Posts by mak326428

    So, I'm taking over Greg-Style-Changelogs.


    v1.0.3-rc2
    1. You can now teleport to Antimatter Universe legitimately. Take 1 antimatter glob (which you CAN produce in Particle Accelerator BTW) and rightclick with it. If you're in Overworld, you will be teleported to Antimatter Universe, if you're in Antimatter Universe and rightclick, you will be teleported to Overworld.
    2. Added Ore Enriched Pillar as Antimatter Universe WorldGen. It's a Pillar that contains ALOT of ores (it will dynamically pickup any new ores which are correctly registered in OreDict as "oreXXX", so GT and IC2 ores will definetely work), wrapped with Quartz.
    3. Added various low-down tricks to Antimatter Universe. It's a really dangerous place now, get ready for... random explosions, lightning strikes, jumping like a rocket into the air, etc.
    You DO WANT to fly there, because if you stand on Antimatter Stone, ALOT of explosions will happen.. like alot of them.

    You dont understand. static final means that every mention of that variable is getting replaced by that Data during COMPILING, meaning that even if you change the Constant, nothing will use that changed Constant unless the Code uses reflection to get the Constant, what is never the Case.


    Try getting the Version Number of IndustrialCraft without using Reflection from the IC2.class, while you are running a Version different from the one you compiled it with. You will always receive the same Version Number no matter what, unless you use reflection to access the Field.


    Already got it, always doing stuff before thinking first...

    Can you add it so you can change the amount of EU for 1 bucket of UU too?


    Nay, I can't do that in a lag-free fashion. The deal is that Mass Fab (as well as all other IC2 machines) set their BaseMassFabRate for every single MassFab-TileEntity-Instance, but they should've used a STATIC CONSTANT for it.
    I could go the route of scan-all-the-tile-entities-every-tick-and-set-rate-for-each-mass-fab, but it would be, like I said, laggy. (mainly because of Reflection)


    luacs1998:
    Okay, eventually.

    Woot! Now I can cut the iridium values in half to start with and go from there.


    Though I do have a question: if a new material that IC2 supports comes along, will the config be updated to reflect such?


    Yes, it's absolutely dynamic. So, if any mod adds its UUM Recipes before CustomUUMValues' Post-Init phase (which they should), it will be a config option.


    CastielAngelow:
    Yes it is. At least it should be.


    @Make people cry:
    I've already cried when I'd seen the default IC2's Iridium Ore UUM requirement.
    That's what encouraged me to create this simple addon.


    EDIT:
    Yes, it actually works on servers.
    I changed Iridium Ore in the config and it worked.


    EDIT 2:
    Added source of the mod in OP.


    Pay attention to getLabel() method.


    EDIT:
    Here we go: :P




    Since now and then, travelling to Antimatter Universe is going to be a risky business. Like really risky.
    Every tick there's a chance of explosion hapenning around you (with 10.0F power, which is ALOT, but, Antimatter Stone has 600 blast resistance, so not that bad :))
    Also, once again there's chance of lightning strike straight into your body.
    But, the good news are that there's no fall damage at all.


    EDIT 2:
    Going to change the entire mechanic Energy Rays work.
    Like they cannot be a straight line...
    It's really complicated, look at this:

    Nothing that a reactor or tons of windmills can't do.


    @above : Thats because you don't have GregTech. MPS recipes would have changed drastically, requiring more iridium plates and other tier 4 stuff than anything (even more than your items mak).


    @MPS' items are more expensive than mine:
    Do not anger mad bullscientist.
    I can make them thousand times more expensive, but if I do so, nobody would be able to get LS's items.


    EDIT:
    Random picture (not a edit!):



    And the fun thing is that Skeleton dropped this:


    And my 1.4.7 GT world:









    I miss TC. Like really do.






    Adds config for every single IC2 uum recipe. (EU amount, UUM amount, -1 to disable).
    Simple as that.


    Tested on IC2_experimental build 116.
    Should work on any version, if it doesn't, yell at me.


    Ready!


    BTW, you can not only decrease values, you can also increase them, if you want. Could be useful for hardcorish servers.
    And here is what the config looks like:


    And here's ALL the mod source:


    110 lines, not bad. But this will save a TON of your time.
    It's fully custom, you can tune it however you want.


    And, just to prove that it works:


    Actually, believe it or not, 1000 mB is even more expensive than it was in previous IC2 versions.

    I have 860 000 mb liquid umatter but no need this :D i can not make iridium ore , and I prefer modular power suite armors


    You have 860 buckets of UUM. 860 UUMBuckets = 20 iridium ore. That's not even enough for ONE quantum suit.
    It's 5 iridium plates, you need 72 for quantum ring.
    ...


    EDIT:
    Lol, i am mad evil scientist:

    Code
    /**
    	 * Gets a list of recipes.
    	 * 
    	 * You're a mad evil scientist if you ever modify this.
    	 * 
    	 * @return List of recipes
    	 */
    	public Map<IRecipeInput, RecipeOutput> getRecipes();


    EDIT 2:
    The beginning...

    Code
    2013-10-03 13:15:25 [INFO] [STDOUT] Scanner recipes list size: 18

    I'll create an addon that lowers required UUM for all the recipes. Tomorrow. Mby the day after.


    It's as simple copying the list in Recipes.scanner, removing all the entries from Recipes.scanner and adding all the recipes that existed before removal, but with lower "recordedAmountUU".
    It'll be a 10-lines-of-code addon, seriously, but it will so much significant you wouldn't believe.

    Just as with everything, you are not supposed to build just a single massfab and get all the UU from that single one. You are supposed to constantly keep expanding your manufacturing. I've been playing SSP exclusively with GT on mostly on default, partially tuned harder, and have zero problems and never have to afk and wait for stuff. I always have things to do and improve.


    TL: DR, stop complaining and L2P :)


    @learn to play:
    heh, I've been playing IC2 since MC 1.0, and it was a challenge for me to build QSuit as fast as possible. In my 1.4.7 world (without GT), I got first iridium after 8 hours of playing.
    The deal is that my computer is quite powerful, although when I have ~512 geothermals (normal setup), it still lags a bit.
    New experimental-uum-mechanic changes nothing, it just makes players build more geothermals/solars/whatever, severing lag.
    Nothing more. Nothing. What's the point?
    Better to provide players more things to do, other than make game just a simple jogtrot. They just simply kill the time (kill the time != wile away the time).


    @more flexibility:
    Yes, system itself is awesome, however NUMBERS (these stupid small digits) are AWFUL.
    42 buckets of UUM for 1 iridium ore? Dafuq? I'd better install GT and mine the whole world instead of waiting forever for little massfab (whose max input = 512 btw) to produce SINGLE bucket of UUM. That's horrible for SSP. You just don't have time to wait for it.
    @greg only does compat & bugfixes:
    Yes, and this too: http://ic2api.player.to:8080/j…ental/201/changes#detail1 lol