well i guess ill have to keep that to myself then, as i have since i found out............im just too smart for my own good
[GOGOGO] Release v1.30
-
-
Can I get 3 people stating they tested the full changelog, at least one of them on SMP as well? Would like to release the version, if possible this weekend Gotta rival the vanilla release, don't we?
-
Changelog:
-Reactors shouldn't redirect BC-Pipe input into invalid slots (causing stuff to be ejected right away) anymore Works, but input just works on reactor itself. pipes do NOT connect to chambers. (6 chamber no way of input)
-Same for Mass Fabricator works
-Performance fixes for ElectricBlocks Can't really test
-NPW crash fix for Reactor Don't know about that.
-Overhaul of Scrapbox procentages, gl trying to farm diamonds Deinitly less diamonds: http://i.imgur.com/2jMY4.png
-Recyclers can recycle any material again worked with all i've tested.
-Suddenly... HOES! suddenly a full armory of wooden items...scrapboxes yay!
-Increased stability of the Enet. Can't really test
-Tools now no longer use up remaining points of energy if the energy is to low to actually perform an action (mainly applyable for mining laser) Works
-Chainsaws and miners can harvest String from web.finally! works
-Breaking the Tip of a miner's mining pipe will now drop mining pipe and not the invalid tip-block. works
-Fixed wrenches causing obscure drops upon apllying to cables. can't wrench any cables anymore, guess thats wanted.
-Increased SMP-network efficiency dk bout that
-Fixed bugs causing nearby Quantumsuits to influence each other in SMP no smp here
-ElectricBlocks display now doesn't exceed the exspected values (since they actually CAN store slightly more energy then maximum displayed) no problems seen
-Added fix for equipped pumpkin crashes no crashes observed
-Nuclear Reactors don't access diagonally adjavent chambers anymore (damn bugs) works
-Teleporting costs are now slightly less influenced by range. don't really know about them
-PersonalSages will now give out text messages if you cannot access them, as well as being unwrenchable if there is still content within (to prevent accidental losses) with text message, nice
-Fixed rare "Unlimitd Battery" bug never experienced
-Theoretical support of lang-files for translations never used them
-Optimized teleportation code in regard of server loading chunks no smp here
-Trade-O-Mat is now easier to use no idea, but i cant see any problems
-Solar Panels are now far less CPU-costly while determining sun visibility
-Solar Panels are now aware of weather influences worked for me
-Solar Panel recipe was changed to use Circuits insteadof Cables again works
-Nuclear Reactors now provide 2x the energyworking
-Water Buckets are much less powerful cooling ingridents for reactors now works
-HDs won't sit on their last point of damage forever anymore (making them craftable after cooling down, again)
-You don't take falldamage anymore if you have RubberBoots equipped and fall into a ladder
-Running Macerators give off smoke particles works
-Compressors can now be combined with Pumps to create snow from infinite water sources. works
-Watermill recipe now gives 2 Watermills (as it was actually intended in first place) works
-Generators and GeoGenerators now consume fuel(and produce energy) x2 as fastworks
-Fuel was recalculated and should be actually a valid way of increasing energy gain works
-Using saplings for crafting plantclumps gives 2 of them (to compensate for the amount of energy saplings can produce by burning works
-You only need 1 plantclump for a fuel cell anymore works
-Fixed Quantum Helmet recipe
-Added config toggle for CTRL or WW Quantum Speed
-Fixed Electrolyzer GUI works
-Backpacks shouldn't be accounted as armor by minecrafts engine anymore (Do not absorb/take damage) works
-Mining Laser got slightly rebalanced (will probably get a more intensive redo in future). Most modes use less energy now. yay rocketjumps
- CF Sprayers can now be used to "fill up" Scaffolds by rightclicking them. The foam will EXCLUSIVELY fill the scaffoldblocks (will drop scaffold). Easier to use for building stuff. nice stuff
-You can now use Sand (rightclick) to instantly those pesky foam blocks who continously deny to harden. works
-Painters now have 32 uses total (with no increase in dye costs).
-UUM Recipes for black/borwn dye and resin added.
-QunatumSuit Speedboost is now capped (still extremely fast, but cannot become faster then the speed at which the engine loads chunks)
-Mining Pipes don't suffocate anymore works
-New config options to modify all generator outputs (either with direct numbers (EUt) or %) not testedWill check rest when i get home.
-
Thanks for the already done part :3 Guess we will just need to additionally include the Miner-On-Cable fix for the final release.
-
so al does that mean i can have a watermil outputting 2bil EU per tick? XD
-
so al does that mean i can have a watermil outputting 2bil EU per tick? XD
Jup. You shouldn't enter values past MAX_INT though, could result in negative EU values... and i'Ve got no clue how the enet handles anti-voltage.
-
Solar panel doesn't generate /show that there is sun during the day [SSP], i have a bunch of mods when I test this including SPC , doing /time . Do i need to make a full report on this or someone already figured out?
-
llooks liek nefed solars is right XD, al u been dancing in pantyhoes too much
-
Solar panel doesn't generate /show that there is sun during the day [SSP], i have a bunch of mods when I test this including SPC , doing /time . Do i need to make a full report on this or someone already figured out?
Fixed in GIT, will be in next release.
-
Painters now have 32 uses total (with no increase in dye costs). DOES NOT WORK! Painters go down as if they had 32 loads but at the 16th block they instantly go from half full to empty. Tested with TMI and selfcrafted and different colors!
No other problems were found.
-
Doing a SMP server now to test.
-
Everyone from this thread who has posted is an OP, no whitelist. If someone needs op status and is a tester, someone online can give you op status or just post here if no one is online.
Test IC2 1.30 SMP - Test Over
209.236.124.134:25565 -
Painters now have 32 uses total (with no increase in dye costs). DOES NOT WORK! Painters go down as if they had 32 loads but at the 16th block they instantly go from half full to empty. Tested with TMI and selfcrafted and different colors!
No other problems were found.
Probably underestimated my code there, i assume it stops the whole process at 15 damage, hardcoded. Should have been maxDamage-1 there.
-
Won't servers with massive amounts of solars cause more lag due to them always checking for rain?
-
Won't servers with massive amounts of solars cause more lag due to them always checking for rain?
The checks of functionality are still each 128 ticks. However, it doesnt iterate through x blocks above it anymore, but merely adresses exactly 3 fix variables.
Imagine it, even with the raincheck added, a CPU-improvement to 10% of its original usage. However, afaik the functionality-check never was a CPU eater either way. -
Gotcha, we might just turn off rain though, people are already fighting over desert area.
-
Gotcha, we might just turn off rain though, people are already fighting over desert area.
:3 I've created a new ressource: Dry-land XD
-
because of a discussion in the IR forum i tested the Q-Helmet refill bug and it still is present in 1.3. Did you forget to fix that or didn't you mind at all or didnt you find a fix yet?
-
IT's not on the list, mind labelling the exact issue again? Something about food, wasn't it?
-
The issue is that the helmet probably discharges too fast. means if it should be empty it just jumps to full energy again. (and i mean really full without a health bar) instead of staying empty. meaning you never have to charge it. An initial charge of a few K eu is enough to have it running forever. While it is very convenient it is overpowered. so much killer thinks about disabling the food ability of the helmet.