature than a bug...)

This post has been edited 1 times, last edit by "mak326428" (Jul 30th 2013, 7:29pm) with the following reason: Derpy derp. UU, not EU


19

Wednesday, July 31st 2013, 3:25am

Suggestion

It would be nice if you made the power loss configurable in the config, but this is just a personal thing for me, and i like teleporting energy without loss. Thermal expansion has a config option for it so why not this? And it says this addon is for 1.6, is ic2 for 1.6 even out?

SpwnX

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20

Wednesday, July 31st 2013, 4:12am

@above : Also, if it consumes UUM, it will fix any loops it may cause with other mods.

Okay, what do you think, how much XP would you get from a single piece of UU?

Status report:
I've done dynamic initialization of items/blocks. (it won't be noticable from user side)
Also, I added config for energy loss & fixed some buggy behaviour of PowerSyncs.
Additionally, if you have your energyloss turned on, it will consume a small (relatively) amount of EU, regardless of it transporting energy or not. (it is currently considered bug, but i think it is more like a feature than a bug...)
Just like GT tesseract, that consumes energy constantly, regardless of being in use, but for energy, lol.

EXP per UUM (alongside the 640 EU per XP) :
130 XP with IC² only.
1300 XP with IC² and GT (GregTech).

Actually, you should make the XP per EU configurable, and make it increase 100 times by default, if it detects GregTech installed.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

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