So, the function of Antimatter Boots is to makes u can stand on water and walk over water?
And u may add a function when u walk through the ground, there will leave some flame on ur trail. This should be cool and awesome!
So, the function of Antimatter Boots is to makes u can stand on water and walk over water?
And u may add a function when u walk through the ground, there will leave some flame on ur trail. This should be cool and awesome!
I'm going to COMPLETELY rewrite IV. More precisely, its dynamic part. It was so awful, so I decided to completely do away with old system and build a new one. Should be better perfomance-wise..
So with that re-write are you implementing ic2 exp support? or is that still farther off? I'm not trying to push the matter, it's just wishful thinking lol.
So with that re-write are you implementing ic2 exp support? or is that still farther off? I'm not trying to push the matter, it's just wishful thinking lol.
LevelStorage already implemented IC2 Experimental, the newest version is 1.1.0-rc5, not 0.9.5
Well my bad, I only read through the first half of the pages. And the OP hasn't been updated with it. Guess I'm going through the latter half to find it then. Thanks for the info.
Well my bad, I only read through the first half of the pages. And the OP hasn't been updated with it. Guess I'm going through the latter half to find it then. Thanks for the info.
Yes, OP is terribly behind the actual development progress. That's my fault.
I'll go ahead and create a dropbox open folder, containing latest versions.
EDIT:
Does this work?
https://www.dropbox.com/sh/svotvwg3cf53az3/x6V3I-eoLS
EDIT 2:
I think I'm on ~20% finished to IV rework... so much to be done there.
EDIT 3:
You don't even guess how much effort the following cost me:
2013-11-02 13:21:35 [INFO] [LevelStorage] Ore Dictionary: ingotBronze, value: 170
2013-11-02 13:21:35 [INFO] [STDOUT] recipesFor.size() = 1
2013-11-02 13:21:35 [INFO] [STDOUT] getKnwonCompounds(recipesFor.get(0)) = 1
2013-11-02 13:21:35 [INFO] [STDOUT] ItemStackRC: 1 of Jungle Wood
2013-11-02 13:21:35 [INFO] [LevelStorage] Initialization took 6766 ms.
EDIT 4:
Things seem to be settling down
2013-11-02 13:42:26 [INFO] [LevelStorage] OreDict entry: dyeMagenta
2013-11-02 13:42:26 [INFO] [STDOUT] BlockDiamond IV: 73727
2013-11-02 13:42:26 [INFO] [LevelStorage] IV Parser IVRecipeParser took 8ms.
EDIT 5:
EVEN BETTER!
2013-11-02 14:07:37 [INFO] [STDOUT] ISS: [ItemStackRC: 1 of Oak Wood]
2013-11-02 14:07:37 [INFO] [STDOUT] 1 of Oak Wood Planks: 63
2013-11-02 14:07:37 [INFO] [STDOUT] list's size is 1
2013-11-02 14:07:37 [INFO] [STDOUT] oredict name plankWood
2013-11-02 14:07:37 [INFO] [STDOUT] list's size is 1
2013-11-02 14:07:37 [INFO] [STDOUT] oredict name plankWood
2013-11-02 14:07:37 [INFO] [STDOUT] ISS: [OreDictRC: plankWood, OreDictRC: plankWood]
2013-11-02 14:07:37 [INFO] [STDOUT] 1 of Stick: -1
2013-11-02 14:07:37 [INFO] [LevelStorage] IV Parser IVRecipeParser took 16ms.
I think I'll be done with this dynamic IV thingy.. I'm afraid to jinx it, but honestly i don't know what way pahimar chose to make his EMC thingy. It took me ~3 hours to write ~40% of it.
EDIT 5:
This is probably going to be the best relief for people with a lot of mods...
public static final int PASSES = LevelStorage.configuration
.get(IVRegistry.IV_CATEGORY,
"dynamicAssignmentPasses",
2,
"Determines how many passes ("attempts") will be made. Basically, the lower value, the faster minecraft will start, the higher value, the more items will be assigned")
.getInt();
You can set it to -1 to completely disable dynamic assignment.
