[IC2 Exp][1.7.10] Advanced Solar Panels v3.5.1 + Quantum Generator + Solar helmets !

  • Hi Sentinmel!
    I'm here to suggest something.

    At first, here are the reasons why I will suggest somethings:
    1- I think the Advanced Solar Pannel is too easy to get. 1 Advanced machine, 1 Advanced alloy (for the reinforced glass), some circuits and 1 Ura ... that's not a lot of ressources for something that can store energy, produce 8EU/t and 1 during the night.
    2- Even if I like the fact you implemented some rare ressources for its creation (eg. Uranium), I dislike the fact it makes it obsolete as a Fuel for Nuclear Reactor. I guess servers using your addon don't have a lot of Nuclear Reactor ... even no one would I say. What about making it based on diamonds ? (because, diamonds could be useful as a transparent material).


    If you don't like the default recipes then enable hard mode ones... as stated right there in the OP.

  • I personally would prefer harder recipes than the "hard" ones. I can build an automated "manned" Water Mill Power Plant using Buildcraft pipes, but with just 5 Advanced Solar Panels they already outperform a Water Mill plant with 54 Water Mills... At less than half the resource cost. Especially in SSP where you can just use a bed to skip nights there is no point in building a Water Mill farm...

    I personally would love to see more advanced Water Mills and balance them against the Advanced Solar Panels of this mod, but I got no experience with Java or Minecraft modding and I doubt I can convince anyone to make such a mod (I've looked at the suggestions for IC2 and it's among the denied ones, so I'm guessing the only option is an IC2 mod, especially since it's about balancing one mod against another).

  • I personally would prefer harder recipes than the "hard" ones. I can build an automated "manned" Water Mill Power Plant using Buildcraft pipes, but with just 5 Advanced Solar Panels they already outperform a Water Mill plant with 54 Water Mills... At less than half the resource cost. Especially in SSP where you can just use a bed to skip nights there is no point in building a Water Mill farm...

    I personally would love to see more advanced Water Mills and balance them against the Advanced Solar Panels of this mod, but I got no experience with Java or Minecraft modding and I doubt I can convince anyone to make such a mod (I've looked at the suggestions for IC2 and it's among the denied ones, so I'm guessing the only option is an IC2 mod, especially since it's about balancing one mod against another).

    You should install the not updated yet "Advanced Generator" and uninstall Advanced Solar Pannel in that case.


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

  • I have no idea what mod this is coming from either IC2 or Advanced Solars, but here is what is flooding my console anymore.

    [IC2] EnergyNet.emitEnergyFrom: advsolar.TileEntityAdvancedSolarPanel@425ba1d7 is not added to the enet

    also

    [IC2] EnergyNet.emitEnergyFrom: ic2.common.TileEntityTransformerLV@514639da is not added to the enet

    Every plugin is current and update date with whats out. There is no crash log, but that spam is constant.

  • I see a lot people go on about what is "op" and how recipes should be "harder" and what not... But seriously, doing any change like that doesn't change the fact that they're still op. You generate FREE power. Resources aren't a factor in minecraft. Once people realize that solar panels, water mills, wind mills and even geothermal generators need to go the better we'll all be. They need to be disabled. This is nothing against this mod at all, just caught on the "discussion" about recipes and it just made me laugh to myself. It's the same with gregtech. Just changing a few recipes to make them "cost" more resources is just the wrong way to go at it. It changes *NOTHING*. To balance something like those devices I mentioned they need to be removed from the game and alternatives added that actually make sense out of a balance perspective.

  • For author only(another language):

    Display Spoiler

    По поводу квантового генератора, сделай так, чтобы можно было не кнопками накликивать нужно значение, а просто взять и ввести, например, 8192.

  • At first, here are the reasons why I will suggest somethings:
    1- I think the Advanced Solar Pannel is too easy to get. 1 Advanced machine, 1 Advanced alloy (for the reinforced glass), some circuits and 1 Ura ... that's not a lot of ressources for something that can store energy, produce 8EU/t and 1 during the night.

