The version in the Direwolf pack was 2_2.0.303 I now have 397 and will test. BTW, with JamPacked in full swing there will likely be numerous inquiries about including this and other refurbished mods in modpacks. Aside from "Founded by UnixRano, maintained by Zuxelus/master801" and a link here, what else do I need to do?
Posts by Armigus
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---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!Time: 6/22/14 6:08 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: ic2.core.util.StackUtil.copyWithWildCard(Lnet/minecraft/item/ItemStack;)Lnet/minecraft/item/ItemStack;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:700)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoSuchMethodError: ic2.core.util.StackUtil.copyWithWildCard(Lnet/minecraft/item/ItemStack;)Lnet/minecraft/item/ItemStack;
at ic2ca.common.RecipeHandler.addCraftingRecipes(RecipeHandler.java:114)
at ic2ca.common.IC2CA.registerCraftingRecipes(IC2CA.java:699)
at ic2ca.common.IC2CA.init(IC2CA.java:256)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
... 10 moreA detailed walkthrough of the error, its code path and all known details is as follows:
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TConstruct Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifineWhat version of IC2 did you make this for, Zuxelus? You were looking for something in ic2.core.util that was either removed or renamed. I have the IC2 experimental in Direwolf20's 1.6.4 pack so it might not jive with the version you used to update IC2CA.
The full crash log is too long to post, sorry.
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I kept this topic separate as a tutorial on IC2 machine operations.
IC2 machines in general operate on an energy basis and have no intrinsic time component. Each recipe recognized by a machine has an operation energy rating(Et, eu), and the machine itself has a power rating (P, eu/t) and an internal battery. Each tick where power is available, that energy is applied to the operation, subtracting from the energy needed to complete (Er, eu). Once Er hits zero, the operation is complete and the next one, if any, starts immediately, resetting Er=Et for the new operation. The operation could also be consumption of fuel like coal and lava in the case of generators.
The graphical meter used by most machines calculates 1-Er/Et and multiplies it by the width of the arrow to draw the completed portion of the arrow. The time display for the assembler (t, ticks) can be calculated using t = Er/P and converted to an actual time. If you want a particular baseline operation to use a specific amount of energy to complete a task in a specific time, then you calculate the power rating as P = Et/t.
The whole point of this is to allow the assembler to support upgrades, especially overclockers. These devices are added and removed dynamically, immediately altering the operation. Overclockers speed up the process by increasing the power rating by 60%. Multiple chips stack exponentially, multiplying the power by 1.6^n where n is the number of overclockers. The tradeoff is that Et and Er are increased by 12% each using the same mechanic. The operation time is therefore multiplied by 1.12/1.6, or 0.7 per overclocker. Time is always a calculated value and never tracked internally. Only energy and power are tracked.
The experimental builds have an efficiency upgrade at least in progress if not ready. They are intended to reduce the energy needed by a process without affecting the operating time. Since time is Et/P, it would multiply Et, Er, and P by the same amount. A 10% efficiency chip would multiply by 0.9 per chip. If you want a stronger overclocker and want to affect time and power use by a specific amount then calculate dEt = dP*dt and apply the result to Et and Er as normal overclockers do. That's how dEt was found for the original overclocker... 1.6*0.7 = 1.12. For a 50% speedup and 2.5x power use you would have dEt = 2.5*0.5 = 1.25, effectively combining 2 overclockers in one chip.
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While it's possible for a basic exo-nano armor piece to upgrade to quantum, once an armor is upgraded with a batpack and/or jetpack it can no longer go to quantum. Is this by design or do you plan on a general nano-quantum upgrade module? The module would require 2 iridum plate and a lapotron minimum since all suit upgrades use at least those.
Another option is a disassembler to isolate one item, in this case the armor itself to be upgraded separately and then reassembled. Make sure that the isolated piece has the basic energy rating and put the remainder in the leftover combo.
Another potential combo is with the hazmat suit, especially for nano. Uranium in IC2 experimental and Railcraft's incomplete Firestone stages are unsafe to handle unless you are specifically wearing hazmat. That needs to change.
If you're serious about kicking Gravisuite to the curb then you will need a Mk4 energy upgrade. 10M EU, Tier 3, fabricated with 6 lapotron crystal, 1 iridium plate, 1 advanced circuit, and one exo-armor upgrade. You could make an advanced exo-armor upgrade using the advanced circuit and use two of those instead.
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The reason I wanted a creosote refiner was that the oil was mostly a waste product from my early game coal coke production. A coke producer that produced oil would combine the oven and refiner--a good approach for me. Then I could run the new oven all the time and then refine the resulting oil into fuel as normal. Some EU/operation is acceptable since you're making some good fuels. The machine should support upgrades like standard IC2 machines.
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My goal was a device that doesn't limit me to IC2 armor when using my power tools. I normally use heavily enchanted Thaumium armor and would like to keep it. The second harness is for situations where one piece of energy armor is draining much faster than the others. The quantum boots and helmet usually fall prey to this and the gravisuite chestplate always hurts. Then again a distributor with 2 ultimate lappacks adds 22M EU to the table.
I might still try the combo as long as I can use the advanced lappack (+1M EU) in it.
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What I'm seeing are ways to empower IC2 power armor with the ability to recharge tools, etc. What I really want is an item that charges tools from the inventory and lets me use whatever armor I want while still charging my tools. Since the main IC2 team is against doing this internally this has to be done via an addon. The goal is something like this...
Power Harness [PBP,BAB,PBP, P = Carbon Plate, B = RE-Battery, A = Advanced Alloy]. 40K EU internal storage with a slot for a batpack of any kind. Capacities add. Works like the batpack but from your inventory or maybe hotbar. Can be charged like any batpack and remembers total capacity when (dis)charging.
Then you can upgrade it to this...
Distributor Harness [CAC,LHL,CAC, C = Glass Fibre Cable, L = Lapotron Crystal, H = Power Harness, A = Advanced Circuit]. 2M EU capacity with two batpack slots for more. Attempts to balance energy between all active EU-storage tools/armor pieces including itself, allowing up to 512 EU/t into or out of each item. Balance for each is based on percent of capacity and recalculated every second or two.
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How about something brain-dead simple?
Allow slimeballs to cook or extract into rubber just like resin.
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Railcraft recently nerfed creosote as a fuel and I am looking for a workaround. Since you already support a Traincraft -> oil path this should not be too hard. What I'm after is a strainer that strips the particulate matter from creosote and outputs oil 1:1. It should output the particles as coal dust. Power usage and dust:bucket ratio can vary.
Do this and you have a shot at getting into Direwolf's FTB pack also.