Look at this:
This is all dynamic. It is assigned automatically. I literally hardcoded 56 items, and look at how many items the system recognized...
While it is all well and good... JZ, could you forgive me if this theoretically takes 30 minutes to load? If it really does.. well, there is a config option to disable dynamic assignment.
I think I'll be done with this dynamic IV thingy.. I'm afraid to jinx it, but honestly i don't know what way pahimar chose to make his EMC thingy. It took me ~3 hours to write ~40% of it.
Take a look into his source code?
Take a look into his source code?
I have, and personally think that HALF or even more is completely useless. Like... I have 500 lines of code for my IV system and it 100% carries out ALL the tasks pahimar wanted for his EMC system. And, just a note, that my IV system was written in TWO days.
EDIT:
v1.1.1-dev1
* Complete dynamic IV rework
* Antimatter Armor
* Some phantom slots adjustments
Tasks, okay, sure , what about efficiency, i mean load time?
Tasks, okay, sure , what about efficiency, i mean load time?
I don't know how slow pahimar's system is, so I can say nothing about that.
I personally used a ton of iterations to make it work, pahimar seems to do so too.
EDIT:
Actually, for comparison sake:
https://github.com/mak326428/L…8df9dbbf33fc1514de3f3df29
EDIT 2:
So, I ran out of ideas again, so that's good news. Now i can finally play MC...
Really, modding takes gaming over. How it usually happens:
1. You play MC
2. Eureka!
3. And you code for 6 hours...
EDIT 3:
Ooooh..
Just started up my normal minecraft with latest LS (~34 mods)...
That sucks....
EDIT 4:
WHAT?
2013-11-02 21:55:47 [INFO] [LevelStorage] Total recipes iterated: 1484
2013-11-02 21:55:47 [INFO] [LevelStorage] Total time consumed: 18947
2013-11-02 21:55:47 [INFO] [LevelStorage] Average ms per recipe: 12
Hmm, if it takes ~12 ms per recipe, then it's not that bad...
Need to do the same test on my normal MC.
I haz something really exciting to show you.
It was a nuisance to draw a sphere. Had to remember Maths, hah. But anyways, the star render code was the most difficult part here. Now just need to draw a few textures, learn how to make multiblocks and voila.
don't know why but your latest release (dev1) takes over 20 minutes to start
don't know why but your latest release (dev1) takes over 20 minutes to start
I know why and it is what I was afraid would happen...
Open config, find "iv" section and set "dynamicAssignmentPasses" to -1.
It was a nuisance to draw a sphere. Had to remember Maths, hah. But anyways, the star render code was the most difficult part here. Now just need to draw a few textures, learn how to make multiblocks and voila.
How does your Minecraft not explode on your for this? Oh well, Jason doesn't explode aswell (not even in a Microwave), and he is an Egg.
And wouldnt it be easier to just draw a 2D Circle and put a 3D-ish Texture on it?
How does your Minecraft not explode on your for this? Oh well, Jason doesn't explode aswell (not even in a Microwave), and he is an Egg.
And wouldnt it be easier to just draw a 2D Circle and put a 3D-ish Texture on it?
No, it wouldn't look as realistic as it does now.
How does your Minecraft not explode on your for this? Oh well, Jason doesn't explode aswell (not even in a Microwave), and he is an Egg.
And wouldnt it be easier to just draw a 2D Circle and put a 3D-ish Texture on it?
That's stupid and doesn't work as well
Just a few shadows...
EDIT:
So, the rendering code is a go.
Now... how do we make multiblocks?..
You cant make Multi-BLOCKS with SPHERES.
You cant make Multi-BLOCKS with SPHERES.
I mean the star in the center and casing (fusionglass) all around it.