Ok, i think - i'm done. I made a new item for my mod, as was requested by poll. Now i request you to provide a beta test of it. Tool is very very powerful, so i decide to make it a tier 2 of power.
Posts by Foghrye4
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Player, thank you for help.
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Those are pretty easy to make.
But i've got troubles.
See here: How to properly register electric tool in IC2V2 -
Here is a code:
public class IHLMod {
public static IHLMod instance;
public static Item ic2_handpump = (new IHLHandPump().setUnlocalizedName("handpump"));
public static Item ic2_handpump_discharged = (new IHLHandPump().setUnlocalizedName("handpump_discharged"));@EventHandler
public void preInit(FMLPreInitializationEvent evt) {
MinecraftForge.EVENT_BUS.register(new IHLEventHandler());
GameRegistry.registerItem(ic2_handpump, "Handpump");
GameRegistry.registerItem(ic2_handpump_discharged, "Discharged handpump");
}
public class IHLHandPump extends Item implements IElectricItem {public static int maxCharge = 10000;
@Override
@SideOnly(Side.CLIENT)
public void registerIcons(IIconRegister par1IconRegister)
{
this.itemIcon = par1IconRegister.registerIcon(IHLModInfo.MODID + ":itemElectricHandpump");
this.setMaxDamage(2);
}public IHLHandPump()
{
super();
this.maxStackSize = 1;
this.setCreativeTab(CreativeTabs.tabMisc);
}
@Override
public boolean canProvideEnergy(ItemStack itemStack) {
return false;
}@Override
public Item getChargedItem(ItemStack itemStack) {
return IHLMod.ic2_handpump;
}@Override
public Item getEmptyItem(ItemStack itemStack) {
return IHLMod.ic2_handpump_discharged;
}@Override
public int getMaxCharge(ItemStack itemStack) {
return maxCharge;
}@Override
public int getTier(ItemStack itemStack) {
return 1;
}@Override
public int getTransferLimit(ItemStack itemStack) {
return 0;
}public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
{
ElectricItem.manager.discharge(par1ItemStack,40,1,false,false);
return par1ItemStack;
}
}And it seems, that in creative tab both items are have no charge. On click with "charged" version of item it becomes discharged instantly.
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I would keep your tool on me, yes. It seems rather useful.
A-ah, it seems now, i must learn, how to make a new electric tool using ic2 api...
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Wow, very nice addon. I will have to agree with Sirus on this one, its not very *great* to use the treetap as the item to suck up fluids. :\Why not? Treetap have only one function - extract sticky resin from rubber wood, so almost noone bring it underground. My mod make old item work new way - so player might save a place in inventory for other nessesary things.
Ok, if i make a new item, what you think, does a players bother to craft it, recharge and take it underground? -
Videos:
Explosives:
https://youtu.be/piJCza9fCdIMod using a slightly modified fluid renderer, which is a part of RailCraft code, written by CovertJaguar <http://www.railcraft.info>
My addon is distributed at a same conditions, as listed for industrial craft 2.
IC² Policy regarding ModPacks / Redistribution <<< READ THIS!
Mod is configurable! See <minecraft folder>/config/ihl.cfg for configuration file after first mod launch.
Also check <minecraft folder>/config/ihl-recipe.cfg to customise all ihl machine recipes.
Almost all features can be turned off separately.
For those, who are using IHL only for rubber tree sap gathering sack there is light-weight mod called Cutting Edge http://minecraft.curseforge.com/projects/cutting-edge I suggest to use it insteadSource code: https://github.com/Foghrye4/ihl
Features:
Check wiki for details: http://minecraft.gamepedia.com/Mods/IHL_Tools_%26_Machines:
Mirrors.
Explosives.
Light emitting devices.
A lot of chemistry and self made text API to create custom recipes outside of Java.
Flexible cables.
Sticky resin production branch.
Thansdimesional item teleporter.
Handpump (also advanced).
Wailer (mob).From v0.624 mod include Chinese translation by indoorsNB.
- 0.656 - Added automatic separator.
- 0.654 - Fixing FBR catalyst reactions. Added catalyst consumption config option.
- 0.653 - Fixing FBR
- 0.643-0.652 - Attempt to fix energy grid calculations.
- 0.642 - Boiling point for unknown fluids are 373 K always. Energy net now have IHLCable class instead of NBT.
- 0.641 - Reactor NEI GUI show 3 input fluids.
- 0.640 - Grid calculation not null check.
- 0.639 - Fixed reactor work with more than 2 fluids.
