Posts by mak326428

    @bove:
    Thank you. Maybe Supercapacitor?


    In other news:


    I added my own creative tab. Looking it up in IC2's one is starting to be a pain. (for people that don't have NEI)


    EDIT:
    I'm going (possibly, i do not say probably) to look on IC2 experimental's API, if there's not much to do there, next version will be for IC2 experimental, otherwise I'll step-by-step port to it.


    EDIT:
    Retextured armors a bit:



    Do you like these or previus ones were better?

    That's kindof the way (all blocks outputting)I suggested it at first, but then you have 2 issues:
    1) It could be used as a wireless cable
    2) It's a bit more laggy than just one block outputting and the others just increasing an internal variable.


    Also, the point of the LESU was to be "cheap", as Lapis wasn't that used in IC².


    I didn't get 2).
    It will check for 32x32x32 cube around itself (it is quite fast, so EVEN if it was once per tick, it wouldn't be laggy in any way) every 30 or 40 ticks.
    Then, after scanning, it will save all IEnergyTiles in its internal ArrayList and when any machine needs energy, it will send it to it.

    Add others features to buff it (like MicroWave emitters upgrade, which I suggested, which would be a low-losses (10-20%), Wireless energy transmission for VERY close machines, like to power your base without caring about cables).
    Btw, since this feature got entirely suggested by me, for IC², months before GT was made, and promised to be added by Greg, I think I can say it's copyright-free ^^.


    Good suggestion. I think this machine is not going to have a output - all sides will be inputs. It will power devices in radius of 32 blocks (and maybe even charge electric items inside of your inventory). It will have 50 MFSUs worth of energy storage.
    Maybe it is going to require 6 osmiridium plates on hard mode (as far as you remember 1 osmiridium plate = 309 uum, sooo... not all that cheap)
    Now, the real question is: how am i gonna name it?

    placed 2 superconductivewire next to each other: http://pastebin.com/qvVmy6bZ with latest exp. build (#118)


    Oh, this addon is not compatible with IC2 Experimental.
    It was built and compiled for IC2_lf.


    I ABSOLUTLELY WILL make it work with experimenal, but for now my priority is fixing bugs & rewriting my messy code (good there's not a lot of it)


    Progress:
    I refactored all the ArmorFunctions and made my addon-flight compatible with GraviSuite. Previously, my addon turned off GraviSuite's flight, but now it doesn't.
    So much work to do though.
    EDIT: fixed some server derps (f.e. Internal Server Error on tesla helmet's food-adding abilty, Internal Server Error on Tesla Helmet's tesla ray rendering).

    Hello,
    I am currently working on a modpack forge and I would like to know if I could make it public.
    My modpack included these mods you're the creator:
    - Level Storage


    Thank you to answer me as soon as possible,
    Xelion


    Yes, you're allowed to use this addon in your modpack. (like everybody else if he/she wants to)
    Although I'd recommend you to wait a bit because (like always) I have lots of stuff coming in new version.

    ah, well, that doesn't really say much without full terminal log :)
    Have you tried pushing from command line?


    Okay, i found out what my problem was. Git says that "index.lock" found while it shouldn't be, i deleted that "index.lock" and now I can commit :)


    Weelll, that is a big commit, isn't it?
    https://github.com/mak326428/L…4e976e52b8431778186235c2f


    8102 lines of code. OH MAN!


    BTW, my addon is over 20000 lines of code!
    https://github.com/mak326428/L…orage/graphs/contributors

    Hm, how frequently do you push code to github? I see you only have one branch with latest commit done 11 days ago. I'd like to get the latest unstable thing working with IC2 experimental :)


    I have serious problems with GitHub.
    I cannot commit at all, (getting an error).
    Code there is sooooo outdated, do not recommend even looking at it, i rewrote a lot of code and added new stuff.

    I could still transfer enormous amounts of energy through cables, if i want to.
    It will just make the setup more complicated AND the need of making several mass fabs.


    Please player, only EU/t as a limit doesnt make sense at all. It will just annoy people for nothing.


    Absolutely agreed. Well, if packet-deletion-thing makes its way over to IC2 official, maybe i could find a way out.
    Just some thoughts:
    create a cable that ignores ENet rules and transfers energy with packets. On addon-machine side, it will cause injectEnergy several times per tick and will make it possible to cause EnergySourceEvent (i forgot how exactly it's called, just opening eclipse for that seems lazy) several times per tick. Maybe even create another energynet, like Greg did, based on "outdated" energynet.

    Besides reworking e-net and removing the unneeded refined iron all it seems to do is add a whole lot of options. More options equals more ways addons can extend it.
    Also, addons can't fix the old IC2 to work with NEI.

    I'm quite certain the work on e-net is far from finished. Just wait.

    Alternative explanation is that the devs themselves considered it was far from balanced to go from punching wood to full quantum set in couple of evenings.


    3) Quantum Set... 280 uum. My addon adds a new quantum suit that requires 4500+ UUM. Do you think you'll be able to reach it in a couple of evenings even with old massfab.
    2) Far from finished... Energy net was awesome the way it was (it was relatively bugfree and quite intelligent and didn't use a lot of CPU compared to other variants).
    Why did Player need to remove packets? Why?
    Yes, you could theoretically send 2 to the power of 31 EU per tick through cable, but did somebody abuse it so much except for the solar panels? No. Ability to send energy losslessly for long distances using transformers? 2 MFSU + 2 lapotron crystals + enderchests + a little bit of automation make it useless.
    Still, why was the decision made to delete packets?

    If it's just one line how hard would it be to support both?


    I for one have moved over to experimental long ago and don't plan on using the broken 401. I'm sure I'm not alone :)


    Okay :( I liked IC2 the way it was. I don't give a damn it didn't update - there're addons for that. Also, removal of packets will be an external pain in the ass, change for base massfab energy demand was unneeded - there's GT for that, if someone likes GT, he's free to install it and be cut up by it. I don't know, maybe I'll create an special addon that will hack into IC2 and return things to the way they were in the past (just using reflection).

    Really? Average I've seen has been around 8-10k. I've seen only one at <5k XP out of ~5-6.


    It's my mistake then. Gonna quickly recode it.


    Some progress on refactoring front:
    Finished moving ModBlocks & ModItems to one point - LSBlockItemList. For item and block loading now i have ModUniversalInitializer. This way it will be much easier to add a block or item.
    Recoded Frequency Card to use new BlockLocation util class instead.
    Recoded XP Tome to use NBTHelper instead of raw-itemstack.stackTagCompound stuff.

    hm ? i find bug, today i find in dungeon 2 xp tomes , each over 10 000 xp but when i use first tome, second tome auto delete


    Forge issue. Just ignore that second book, it's a phantom. I set up my code so that it's impossible to have two books in one chest (they have ton of xp in them).
    Also, you're really really lucky that you found 10000 XP-book. It's a really rare occurance.


    EDIT:
    I've been putting it off for a really long time, but now I'm ready to refactor my code with new helpers i've created. Wish me luck, there'll be tons of bugs in newer version.