    --snip--

    Yeah, maybe a new Compressor Recipe. Place a Stack Irridium Ore in it and get 1 Irridiumblock. Then you need 8 Irridiumblocks for an high density Irridiumblock (Compressor again). Finally, 2 of these for the adv. Panel :D

    Well thats a total of 7168 UU-Matter. I like! :thumbup:

  • I see a lot people go on about what is "op" and how recipes should be "harder" and what not... But seriously, doing any change like that doesn't change the fact that they're still op. You generate FREE power. Resources aren't a factor in minecraft. Once people realize that solar panels, water mills, wind mills and even geothermal generators need to go the better we'll all be. They need to be disabled. This is nothing against this mod at all, just caught on the "discussion" about recipes and it just made me laugh to myself. It's the same with gregtech. Just changing a few recipes to make them "cost" more resources is just the wrong way to go at it. It changes *NOTHING*. To balance something like those devices I mentioned they need to be removed from the game and alternatives added that actually make sense out of a balance perspective.

    To me, it can. Just think about PvP: the less you spend time getting quantum + tons of UUM, the more you're efficient. And seriously, we know it's free. But putting the Solar Pannel output to 0.05 EU/t would surely makes people not use it, don't you think ?
    Even if you could spend 20 times the times you spent before to get it, that would make Nuclear Reactor, Geogen and Coal-based generator more used. Just because anyone can't spend 30 hours to get 50 EU/t when he could do it with 5 hour, even if that would makes him depending on its mining performances.


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

  • Got a crash report for you. Happened when I right clicked on a Hybrid solar cell with an electric wrench.

    Display Spoiler

    ---- Minecraft Crash Report ----
    // Would you like a cupcake?

    Time: 18/12/12 4:10 PM
    Description: Exception in server tick loop

    java.lang.AbstractMethodError: advsolar.TileEntityHybridSolarPanel.getWrenchDrop(Lqx;)Lum;
    at ic2.common.ItemToolWrench.onItemUseFirst(ItemToolWrench.java:119)
    at ic2.common.ItemToolWrenchElectric.onItemUseFirst(ItemToolWrenchElectric.java:51)
    at ir.a(ItemInWorldManager.java:395)
    at iv.a(NetServerHandler.java:579)
    at fl.a(SourceFile:58)
    at cf.b(MemoryConnection.java:81)
    at iv.d(NetServerHandler.java:136)
    at iw.b(NetworkListenThread.java:57)
    at bdr.b(IntegratedServerListenThread.java:109)
    at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:701)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:597)
    at bdo.q(IntegratedServer.java:159)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:496)
    at fy.run(SourceFile:856)

    No biggie, just thought I would pass it along.

  • Finally got around to trying this, and I must say, I prefer it over Compact Solars now. Recipes are a lot better, not cheaper but makes more sense than just bundling up solars. Compliments Gravitation Suite rather nicely as well!

  • -snip-

    What you are asking for is balancing against other mods, which really isn't his responsibility. While it is possible to balance against other mods this falls more under your responsibility then the mods. I will try to look at your points and pick out what can already be done with the mods
    1.While you can't do anything about upgrading to the advanced solar panel being too cheap, you can use Greg Tech's recipe for the solar panel itself, which is much more expensive then the original. If you feel that getting the materials for Greg Tech's solar panel is still too cheap (aka steel via RailCraft blast furnace.) then only use Greg Tech's industrial blast furnace, which is much more expensive. You can also use the config for this mod and change the outputs to what you feel is right. If you feel the advanced solar panel is not costly enough for 8 eu a day, then tone it down. make it output 4 eu a day, or 2. whatever you think is right. Its in the config.
    2. If you feel that nuclear power is being shadowed by solar panels, then up the efficiency in the IC2 config. If nuclear reactors generate a lot of power, compared to its cost, people will use it.
    3. This one has a few so let me get through them one at a time.
    Teleporting lava form the nether. I believe this is the RailCraft + MystCraft crystal portals? You can disable the crystals symbol in the config, or the Receptacle. Both will make this impossible.
    Dense Ores. Can be disabled in the config.
    Forestry farms as a whole are pretty self sustaining. I can't really think of a way around this except to disable all the farms via the config.
    Iridium generation. You can either stop the generation via the Greg Tech config, or increase its rarity to your liking.
    4. You can reduce the higher tier solar panels to be less effective, or increase the effectiveness of the nuclear reactor.
    5. You can turn the night generation for all the advanced solar panels off. Making them generate 0 eu all night. This is all I can really think of for making wind/watermills useful.

