Do you plan to port this to 1.4.2?
[Addon v1.112+] Liquid UU-Matter v0.7.12b (now officially retired)
- narc
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Yessir, absolutely. And fairly soon, at that (but don't ask me when fairly soon will be, I don't really know).
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Can anyone spot the odd one out in this cropped screenshot?
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Triple-posting in my own thread (I'm a rebel!), I've just uploaded version 0.6, now with Forestry integration! Read the OP for mentions of Forestry if you're curious how far it goes, but suffice it to say it's enough to automate liquid UU making and extraction at this point.
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I'll just leave this here:
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nec
For fun and as an exercise in getting started in modding Minecraft, I have implemented Liquid UU-Matter. As I had expected (and stated in that thread), I couldn't really think of anything useful to do with liquid UUM, but it turned out kind of pretty so it could just sit around in a tank all day... but I wasn't really satisfied with that, and then FunnyMan3595 had the idea of using liquid UUM in refinery recipes.
You remember the Buildcraft refinery, with *two liquid inputs*, right? So it would be fairly trivial to, say, put UUM and some other liquid together and make more of that liquid. Unfortunately, one or two of the recipes we wanted are a little bugged at the moment, but you can successfully duplicate water, lava, and fuel, as well as most Forestry liquids (if you have them):
For those interested in the numbers:
- 1 UU + 1 water = 10 water
- 1 UU + 1 lava = 5 lava
- 1 UU + 1 oil = 2 oil (does not work due to Buildcraft bug)
- 2 UU + 1 fuel = 2 fuel
- 1 UU + 1 biomass = 2 biomass (again, Buildcraft bug)
- 2 UU + 1 biofuel = 2 biofuel
- 1 UU + 1 seed oil = 4 seed oil
- 1 UU + 1 apple juice = 4 apple juice
- 1 UU + 1 liquid honey = 2 liquid honey
The energy cost for any of these operations is 5 MJ/t; the reasoning was that you already spent a good amount of EUs on making the UUM in the first place, so the MJ cost shouldn't be prohibitive (for comparison, it takes 10 MJ/t to make fuel out of oil). Note also that these recipes are not carefully balanced (or at all balanced, in fact), so they will probably get switched around later. This post will always contain values accurate for the current release.Getting UUM into a tank is extremely simple, just right-click the tank with a piece of UUM in your hand. Getting it back out again is the same process, but using empty cells. Note that you will lose the cell in doing so, but that was ultimately considered a trivial cost, well in line with the other uses of cells in IC2.
You may also use the Forestry squeezer and bottler for these operations, if Forestry is available. Similarly, you can use Forestry cans (but *not* wax capsules of either kind) if you want to carry the liquid UU around.
Oh, and if you want the source, it's included in the .zip, or you can head over to github and read it there, or send pull requests if you feel like it.
Version history (reverse chronological order):
v0.6: Added Forestry integration: duplicate its liquids, put UU in Forestry cans, and use the Squeezer and Bottler to work with liquid UU.
v0.5: Initial release: put UUM into tanks, use it in the refinery to duplicate basic liquids.
nuce mod -
Teaser time! Here's a mock-up of the not-yet-implemented GUI for the not-yet-working UUM-powered accelerator:
Note that the accelerator's internal tank will hold only one bucket's worth of liquid UUM, but since the quantities most recipes will be working with are so small, it makes sense to have the tank on the GUI be fairly large. Also note the plan is for the tooltip on the UUM tank to display both quantity and number of operations remaining, on two lines, like the information display in the image.
Operation-wise, think crafting table: you put something into the left side, and if it's a valid recipe (e.g. iron ore in a machine tied to a macerator), the result is displayed in the output slot and you can pull it out, which instantly consumes one (or more, if applicable) of the input materials, as well as the requisite amount of UUM from the tank.
When? Not sure, but not long now, Murphy willing. Minecraft 1.4? Probably after the accelerator is ready.
Tell me what you think.
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Nice Idea, will be interesting seeing some builds using this
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You turned my idea into something this is great,thank you ,I'm defiently going to use this
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So I thought you all might enjoy a preview of the almost fully-working Accelerator (click the pic for the complete original screenshot):
Semi-hidden in the screenshot is the crafting recipe to make one (it also works if rotated 90 or 270 degrees, or flipped horizontally in all cases thanks to Minecraft magic).
Things to note that aren't ready yet: it doesn't talk to Buildcraft pipes (either waterproof or transport, though transport pipes do kind of work... poorly), it has an internal "tank" of 1024 millibuckets that regenerates whenever the entity is unloaded and reloaded, it doesn't display the value of the tank, and it doesn't consume UU chunks or cans to refill that internal tank.
Things to note that *are* ready: it consumes UU out of its internal storage, it detects any TileEntityElectricMachine and scales operation cost to fit (recycler is explicitly blacklisted, though), it has an API so other mods can allow their machines to be plugged in, and it responds to the IC2 wrench to turn its face to a different direction.
That texture? It's very temporary, as the plan is to give it a custom model based on the Hopper (it's based around one, after all). I may want help texturing it when the model is finalized, though.
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Can you port this to IC2 1.95b/1.95 (MC 1.2.5)
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I am quite literally incapable of doing so right now, and I'm not likely to have time to invest in figuring it out -- there were some *major* changes in Forge around MC 1.2.5. Relatedly, I'm not sure it would be a good idea to spend time on something that's going away soonish.
However, source is freely available, so if you can convince someone else (who already knows how Forge for 1.2.5 works) to try it, you have my blessing.
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All right, folks, we have a working accelerator (and a new version of the mod for you to download)! As mentioned in the OP, the texture is purely temporary and there will be an honest-to-goodness model later on (made by FunnyMan3595, in fact). Boring texture notwithstanding, grab it, play with it, and most importantly break it and tell me what broke so I can fix it.
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Once this is 1.4.2 I am gonna bug test the shit out of it!
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^ Sounds like I should try a 1.4.2 compile, then.
If anyone has versions 0.7 or 0.7.1, you will want to update to 0.7.2 as I found some crash bugs in the accelerator code during recent testing. No notable content changes, just bug fixes.
Later edit: Ugh, it's days like these... apparently 0.7.2 has a texture bug somewhere. Which is particularly interesting as I haven't made any changes related to textures. Well, if anyone's watching this space, hold on tight, I'll have a bug fix sooner or later.
Later later edit: There we go, 0.7.2b has the textures in the right place. It was a minor bug in the packaging system.
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Okay, folks, if you're interested, the OP has been updated with an experimental 1.108 build. This was my first time setting up an MCP+Forge, so I may possibly have made some mistakes that won't show up except in extended use (though a quick 5 minute check seems to show everything where it's supposed to be). Go bug test the living crap out of it.
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Have you thought about adding an API to allow other mods to hook into your Accelerator?
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I'll quote part of the main post for you, and you can tell me if we thought of that or not
But wait, there's more: if you're a modder and would like your machine to work with the accelerator, take a look at ro.narc.liquiduu.InstantRecipe and .IAcceleratorFriend -- with these two classes you can control everything the accelerator can do with your machine, and even have your machine get notified when an operation is taking place so you can consume whatever resources you may require as part of normal operation! We won't be throwing in those Ginsu knives free of charge, though.
Finally, if you want the source, it's included in the .zip, or you can head over to github and read it there, or send pull requests if you feel like it.
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*jedi hand wave*
you saw nothing!
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I saw nothing.
...sorry, were you asking something before?
Oh, incidentally, from the lack of problem reports, shall I take it Liquid UU for 1.4.2 is working okay?