Posts by Chocohead

    You could look into setting up an ore washing plant and thermal centrifuge to improve your ore processing yields, you could set up a blast furnace to get some steel you'll need for later game, you could start on crops or look into diversifying your power production to not rely on the sun (ie anything but solars). There's still plenty you can do before jumping straight to UU-matter.

    Fundamentally build 70 had a few unexpected flaws in it that mean it can do this, hence 73 is now the recommended version. If you must appear to be using 70 (ie for connecting to a server running it), you'd have to open the build 73 jar and replace the IC2.class file in ic2/core with the one from the build 70 jar.

    As some of you might have noticed, IC2's recipes have been different the past few days. The textures too, changed shall we say. Even the tiering of newly placed cables and EU storage blocks had changed compared to what you might have expected. Whilst a couple of people were concerned by this, I do assure you this is in fact intended, if by no means permanent. Let us explore why...


    2nd April 2011 is the oldest public release of the original IndustrialCraft, it is still available to download on the wiki. There might be slightly older ones if you look hard enough, but practically speaking there is no benefit to having those, thus is besides the point. Given this, IndustrialCraft as a concept is 7 years old. Whilst the actual date is some time in February, this release is as good as any for a first marker in the journey of IndustrialCraft development (and a good excuse to do all this on April Fool's day :P).

    Fast forward to the 29th August the same year, the first public (beta) release of IndustrialCraft² is put up here (it too still available if you want). This was the first key overhaul that saw cables go from being clunky whole blocks that ticked once a second because the energy flow code was so slow, to the smaller tiered cables you would recognise, as well as large content additions and changes to pre-existing content to improve the standard of the mod. Whilst still unrefined in this form, it was a big step into creating a full IndustrialCraft experience.

    Having largely carried on along the same track (besides a reactor overhaul for the 1.3 update released mid-September 2012), the next sizeable change was the entering into IndustrialCraft² Experimental. This happened August 2013, and saw the partial reworking of large parts of the mod. Such changes included the many recipes, textures and tiering. Having existed for several years, these saw the removal of many iconic features IndustrialCraft previous had, such as Refined Iron and textures like these: :Mining Laser::Extractor::Diamond Drill:

    Having done some of these changes, not everyone was happy with the resulting replacements. Plates for example, added purely to avoid recipe conflicts from IndustrialCraft's heavy iron usage, were disliked from the additional crafting complexity associated with them. Equally there were people who were unfazed by this. It was simple yet divisive changes like this that assisted in the decline in usage over time, not ignoring the other more noticeable ones like the energy net being largely disabled.

    In the present day, looking back makes these events all seem deep in the past. For many, IndustrialCraft² Experimental is the only form of IndustrialCraft they remember, or even have ever played. FTB's Infinity Evolved a common exposure resulting in people using it that otherwise wouldn't have. Yet the legacy that the previous versions had left are fundamentally imprinted on those who remember it, be it through their experiences with Tekkit Classic, FTB Ultimate or other packs now many years old too. They were in many ways simpler times, for better or worse. This is the true IC2 Classic that people foretold about. Really it is these people for whom build 73 is aiming to find, those that will look upon the recipes and the textures to recognise them as what once was. For those that don't I apologise for the inconvenience/confusion, you can use build 68 or below to have all your new (or are they old now?) textures and recipes back, or wait until tomorrow.


    Now, these changes are by no means what IndustrialCraft is now going back to. As I was asked today, the IC2_lf branch has not been accidentally merged into the Experimental one. In fact, by the end of today even build 73 will revert back to the normal Experimental settings. Things placed during the period will retain their settings, a tier 2 MFE for example will stay tier 2 despite all newly placed ones being tier 3. This is not a new end for an old concept however, far from it in fact. This is the demonstration of a new profile system that is being conceived.

    It is impossible to be sure people will like the more crafting heavy set of recipes Experimental hold. Or that they even want everything modern IndustrialCraft has to offer, it is after all substantially bigger than even IndustrialCraft², let alone the original IndustrialCraft. Thus we will be offering the option to not have to use them. By default there will be the profile that has everything associated with the modern IndustrialCraft² Experimental, which will function like the builds you can download now. But there will also be a second profile, a classic one offering as true to life IndustrialCraft² experience as can be achieved within limits such as performance constraints and minor modern tweaks, like improved coloured cable placement and the removal of wrench loss. This shan't be the only offerings either, in an ideal world it will be possible to create your own profiles to match your own tastes, such as a Classic that uses Experimental textures or an Experimental that only has EU machines. Such creation would be possible within an extensive visual ingame-config, and be possible to import and export to allow others to use your settings. Switching between profiles would be as simple as picking one and restarting the game. Cross-profile world compatibility is still up in the air, as whilst currently it is (April Fool's jokes ruining worlds isn't cool), that also provides limitations to what can be done especially regarding true Classic accuracy. Any feedback regarding this or any of the concept is welcome.

    Whilst this is still some weeks away from being fleshed out further, hopefully it provides some idea into what the current train of thought is regarding abstract direction and some potential ideas for future usages of IndustrialCraft. As a final note, Advanced Solars is coming very soon (hopefully it is more obvious where my time can be taken) with Advanced Machines and Gravisuite following as closely after as can be managed. Apologies for the rather large wall of text, but I felt it better to "fully" explain everything given people are probably coming at this from different initial understandings.

    All IC2 crafting recipes (besides jetpack attaching and Q-suit dyeing) and most machine recipes are loaded from ini files within the IC2 jar. These can be copied to a (new) ic2 folder in the config folder and any changes made to them there will be reflected in game. This provides more direct access to change the recipes as desired, compared to CraftTweaker which effectively hacks over them after they've already been added. Whilst the format isn't the same as CraftTweaker, it is well explained at the top of each file, as well as there being the examples of all the pre-existing recipes.

    You need to copy out the macerator.ini file from the IC2 jar (presumably the one you tried to edit) and put that in a (new) folder called ic2 in the config folder. IC2 will then load that one instead of the internal one. Then you'll want this at the bottom which will add your charcoal to coal dust recipe.

    Code
    ; Charcoal
    minecraft:coal@1 = ic2:dust#coal

    Ah, I see what's happening now. Because the config by default forces whole EU packets (to make cabling for solars easier without having to make flower style designs), the generator rounds the config value to the nearest EU. Thus what you're seeing is because it outputs 10 EU/t by default, below x0.1 modifier it would output less than 1 EU/t, thus it ends up being rounded. I expect if you drop it to 0.04 the generator would stop outputting anything.

    Most likely I'll just remove the rounding, for the sake of generation so long as it's rational, EU is designed around not being whole so it should be fine.

    How low is low to the point where it won't accept them? There's always going to be limits where dropping them too low will make the generators effectively output nothing, but equally I didn't think there is anything stopping it from being there.