You cant make Multi-BLOCKS with SPHERES.
I mean the star in the center and casing (fusionglass) all around it.
You cant make Multi-BLOCKS with SPHERES.
I mean the star in the center and casing (fusionglass) all around it.
Just a few shadows...
EDIT:
So, the rendering code is a go.
Now... how do we make multiblocks?..
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.
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.
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.
Known bug (feature?): may eat whole MFSU in several seconds, from what I found it's because current IC2 EnergyNet not returning leftover from device to energy storage, I recommend simply disable energy consumption or feed anchor with accumulators or energy crystals.
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.
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
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.
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.
There should be a way of using liquid UU and glowstone to make it. A new machine to do it perhaps?
A whole new machine to do ONE recipe? Stupidness.
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..
I'm done with all the antimatter armors (except for helmet).
So, the final (or semi-final) concept of it:
Chestplate: acts exactly as Forcefield Chestplate before its nerf
Leggings: Shift + Ray Shoot Key to teleport whereever you want. Energy consumption 300 000 EU, regardless distance.
Boots: Range Switch Key (default V) not to fall. You must carry nothing in your active slot in order for this to work. This DOES allow you to walk over water. (Screenshot:
So, yeah.
Ideally, Helmet: 2048 EU/t when it isn't raining.
All armors require brutal amounts of antimatter, and thus, you must either go to antimatter universe and dig everything out with quarries or prepare your IV factory...
It's probable that more functionality gets added in the future.
Just to tell you:
Chestplate requires 6 antiridium plates. It's 12 antimatter globs => 108 antimatter tiny piles => 3538944 IV.
More than a dragon egg. And notice that this is ONE part of suit.
You need to dig out 486000 antimatter stone in order to get the equal amount of antimatter.
And this is just the chestplate... There are 3 other parts...
And yes, I forgot to mention that 1 tiny pile of antimatter is worth 32768 IV. (3277 mB of liquid IV)
What about nuclear transmutation?
(stupidly complex mechanics are being written, i accidentally deleted them before submitting)
I've been in contact with Sentimel (we played together, discussed problems and so on), well, spoiler: wait for something from Advanced Solar Panels.
I'd still say using bigger values would be a good idea. I'd even go with 64bit ints to give more room for additions when needed. Currently it's pretty much impossible to add stuff in the beginning and to create new tiers.
There's no need in that - there's nothing even more useless than cobble, is there? Ah, cobblestone halfslabs, yes!
@above:
nah, i'll just remove iv value from cobble.
@everyone:
For now it doesn't differ much from the blue-suit, but it will soon.
Dangit, my perfect IV system ruined! Ah well, my millions of blaze rods will have to make brewing stands or something
Actually, I might keep it there with a config.
Like if you want iridium real fast, you can turn a config option on and build a complex blazerod-system.
EDIT:
I don't really know what texture I want to make...
Take nano suit as a base?
Why doesnt every single IV dematerialization cost about the value of 10 Cobble. That way you cannot gain Energy from cheap junk.
Ehm, my IV values are integer-based, so... I don't want to break the entire thing just for that purpose.
I liked SpwnX suggestion. I will remove IV value from cobble and it to regular smoothstone instead. This will stop any loops (~2064 EU per 1 IV (induction furnace + rock desintegrator), which is pretty lossy and nobody will use it unless they are crazy)
Also, I'd like to completely rework dynamic-IV part. The system itself is terrible and recognizes only ~2 recipes aside from critical nodes (critical node = IV value that was assigned by myself), which sucks.
Or completely give up on that dynamic-IV, thus relieving minecraft loadspeed and do it the way EE2 assigned EMC values (hardcoded).
Also, does anybody remember that EE2-blazerod-maceration system? It was possible with IV. Now it's not.
