Posts by mak326428

    Personally i've never liked the idea of enchanted drill much. Mostly because it's an enchant once and never do it again sort of thing, the tool never wears out.


    Enhancement vs. Enchantment.
    Enchantibility for the Enhanced DDrill can be turned off in the config.
    Just for the record, my drill didn't have any enchantments on it.


    EDIT:
    Had 45 FPS. Added 15 geothermals + 15 fluid pipes + 15 gold cables. Have ~90 FPS. Dafuq? Is that kind of new mechanics of IC2?
    If so, i'll add 100 more geothermals. Will see how it works out.


    He might be talking about retro-gen. If you install the mod after you have already explored the world, then it automatically adds the IC2 ores to the already generated chucks. It only replaces stone with the ores on the first load of that chuck and never again.


    It's just a way to add a mod after loading the world so you can still mine around your home and not have to travel to new chucks.


    There's MystCraft for that purpose.
    When I add a mod with worldgen, I always create a new miningworld with denseores and just put 5-6 quarries there. It seems to be a pretty good solution for that kind of problem.

    You dont need to add that Tooltip. It is added automatically.


    You forgot to say that it does so when NEI IS INSTALLED.


    Then something messed that up, because it isn't. The Shears have a durability bar which gets depleted by the current dummy method but there is no tooltip when hovering over its icon. Also, the tool is destroyed when its durability is depleted.
    I took a quick look at IC2's coding of the ElectricWrench and did not notice a significant difference or any methods which hint that I have forgotten something.


    And good too see Greg joining the mortals :P


    EDIT: The second problem has most likely to do with me messing around with the methods of ItemShear, so nevermind. The only problem is the Tooltip.

    He is mortal too BTW :P
    That is what you think. ~Greg
    No! That's not what I think! That's what nature thinks!
    According to statistics, if I take the times I died, and put them together with the times I didn't die, the probability of Death decreases every Day I stay alive. Also only 93% of all People died so not everyone dies. :P
    Wrong Math! Waaaaaay wrong! *shakes head in disapproval*
    The Math was right, just the interpretation could need some more citation


    @Why use longer form:
    There is no difference between them at all. (like at all), however there are some situations where you don't have an access to World, and that's where you want to use it.
    If it's too long for you, just create a simple utility method your modclass.

    Code
    public static boolean isSimulating() {
         return !FMLCommonHandler.instance().getEffectiveSide().isClient();
    }

    1) Don't forget to register your item in MinecraftForge tooldict.
    Just add this:

    Code
    MinecraftForge.setToolClass(this, "shears", 2);


    To your item's constructor.
    2) Your onItemRightclick is incorrectly coded. You check for !world.isRemote after you drain energy from your electric tool, however you MUST do it the other way around.
    Better solution:


    3) If it still doesn't appear to drain energy, take off your lappack/batpack. ElectricItem.manager.use() checks for Lappack/Batpack existence before draining energy from electric item and if lappack/batpack exists and has enough energy, it drains energy from batpack.


    4) Some basic tips on modding, solution for problems you will most likely struggle with in near future:
    1. ALWAYS check for !world.isRemote/!FMLCommonHandler.instance().getEffectiveSide().isClient() (if you don't, it will do SO weird things that you won't even be able to tell what's going on)
    2. Don't mess with GUIs without making your mod @NetworkMod (if you do not do this... once again weird things will happen)
    5) Highly recommend looking at https://github.com/mak326428/L…em/ItemBasicElectric.java
    6) Why do you need to add electric shears? Chainsaw already has that functionality!

    Or just Spam click with tunnel range 1.


    Also by your formula, if random > 0 and tl > 0, damage > 0 , therefore you can theorically take damage with tunnel length 1.


    No. random(0) = 0. Well, not zero really... Exception, but let's take it as zero.
    random(floor(tl / 4 * 1.5)) = 0
    random(floor(1 / 4 * 1.5)) = 0
    random(floor(0.375)) = 0
    random(0) = 0
    That "floor" part is important.


    @Spam click with tunnel range 1:
    It will be really annoying and it is just simpler to click 1 time with 32-tl instead of 32 times with 1.

    What????Atomic Disassemblers can deal damge? and it will kill all kind of mobs instantly? including BOSS? and could u tell me how to use AOE KILL function from Quantum Ring and ForceField ChestPlate?


