Posts by Foghrye4

    Why would you say so? Both particle or heavy ions accelerators and coilguns, railguns are build on very similar principles. Of course there is border between microscopic and macroscopic objects which can be used as projectiles. But you can reach high enough energies to undergo gas-plasma transition and have same ions and electrons.


    You didn't check wikipedia, am i right? Particle accelerators work at effect of interaction of opposite charges, "working body" must have charge (ionized atoms, electrons, protons). If by coil gun you mean Gauss gun, this one work at principle of electromagnetic interaction between ferromagnetic shell, which is forced to take a position with minimal potential energy of magnetic field, generated by coil. Railgun is working on third principle - Lorentz force. :(

    I think IC2 should have a Particle Accellerator that you have to use to either get UUMatter or to fill the memory crystals with information on how to create things.


    Particle accelerator does not work this way.
    It more about:
    p+ + Hg -> ??? -> Ir

    Why don't you let the Motor Part of the Bore do the work of the Tunneling Shield? Then Chunk Loading is irrelevant since each "World.getBlock"-Call and similar results in automatically loading the target Chunk for a few ticks. What may be inefficient or laggy, but it works.


    It is already work this way. Everything (replacing block, spawning drop, energy drain, etc.) is processed inside updateEntity() function of motor block. An only problem is rendering rotating part of shield. I use entity render with special entity moved with shield and called only on client side. And when this entity reach chunk loading limit, his tile entity base stops updating itself. If i render it via tile entity special render and move player toward a moving shield beyond chunk loading range it disappeared.

    I'd like to know something... Could I get a config option to set the range of the Tunneling Shield ? I'd put the range as long as possible. If it's possible, I'd even like to set it so it's infinite. Would... That be possible ?


    Sorry, but limit of action for tile entity based tunneling shield is defined by chunk loading range. If it goes further it will lost his connection to tile entity. At a year 2017 i would probably start working on SpwnX suggestion about electric RailCraft version of tunneling shield.

    C6H5CH=CH2 (styrene) , made on chemical reactor with 8 carbon dust and 8 hydrogen buckets.
    Produces 16 buckets of this which can later be solidified into molds inside the solidifier.


    This reaction looks awful. Can it be at least methane + clay dust? It doesn't make any more sense, than your suggestion, but at least were will be a little less confusion for different hydrocarbons.


    Also, i don't play GT for a long time, but there was some kind of unnamed plastic already there.

    This is not an industrial heat generating reactor, this is lab reactor for producing certain isotopes. Blue glowing is generating with ionic radiation passing thru water. In industrial reactors there is no water in liquid state (as well - there is no any glowing at all).


    Are they functional and not documented, or the groundwork for things to come?


    Currently they are functional (and already removed and replaced with item damage system) but not yet documented. Everything is ready, all i need to do - is finish NEI integration and edit language file.
    Probably i will release new version before this year's end.

    "switch-case" is not necessary. It have same output in case "block" didn't match a certain material. Much easier will be make array of such materials, convert them in list and check if "block" variable is contained in list.

    Hello there, Methes.


    Algorithm work this way:
    When at block break event detected, if block above is a liquid block, special invisible entity is spawned. This entity count free space at lowest layer, where flow will probably go, and destroyed amount of blocks at highest layer of liquid accordingly. Then it begins to turn blocks of air and blocks of liquid flow to liquid source blocks (1 block at certain amount of time, which is dependent from viscosity, 5 ticks for water and 20 for lava for example) until all destroyed blocks are placed. After that it start a process over again. Its possible to make algorithm work 5 times faster for water. I made that work this way so it give time for player to run from lava.

    This is a slightly dodgy way of registering items. It means that, for example, if some other mod accesses the IHLMod class before FML does, then tar pitch buckets will be registered under the other mod instead of IHL.


    Yep, you're right. But a time someone will actually access my addon in his mod i will celebrate. Anyway, this is easy to fix, thank you for showing me this.

    It is simple, Fluid Containers are somewhat broken if you have two Containers with the same Fluid and the same empty Container Item. That is why I added a manual Fluid canner Recipe in order to at least empty my Cells.


    You gave me an idea to change my fluid class:

    Code
    ItemStack filledCell = FluidContainerRegistry.fillFluidContainer(new FluidStack(instance, FluidContainerRegistry.BUCKET_VOLUME),Ic2Items.cell);
    		if(filledCell==null)
    		{
    			cell = new ItemStack(new IHLItemCell(type.cellName,type.fluidRegistryName).setCreativeTab(IHLCreativeTab.tab));
    			OreDictionary.registerOre("cell"+type.fluidName.replaceFirst("fluid", ""), cell);
    		}
    		else
    		{
    			cell=filledCell;
    		}


    This will work more correctly. But there will be missing items (again).
    Full code:

    So yeah, you get IHL's glycerine cells from GT chemical reactors


    It seems, that GT generate recipes using FluidRegistry entry for fluid container.
    Lately, i removed ore dictionary registration for this cells. So far, i decided to take it back. Unfortunately, this is not helping, so i add recipe with my version of cells manually. It seems to work fine now.


    Edit: Heh, this message looked like a stream of consciousness. Every sentence must have a different timestamp.