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1

Thursday, October 10th 2013, 12:36am

[Addon v2.0 Experimental for MC 1.6.2/1.6.4] Transducers (Beta) - IC2 <-> BC power converters

In which way I should publish updates?

A total of 44 Votes have been submitted.

77%

Often with minor changes (34)

23%

Rarely with major changes (10)

Hello everybody.
Transducers is my first mod. After Snyke7 disappered and Transformers has been discontinued I thought about good alternative for it and decided to write this mod.
It's based on Snyke7's conversion algorithm with about 1% energy loss and ready for new IC2 Experimental!
Mod is in beta phase, so may contain bugs.

Transformers topic: http://forum.industrial-craft.net/index.php?page=Thread&threadID=5789

Screenshot:

Spoiler Spoiler



Blocks, items and recipes (outdated, I will upload soon):

Spoiler Spoiler


Low Voltage Electric Engine - accepts up to 32 EU/t and outputs 12,8 MJ


=============================================================

Medium Voltage Electric Engine - accepts up to 128 EU/t and outputs 51,2 MJ


=============================================================


High Voltage Electric Engine - accepts up to 512 EU/t and outputs 204,8 MJ


=============================================================


Extreme Voltage Electric Engine - accepts up to 2048 EU/t and outputs 819,2 MJ


=============================================================


High Throughput Power Pipe - it can receive up to 4096 MJ per tick, behaves like wooden pipe


=============================================================


Low Voltage Pneumatic Transducer - accepts max 12,8 MJ and outputs 32 EU/t



=============================================================


Medium Voltage Pneumatic Transducer - accepts max 51,2 MJ and outputs 128 EU/t



=============================================================


High Voltage Pneumatic Transducer - accepts max 204,8 MJ and outputs 512 EU/t



=============================================================


Extreme Voltage Pneumatic Transducer - accepts max 819,2 MJ and outputs 2048 EU/t




Now some words about Pneumatic Transducers - if placed near pipe, cable or other tile, it will not connect with it. You have to set input/output with IC2 wrench (wrench from Gregtech should be compatible too). Blue is MJ input, orange is EU output. Why in such way? Think about situation when you have a lot of pipes and/or cables around transducer. It will connect with each pipe/cable/tile on its side. This solution may help you in the similar situation.

But what about engines? Why are their trunks black? Because it's cold! Run your engine and look at trunk. First it will be red, next - orange, yellow and finally white.
If you put a piece of metal into the fire it will change color to red, orange, yellow and finally white. Simple?

Changelog (will add more pre-public notes soon):

Spoiler Spoiler


1.1.0:
  • Moved PowerHandler initialization to validate() to avoid using tier 0 as default.
  • Fixed crafting recipes with energy and lapotron crystals.
  • Changed some recipes.
  • Finished GregTech support.
  • Created ItemCustomPipe for customization purposes.
  • Moved items and blocks translations outside code - use .lang files instead.
  • Implemented dynamic energy amout emission for engines (for future use).
  • Initial GUI and Containers implementation.
  • Partially finished BC trigger (will not work until heat is being calculated properly).
  • Decreased network updates frequency.
  • Code and formatting cleanup.


1.0.1.398:
  • Fixed rotating engines with wrench
  • Fixed crash with Buildcraft 4.1.2
  • No more spam in console
  • Engine will work after chunk reload
  • Changed High Throughput Power Pipe texture
1.0.1.371:
  • Initial public release




To do list:

Spoiler Spoiler


  • [PARTIALLY FINISHED] Add custom BC trigger for engines
  • [DONE] Add special recipes for Gregtech and fix crafting with energy/lapotron crystals
  • [INITIAL IMPLEMENTATION] Add GUI for engines and pneumatic transducers
  • Add slot for batteries/energy crystals/lapotron crystals and transformer upgrades (in engines)
  • Add Regulated Engine
  • [DONE] Fix High Throughput Power Pipe rendering issue
  • New heat calculation system
  • [IN PROGRESS] Improve performance (improved a bit)
  • [IN PROGRESS] Add particles
  • More transducers (?)
  • (Something else?)



Source code:


Latest version can be downloaded from attachments.

If you have any suggestions, ideas or bug reports, please write them here ;)

Special thanks to:
  • kali876 - textures and some ideas
  • Kempior - some tips and ideas
adamros has attached the following files:

This post has been edited 4 times, last edit by "adamros" (Dec 9th 2013, 11:38pm)


2

Thursday, October 10th 2013, 2:31am

why do you have a power loss?
Most conversion mods don't have loss. I know its not realistic but, this is MC. We don't care about realistic.
Also, liquid coolant for elec engines doesn't make sense. You can't cool elec engines properly by just cooling the stator. Cooling the rotor can only be done with a lubricating fluid due to the fact it is spinning. Electric motors are air cooled.
And what about an adjustable elec engine? Why do you not have one of those or is that on the to do list?