    In case you didn't know, Atomic Disassemblers have "tunnel length" property. (which is power of two, i.e. 1, 2, 4, 8, 16, 32, 64, 128 )
    You can increase (and shift to decrease) tunnel length for Atomic Disassemblers via pressing "Range key" (standart minecraft keybinding, which is defaulted to V key)


    On least (which is one) tunnel length, there is no way you can get damaged.


    The formula for damage (which ignores any protection except for Quantum Ring) you get from it is:
    TL - tunnel length
    random(tl /4 * 1.5)


    Which is random at all times, so theoretically you can get 0 damage even with 128 tunnel length.
    So, on 128 tunnel length, you get 48 maxdamage, which grants you more than 50% chance of death upon use.
    On 64 length, you get 24 maxdamage, which is still dangerous.
    So, following this simple logic, use Atomic Disassemblers with 32 tunnellength, after you get damaged, wait a bit to regen health and do the same again.


    @Ook:
    I meant minecraft-packets. Minecraft still wraps its packets into a header+content form. So, instead of sending 1000 packets with 1000 headers, it sends 1 big packet with 1 header. Much more efficient, right?

    The mod is about "control", so controlling its fuel and other components (coolant or vents) is also part of it :3


    That also allows anyone to manage reactors without even knowing what they are doing, really. :D
    "Find a good looking design, input materials, run it!"


    If you still think its OP, making the reactor safe is already somewhat OP :D , because self management is not hard to do with GregTech.


    It's not that difficult without GT too.. AE FTW!

    Playing in my legit IC2_experimental 1.6.2 world (with a ton of mods, including LS), I figured out what things you don't want to do (bitter experience):
    1. Don't click with Atomic Disassemblers ANYWHERE near your machinery. You'll cry a lot.
    2. Don't use Atomic Disassemblers with charge > 32. You risk to loose your life (on >= 64 max damage = 24 = 12 hearts, on 32 - 12 - 6 hearts).
    3. Watch your healthbar when using Atomic Disassemblers. ALWAYS.
    4. Don't punch enemies with Atomic Disassemblers. Yes, it will kill mobs instantly, but at the same time it will drain 16 000 EU. After 8 or so hits, you will significantly lower your mobilepower and will need to run to your base AGAIN.
    5. After dying more than 6 times, consider switching config option "atomicDisassemblersEnableDamage" off.


    EDIT 2:
    What the heck happened just now? WHHHAAAAAAAT?


    That must be random.
    If anybody has a guess what happened, tell me. Would really appreciate it.
    I hereby officially declare: Electric Lighters and Flight Registry are not relative in any way, shape or form. Not in the slightest.
    And why CME? Usually in Minecraft it happens when some fellow modder forgets to check for !FMLCommonHandler.instance().getEffectiveSide().isClient(), however I have a TickHandler there which is registered only on Server (simulating) side. And ticks() function returns EnumSet.of(TickType.SERVER). There is no way it can happen. Just no way. Only if in java, following some voodoo magic you can call 1 function in the same time (which is theoretically impossible without threads and even in later case it is highly improbable it can happen)


    EDIT 3: i am adding breaking particles for Atomic Disassembler. After making one tunnel, it sends ONE (instead ~1000, which was planned initially) packet, but the problem is that packet's size is ~66 kilobytes). And that's really not that bad. I'll go with it.

    Any ETA on an IC2_exp compatible update? I'm really desperately in need of Wireless Power Synchronizer. :/


    The previous update has pretty much fixed WPS [i did some minimal testing with it, it behaved rather well]. My current problem is the following:
    [IC2 API] injectEnergyUnits() ignores the return value.
    If Player/any IC dev fixes it, i'll work hard and maybe during day or two fix all the other problems.

    Basically, title says everything.
    IC2 API's javadoc says that this function should return "Energy not consumed (leftover)".
    I'm not sure if that's bug or feature.
    Object lesson:


    The results are that 512 EU/t freely enter the device, however ideally only 12 should be permitted to do so.

    GregTech is the limit, with the awfully expensive but high return fusion reactors.
    You should consider playing it again with the newest version.
    Or even join kane hart's server where i am playing alongside some other forum users.


    I'm always watching Kane (he makes some really good videos, maybe even close to dw-level) and like the server and all that, but GT is just not my style. I love watching people suffering from it (and especially liked that moment when Kane understood that generator now is crafted from Steel Machine Hull instead of Machine Block and shouted "Oh Greg!". I laughed so hard...).
    I've played FTB (1.2.5 insanity) with Sentimel and... when we hit bees stage, i log onto the server and suddenly went close to Austere bees... Oh that was terrible... Don't ask me what happened there.