Messing with the sounds is doggy. Is it possible to have the sound replace itself? A new sounds seems to loop based on the length of the original sound.
Do you mean a situation of multiple on/off of redstone signal during a short period?
Messing with the sounds is doggy. Is it possible to have the sound replace itself? A new sounds seems to loop based on the length of the original sound.
Do you mean a situation of multiple on/off of redstone signal during a short period?
I mean having the sound loops itself.
I mean having the sound loops itself.
I'll check, how I can loop any sound or get it's duration to loop it manually. If I understand you correctly this time =)
What about a block that transmits heat data, if the reactor cannot. Then use a Freq. Transmitter to link it to a set of receivers or use Channels.
I do not support the item idea, inside the reactor it would take space->less EU/t
v.1.1.4 released.
What's new
- sound stops on signal removing (without waiting for the end of the sound)
- sound looping takes into account duration of the sound
- single alarm can't generate more then one siren simultaneously
- added charged digital thermometer to creative inventory
- fixed connection of alarms to redstone wires
- fixed possible crash on placing block to non empty space
P.S. sound processing is significantly reworked to support controllable looping and stopping. Let me know if something goes wrong.
What about a block that transmits heat data, if the reactor cannot. Then use a Freq. Transmitter to link it to a set of receivers or use Channels.
I do not support the item idea, inside the reactor it would take space->less EU/t
As I said before, most likely space wouldn't be taken, but you will lose a sensor (one sensor for one frequency).
You can use Thermal Monitor+WirelessRedstone or Modular Force Field addon to get remote indication with block on reactor. I don't want to implement another way to do the same.
Display Morev.1.1.4 released.
What's new
- sound stops on signal removing (without waiting for the end of the sound)
- sound looping takes into account duration of the sound
- single alarm can't generate more then one siren simultaneously
- added charged digital thermometer to creative inventory
- fixed connection of alarms to redstone wires
- fixed possible crash on placing block to non empty space
P.S. sound processing is significantly reworked to support controllable looping and stopping. Let me know if something goes wrong.
「let me know if something goes wrong」 apparently redpower alloy wires no longer connect to the thermal detector and/or its alarms.it worked in 1.1.3 before,could you investigate the issue?
Could you explain a bit more on what you want to do now.
The Sensor is transmitting heat data to multiple blocks or how would this work?
Is the goal to create a system to display reactor heat levels with redpower lamps(thats atleast my goal) ?
apparently redpower alloy wires no longer connect to the thermal detector and/or its alarms.it worked in 1.1.3 before,could you investigate the issue?
Can you try v.1.1.5?
Strange behavior of RP wires with Forge IConnectRedstone interface.
Could you explain a bit more on what you want to do now.
The Sensor is transmitting heat data to multiple blocks or how would this work?
Is the goal to create a system to display reactor heat levels with redpower lamps(thats atleast my goal) ?
Please wait for a week or so. If current version will work fine, and have no more bugs, you'll see what I mean.
Can you try v.1.1.5?
Strange behavior of RP wires with Forge IConnectRedstone interface.
Thank you,issue has been resolved
Ya sure, im looking forward to it. Meanwhile ill solve my horrid wiring, good luck with the coding
There was a problem with the translation into Russian characters are displayed incorrectly.
Here is my file IC2NuclearControl.lang
# Configuration file
# Generated on 11.05.12 17:57
####################
# block
####################
block {
}
####################
# general
####################
general {
}
####################
# item
####################
item {
}
####################
# locale.en.us
####################
locale.en.us {
item.ItemToolDigitalThermometer.name=Digital Thermometer
item.ItemToolThermometer.name=Thermometer
tile.blockHowlerAlarm.name=Howler Alarm
tile.blockIndustrialAlarm.name=Industrial Alarm
tile.blockThermalMonitor.name=Thermal Monitor
}
####################
# locale.ru.ru
####################
locale.ru.ru {
item.ItemToolDigitalThermometer.name=Цифровой термометр
item.ItemToolThermometer.name=Термометр
tile.blockHowlerAlarm.name=Сирена
tile.blockIndustrialAlarm.name=Промышленная сигнализация
tile.blockThermalMonitor.name=Термальный Монитор
}
Here is a screenshot
There was a problem with the translation into Russian characters are displayed incorrectly.
Is file saved in UTF-8 charset?
You can try attached file, I saved your config in UTF-8. Unzip it yo your config folder.
If it will not help - please specify details: OS and forge version
Sorry for the noob question!
Is there any way to have 1.1.5 to work on 1.2.5?
Thanks!
Sorry for the noob question!
Is there any way to have 1.1.5 to work on 1.2.5?
Thanks!
1.1.5 is addon version, not MC. It should work fine with MC 1.2.5/IC2 1.95b.
If you have any problems - please post details.
Unfortunatly it appears that I am noobing out more then I would like to admit...:S Is the server zip not added to the mods folder of the MCPC server? Is there a readme or resorce that explains where MCPC is pointing to for the resources?
Thanks again!
Unfortunatly it appears that I am noobing out more then I would like to admit...:S Is the server zip not added to the mods folder of the MCPC server? Is there a readme or resorce that explains where MCPC is pointing to for the resources?
Thanks again!
Unfortunately I never used bukkit server. So I can't say anything about it.
Unfortunatly it appears that I am noobing out more then I would like to admit...:S Is the server zip not added to the mods folder of the MCPC server? Is there a readme or resorce that explains where MCPC is pointing to for the resources?
Thanks again!
Did you work out how to get it to work in MCPC-bukkit?
If not, and for the information of others, you need a specific version of the plugin for MCPC-bukkit: http://www.mcportcentral.co.za/index.php?topic=2355.0
It goes in the mods folder in the server and should be named to load after IC2.
Also, if anyone is interested, I did a Sphax texture version of the mod here: http://bdcraft.net/forum/128x6…-nuclear-control-v112-v01