3

Thursday, October 10th 2013, 7:25am

Buildcraft applies 1% power loss by default. This value can't be set to 0, because of API change in 1.6.2.
I must think about cooling engines with liquid. Probably I will left it without changes.
Adjustable (Regulated) engine is on to-do list and will appear after adding GUIs.

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4

Thursday, October 10th 2013, 8:34am


Adjustable (Regulated) engine is on to-do list and will appear after adding GUIs.
What if all electric engines are adjustable? The only difference would be the maximum input/output.
For example you could adjust the LV electric engine to output between 0,1 MJ to 12,8 MJ (with accordingly EU consumption) same thing for the other engines, but with higher limits.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

5

Thursday, October 10th 2013, 3:00pm

Buildcraft applies 1% power loss by default. This value can't be set to 0, because of API change in 1.6.2.
I must think about cooling engines with liquid. Probably I will left it without changes.
Adjustable (Regulated) engine is on to-do list and will appear after adding GUIs.

what?!??!!
BC yanked all power loss a few versions ago.
I also don't like the recipes, why do I have to use the next lower power elec motor to craft the one above it? That only makes sense if they were generating power but they are just converting it

Chocohead

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6

Thursday, October 10th 2013, 4:15pm

I was wondering when a mod like this would finally get updated/made. I presume we can use Snyke's textures still if we put them in the right place?
145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


---- Minecraft Crash Report ----
// I just don't know what went wrong :(

I see this too much.

7

Thursday, October 10th 2013, 5:02pm

I was wondering when a mod like this would finally get updated/made. I presume we can use Snyke's textures still if we put them in the right place?


Yep, should work the same.

8

Thursday, October 10th 2013, 6:54pm

About energy loss: Look into BC Energy API. Even if you set zero perdition it will be set to minimum - 1%. Also comments in code says all about minimal power loss.

Some words about Snyke7's textures: It will require some changes in Pneumatic Transducers inputs/outputs and in engines renderer, but some textures will work without changes.

9

Friday, October 11th 2013, 12:36am

nice work, glad to see a revival, any chance of a power conversion ratio settable in config? (for those of us that use the railcrafts steam turbine conversion ratio of 8mj-25eu) or any other ratio

10

Friday, October 11th 2013, 2:22pm

Thank you for this mod , thank you man , (jak widac polacy też potrafią) :D :Industrial Diamond: :Industrial Diamond: :Industrial Diamond: :Industrial Diamond: :Industrial Diamond: :Industrial Diamond: :Industrial Diamond: :Industrial Diamond: :Industrial Diamond: :Industrial Diamond: :Industrial Diamond:

11

Saturday, October 12th 2013, 9:45am

I'm going to add configurable conversion ratio in next release ;)

@Up: Sure :D

KAZZ36

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12

Saturday, October 12th 2013, 10:34pm


Adjustable (Regulated) engine is on to-do list and will appear after adding GUIs.
What if all electric engines are adjustable? The only difference would be the maximum input/output.
For example you could adjust the LV electric engine to output between 0,1 MJ to 12,8 MJ (with accordingly EU consumption) same thing for the other engines, but with higher limits.
If I'm hearing this correctly you mean: Min. LV--->Max LV/Min. MV--->Max MV, etc.?

13

Sunday, October 13th 2013, 6:47am

any chance on multiple input/output for pneumatic transducers ?

14

Monday, October 28th 2013, 3:46am

fix last buildcraft
http://pastebin.com/mSfDug9e

buildcraft-A-1.6.2-4.1.2

This post has been edited 1 times, last edit by "DimaFoma" (Oct 28th 2013, 4:22am)


15

Tuesday, October 29th 2013, 2:07pm

Spam console 1.6.2/1.6.4 with new ic2
http://pastebin.com/ZB06j5Gz


and crasch with new buildcraft 4.1.2 ;/ http://pastebin.com/2FWxBUMm

This post has been edited 2 times, last edit by "villain79" (Oct 29th 2013, 3:54pm)


16

Tuesday, November 5th 2013, 7:49am

Your mod file (Transducers-1.0.1.371-IC2_experimental.zip)

does not work with the current IC2 build 295.
just FYI

17

Wednesday, November 6th 2013, 11:44pm

Sorry for inactivity. Had too much work and health problems.
I will update this mod to the weekend. Version with new features will come out in next week ;)

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18

Thursday, November 7th 2013, 6:30pm

umm... do I understand that right? the converters can explode?
only by too much energy or also by overheating?
and how big is the radius/strength?
- Shadow
Iff yu find misstaks, you may keep them! (Or tell me if neccessary...)

19

Tuesday, November 12th 2013, 3:06am

can't use the BuildCraft 4.1.2

20

Thursday, November 14th 2013, 6:32pm

Is there a release for v2.0 yet? I am having bugs that crash the game quite often. I really want to use this mod because it is so easy to use! :D