- 0.638 - Chinese translation update by indoorsNB.
- 0.637 - Fixed fractionator bug (another again), fixed rubber pipe bug
- 0.636 - Fixed fractionator bug, fixed machine inventory slots output with hopper, fixed GUI of dosing pump
- 0.635 - Solar evaporator
- 0.634 - Fixed loom, added fluid blocks back, added GT6 brick to ceramic dust recipe, added ammonia cell.
- 0.633 - Added translations for NEI recipe title.
- 0.632 - Fixed massive oil generation on flat type world.
- 0.631 - Lighting devices and coremod removed due to incompatibility with TerraFirmaCraft.
- 0.630 - Overclocker and storage updates support for several machines.
- 0.629 - Light remastering
- 0.628 - Platinum dust as catalyst, Iron catalyst as dust
- 0.627 - Oil now formed inside hollow obsidian columns. Added a crafting recipe for dosing pump.
- 0.626 - Dosing pump.
- 0.625 - Added translation for flexible cable tooltip. Changed a way saltwater generates.
- 0.624 - Oil now replace only lava blocks. Added Chinese translation by indoorsNB. Fixed fluidized bed reactor not updating GUI on crafting.
- 0.623 - Oregen is rewritten.
- 0.622 - Glyceryl -> glycerol, fixed non-consumed items in chemically resistant oven and detonation spraying machine. Axes removed from crafting recipes. Iron workbench crafting fixed.
- 0.621 - All furnaces brutally simplified. Evaporator fixed.
- 0.620 - Reduced memory usage (including video memory) by cleaning code from unused functions and by pile block render optimization. Explosion power base now configurable (does not affect already crafted explosives). Added hints on detonator delay and explosion power of explosived. Piles are now added more rarely (at random) and therefore contain more items. Added fail proof method of adding drops on a explosion site (100% of ore drops are obtainable). Added explosion event.
- 0.619 - Removed explosion radius limitations. Explosion calculation optimized (reduced memory usage). One more detonator and explosive pack recipe. GT6 recipes for both chemical reactors and cryogenic distiller. Max stack size of muffle furnace is limited to 32. A lot of old features are removed.
- 0.618 - Fixed muffle furnace bauxite recipe, RTU and crucible slot. Default explosion bits is 7 now.
- 0.617 - Fixed an ore dictionary recipes of Iron workbench which using wrong set of items. Fixed wire recipe input. All recipes of Iron workbench now use fluid container input and will drop an empty container.
- 0.616 - Coagulator recipe for rubber tree sap nerfed. Fixed Cryogenic distiller accepting fuids from output side.
- 0.615 - Fixed irongraphite liner recipe for GT6. Fixed vulcanization extruding mold. Added centrifuge recipe for rubber tree sap in GT6.
- 0.614 - Fixed missing rubber tree sap block. Fixed compatibility with Uncomplicated addon. Fixed sodium sulfate tooltip. Most of machines now consume 10x energy, Lab electrolizer 100x energy per tick.
- 0.613 - Explosion radius bits config.
- 0.612 - Outdated "hasEngine" field removed from list of synchronized fields.
Saltwater block is back (fixes worldgen).
Lab electrolyzer texture fixed (no more "(M)" due to no more necessary engine)
Lab electrolyzer GUI now have two spots (over an arrows) to launch NEI integration recipes GUI.
Iron workbench now accepts only tools in tools slots.- 0.611 - Fixed critical bug while launching server. Catalysts in NEI now show 0.001 stack amount.
- 0.610 - Explosives. No more fluid blocks (except oil). No more electric motor slot in machines.
- 0.609 - Iron workbech will return used empty containers. Rubber tree sap gathering sack use ore dictionary "blockDirt" instead of vanilla dirt.
- 0.608 - Unlimited casting recipe config.
- 0.607 - You can define casting molten metal amounts in recipe config. You can define fluid containers as recipe input.
- 0.606 - Added support of NBT in recipes.
- 0.605 - Fixed IronWorkbench craft output stacksize on adjusting via config.
