Posts by mak326428

    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)...

    Code
    2013-11-02 20:58:43 [INFO] [LevelStorage] IV Parser IVRecipeParser took 259418ms.


    That sucks....


    EDIT 4:
    WHAT?

    Code
    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

    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:

    Code
    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

    Code
    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!

    Code
    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...

    Code
    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.

    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)

    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:


    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.