    I hope I am not coming off as aggressive, or snooty, or anything negative. I did not mean to be. I am just trying to say the mods give you a lot of power in making whatever experience you want.
    Thank you for Reading.

  • I see a lot people go on about what is "op" and how recipes should be "harder" and what not... But seriously, doing any change like that doesn't change the fact that they're still op. You generate FREE power. Resources aren't a factor in minecraft. Once people realize that solar panels, water mills, wind mills and even geothermal generators need to go the better we'll all be. They need to be disabled. This is nothing against this mod at all, just caught on the "discussion" about recipes and it just made me laugh to myself. It's the same with gregtech. Just changing a few recipes to make them "cost" more resources is just the wrong way to go at it. It changes *NOTHING*. To balance something like those devices I mentioned they need to be removed from the game and alternatives added that actually make sense out of a balance perspective.


    If you think they're overpowered, you're welcome to not use them. You can even disable them for your own game. Does it bother you that others will continue to use them?

    Offer a suggestion which will keep them in, but balance them, and I'm sure you will get more people agreeing with you. Just saying "Remove them they are OP" is nonconstructive.

  • I hope I am not coming off as aggressive, or snooty, or anything negative. I did not mean to be. I am just trying to say the mods give you a lot of power in making whatever experience you want.
    Thank you for Reading.

    About the wole thing: I knew for Gregtech and IC², and I' already configured Nuclear Output for IC². The main grief I has against ASP is the fact the Advanced Solar Pannel is too cheap to me.
    As for Mystcraft, thanks, I didn't know that. But I won't use it even if it can be configured, because to me it also add easy teleportation and playing with players generating new world on a PvP server wouldn't be ... a PvP.
    As for Forestry, the only thing I like with is the Bee-system (and maybe the MJ TO EU conversion), so the easiest is not to install it ^^.

    I wasn't that much complaining, because I understand some people may like this addon like that. It's just I would like to play with it with a massive nerfing, and maybe I'll use configs for that, but I thought about FTB users thinking the right way to play IC² is to build always more Advanced Solar Pannels ... :/ So I thought this addon could implement an even harder recipies mode.


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

  • About the wole thing: I knew for Gregtech and IC², and I' already configured Nuclear Output for IC². The main grief I has against ASP is the fact the Advanced Solar Pannel is too cheap to me.
    As for Mystcraft, thanks, I didn't know that. But I won't use it even if it can be configured, because to me it also add easy teleportation and playing with players generating new world on a PvP server wouldn't be ... a PvP.
    As for Forestry, the only thing I like with is the Bee-system (and maybe the MJ TO EU conversion), so the easiest is not to install it ^^.

    I wasn't that much complaining, because I understand some people may like this addon like that. It's just I would like to play with it with a massive nerfing, and maybe I'll use configs for that, but I thought about FTB users thinking the right way to play IC² is to build always more Advanced Solar Pannels ... :/ So I thought this addon could implement an even harder recipies mode.

    I agree with you, They do seem pretty easy to make (At least the First Tier), and should be harder (But not to the point of Requiring UU-Matter for the first tier).

    However, Some people like it the way it is (Peoples opinions can differ), So maybe there should be an "Extra Hard Mode", Making all the recipes MUCH harder, but not forcing people to use them (As I believe you were saying). Then everyone gets the best of both worlds. What exactly to change in the recipes, I don't know.