Older: http://www.mediafire.com/file/…y75j7sz/ihl_changelog.txtDownload:
http://www.mediafire.com/file/1yl29ugu8986q1p/ihl-tools_n_machines-0.656-1.7.10.jar
http://www.mediafire.com/file/9giwcavtdk1cm27/ihl-tools_n_machines-0.654-1.7.10.jar
http://www.mediafire.com/file/6vqic2dz3cj200n/ihl-tools_n_machines-0.653-1.7.10.jar
http://www.mediafire.com/file/5ojxiv8p9h3tgk3/ihl-tools_n_machines-0.652-1.7.10.jar
http://www.mediafire.com/file/6565zoj5and4sna/ihl-tools_n_machines-0.651-1.7.10.jar
http://www.mediafire.com/file/5etjwwdoiwd8i5y/ihl-tools_n_machines-0.650-1.7.10.jar
http://www.mediafire.com/file/f2u88u636g3udgf/ihl-tools_n_machines-0.648-1.7.10.jar
http://www.mediafire.com/file/…machines-0.647-1.7.10.jar
http://www.mediafire.com/file/…machines-0.646-1.7.10.jar
http://www.mediafire.com/file/…machines-0.645-1.7.10.jar
http://www.mediafire.com/file/…machines-0.644-1.7.10.jar
http://www.mediafire.com/file/…chines-0.0.643-1.7.10.jarhttp://www.mediafire.com/file/…machines-0.642-1.7.10.jar
http://www.mediafire.com/file/…machines-0.641-1.7.10.jar
http://www.mediafire.com/file/…machines-0.640-1.7.10.jar
http://www.mediafire.com/file/…machines-0.639-1.7.10.jar
http://www.mediafire.com/file/…machines-0.638-1.7.10.jar
http://www.mediafire.com/file/…machines-0.637-1.7.10.jar
http://www.mediafire.com/file/nvnf840gl2mifrf/ihl-tools_n_machines-0.636-1.7.10.jarhttp://www.mediafire.com/file/…machines-0.635-1.7.10.jar
http://www.mediafire.com/file/…machines-0.634-1.7.10.jar
http://www.mediafire.com/file/…machines-0.633-1.7.10.jar
Iblis mod (vanilla experience to characteristics and trainable skills): https://minecraft.curseforge.com/projects/iblis
Dungeon generator for Cubic chunks mod: http://www.minecraftforum.net/…ator-for-cubic-chunks-mod
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Open type nuclear reactor
I suggest that reactor not as a replace for a normal reactor, but as an alternative.
To make that reactor you just place a reactor chamber without nuclear generator on ground.
Every reactor chamber contain 4x4 slots and slots isn't expandable by placing chambers nearby.
Reactor works only with neutron emitters. So every 4 seconds uranium cell generate 4 neutrons in all 4 directions in 16 slots wide. Single uranium cell (even quad) did not work, if it didn't recive any neutron.
Neutrons reflected by neutron reflectors and absorbed by any other item.
Uranium cell, that absorb neutron has a 10% chance to emit additional 4 neutrons and generate heat and energy.
Reactor chambers recieve heat, energy and neutrons from chambers placed side-to-side.
Reactor chambers support passive cooling as reactors before IC2-1.106.
Self_cooling_speed=base_speed*(1+5*current_hull_heat/max_hull_heat) - so a more reactor temperature, more reactor heat loss.
If reactor chamber has a 80% temperature before meltdown, it emit redstone signal on block under it (it will be good if it will be configurable somehow).
Every chamber, containing at least one uranium or isotope or exhausted cell make a radiation in an area bounded by box. That radiation hazard area bounded by a 32 cubes of air or 16 cubes of dirt or 8 cubes of stone or glass or 1 cube of reinforced stone or glass or "reactor interface panel".
So, to operate that reactor you MUST wear protective suit.
To see, whats going on with your reactor you place a "reactor interface panel" block near any chamber. It show chamber slots in tiny 2x2 pixels squares and shows their status using color codes.I hope i wrote this all grammatically and orthographically correct.
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First of all:
Dence gold plate can be used same way, as a copper one.
I have a much trouble finding enough copper for my nuclear reactor.Real thermonuclear reactors (so called Tokamak Reactor: http://en.wikipedia.org/wiki/Tokamak) maded with superconductive magnetic coils with toroidal channel, contain deuterium+tritium plasma. So we go same way.
Made iridium dust, that will needed to make superconductive alloy.
Superconductive alloy dust.
Superconductive alloy.Superconductive cable.
Superconductive coil (Superconductive cable+tesla coil)
Thermonuclear reactor control core (generator+reactor plating+advanced circuit).Each block of superconductive coil placed around control core. Reactor must work only if all 8 of coils placed in circle around conrol core.
Fuel for reactor is heavy water:
First all coolant cells, that exhausted their resource become a "radioactive water cell".
We make a one heavy water cell from each 8 radioactive water cell in extractor.If anybody like to bring my ideas to game, i can make necessary pictures for that.