EDIT:
this is how I think values should look like:
private void initCriticalNodes() {
// TODO: add parsing for standart oredict recipes
assignItemStack(new ItemStack(Item.diamond), 8192);
assignItemStack(new ItemStack(Block.oreCoal), 128);
assignItemStack(new ItemStack(Item.coal), 128); // regular coal
assignItemStack(new ItemStack(Item.coal, 1, 1), 64); // charcoal
assignItemStack(new ItemStack(Block.wood, 1,
OreDictionary.WILDCARD_VALUE), 64);
assignItemStack(new ItemStack(Item.ingotGold), 2048);
assignItemStack(new ItemStack(Item.redstone), 64);
assignItemStack(new ItemStack(Block.stone), 1);
assignItemStack(new ItemStack(Block.dirt), 1);
assignItemStack(new ItemStack(Block.sand), 1);
assignItemStack(new ItemStack(Item.ingotIron), 256);
assignItemStack(new ItemStack(Item.clay), 16);
assignItemStack(new ItemStack(Item.wheat), 32);
assignItemStack(new ItemStack(Item.silk), 12);
assignItemStack(new ItemStack(Block.obsidian), 64);
assignItemStack(new ItemStack(Item.enderPearl), 1024);
assignItemStack(new ItemStack(Item.blazeRod), 1536);
assignItemStack(new ItemStack(Item.carrot), 64);
assignItemStack(new ItemStack(Item.potato), 64);
assignItemStack(new ItemStack(Item.glowstone), 384);
assignItemStack(new ItemStack(Item.dyePowder, 1, 4), 768);
assignItemStack(new ItemStack(Item.leather), 64);
assignItemStack(new ItemStack(Item.emerald), 8192);
assignItemStack(new ItemStack(Item.stick), 4);
assignItemStack(new ItemStack(Block.pistonBase), 368);
assignItemStack(new ItemStack(Item.feather), 48);
assignItemStack(new ItemStack(Block.ice), 1);
assignItemStack(new ItemStack(Block.dragonEgg), 2000000); // Dragon egg is worth 2 million IV, thus 204800000 EU (204 million EU, ~3 hours of waiting at 100 IV/tick)
assignItemStack(new ItemStack(Item.melon), 16);
assignItemStack(new ItemStack(Item.netherQuartz), 24);
assignItemStack(new ItemStack(Item.saddle), 256);
assignItemStack(new ItemStack(Item.netherStar), 524288);
assignItemStack(Items.getItem("iridiumOre").copy(), 131072);
assignItemStack(Items.getItem("resin").copy(), 24);
assignItemStack(new ItemStack(Item.skull, 1, 1), 87381); // Wither Skeleton Skull
assignItemStack(new ItemStack(Item.reed), 24);
assignItemStack(new ItemStack(Item.paper), 24);
assignItemStack(new ItemStack(Block.slowSand), 49);
assignItemStack(new ItemStack(Block.whiteStone), 4);
assignItemStack(new ItemStack(Item.gunpowder), 192);
assignItemStack(new ItemStack(Item.blazePowder), 307); // no exploits
assignItemStack(new ItemStack(Item.flint), 4);
assignItemStack(new ItemStack(Block.gravel), 4);
assignItemStack(new ItemStack(Item.ghastTear), 4096);
assignItemStack(new ItemStack(Item.rottenFlesh), 32);
assignAll(ItemRecord.class, 32768);
assign(Item.arrow, 16);
// registerIS(SimpleItemShortcut.DUST_CHROME.getItemStack().copy(), 8192
// * 12);
assignOreDictionary("ingotChrome", 8192 * 12);
assignOreDictionary("ingotCopper", 85);
assignOreDictionary("ingotTin", 255);
assignOreDictionary("ingotBronze", 170);
}
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EDIT:
So, now I'm getting ready for Antimatter Armor (and Antimatter QRing, ofcourse)
Yes, Uranium is a mass containing object. It should have an IV value - mainly so I can make more.
Urgh.. I'm afraid people will find exploits there (like they did with EE2) - you can get free IV with rock desintegrator for energy, and thus, making uranium have IV value might cause loop.
Maybe make it expensive IV-wise... Hm, but people will be able to melt cheap uranium at bargain rate... Nah, i think it is a dead end.
Nah, it would be really tricky and unnecessary to do.. Unless MFFS deals insane amount of damage (like I do) instead of using simple .setDead() on entity. (which is derpy on players BTW)
@Others:
Should uranium have an IV value? If so, what IV value should it have?