  • im getting this error with MC 1.4.6/IC 1.112 and your mod when i place solars

    Display Spoiler

    ---- Minecraft Crash Report ----
    // This doesn't make any sense!

    Time: 22.12.12 16:07
    Description: Ticking tile entity

    java.lang.RuntimeException: java.lang.ClassNotFoundException: ic2.api.core.EnergyNet
    at ic2.api.energy.EnergyNet.getForWorld(EnergyNet.java:26)
    at advsolar.TileEntitySolarPanel.g(TileEntitySolarPanel.java:89)
    at yc.h(World.java:2155)
    at in.h(WorldServer.java:514)
    at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:679)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
    at bdz.q(IntegratedServer.java:123)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
    at fy.run(SourceFile:849)
    Caused by: java.lang.ClassNotFoundException: ic2.api.core.EnergyNet
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:179)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at ic2.api.energy.EnergyNet.getForWorld(EnergyNet.java:22)
    ... 8 more
    Caused by: java.lang.NullPointerException


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at ic2.api.energy.EnergyNet.getForWorld(EnergyNet.java:26)
    at advsolar.TileEntitySolarPanel.g(TileEntitySolarPanel.java:89)

    -- Tile entity being ticked --
    Details:
    Name: Ultimate Hybrid Solar Panel // advsolar.TileEntityUltimateSolarPanel
    Block type: ID #0
    Block data value: Unknown? (Got -1)
    Block location: World: (-83,70,240), Chunk: (at 13,4,0 in -6,15; contains blocks -96,0,240 to -81,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
    Stacktrace:
    at yc.h(World.java:2155)
    at in.h(WorldServer.java:514)

    -- Affected level --
    Details:
    Level name: New World
    All players: 0 total; []
    Chunk stats: ServerChunkCache: 625 Drop: 0
    Level seed: -7526211819366117170
    Level generator: ID 00 - default, ver 1. Features enabled: true
    Level generator options:
    Level spawn location: World: (-72,64,236), Chunk: (at 8,4,12 in -5,14; contains blocks -80,0,224 to -65,255,239), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
    Level time: 2477 game time, 2477 day time
    Level dimension: 0
    Level storage version: 0x04ABD - Anvil
    Level weather: Rain time: 55424 (now: false), thunder time: 30284 (now: false)
    Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
    Stacktrace:
    at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:679)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
    at bdz.q(IntegratedServer.java:123)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
    at fy.run(SourceFile:849)

    -- System Details --
    Details:
    Minecraft Version: 1.4.6
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_09, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 1635047744 bytes (1559 MB) / 2058027008 bytes (1962 MB) up to 2058027008 bytes (1962 MB)
    JVM Flags: 2 total; -Xms2048m -Xmx2048m
    AABB Pool Size: 6823 (382088 bytes; 0 MB) allocated, 6823 (382088 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
    FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.473 30 mods loaded, 30 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_05.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Core [BuildCraft] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Builders [BC Builders] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Energy [BC Energy] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Factory [BC Factory] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Transport [BC Transport] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ComputerCraft [ComputerCraft] (ComputerCraft1.48pr3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    CCTurtle [ComputerCraft Turtles] (ComputerCraft1.48pr3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    EnderStorage [EnderStorage] (EnderStorage 1.3.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forestry [Forestry for Minecraft] (forestry-A-1.6.3.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IronChest [Iron Chest] (ironchest-universal-1.4.6-4.5.1.199.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    AdvancedSolarPanel [Advanced Solar Panels] (mod_AdvancedSolarPanels_3_3_2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    GraviSuite [Gravitation Suite] (mod_zGraviSuite_1_6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.2.8.2.13.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 968 (54208 bytes; 0 MB) allocated, 968 (54208 bytes; 0 MB) used
    Player Count: 0 / 8; []
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'forge,fml'