Posts by Chocohead

    IC2 handles fluid the way Forge has handled it for years, implementing IFluidHandler. As a result of the capability system however, that's gone completely in 1.11 so porting will be fun. In the mean time however, other mods for 1.10 have forgotten this, and act as if it's already gone. IC2 has lots of elaborate code to handle all these situations (as the same happens with inventories, IInventory being forgotten in favour of the item capability), because we're kind like that. I think the only scenario that things don't still work is when other mods look for the fluid capability on IC2 machines, because unlike machines that have inventories, there's no single class all the fluidy machine use. I'll add a good enough work around for it soon, the situation will resolve itself by 1.11+ anyway.


    As for power, EU isn't RF, Tesla, Forge Energy or anything of the like. You've always needed other mods to convert to and from it, and things are no different now. The only difference is that the way Tesla and Forge Energy are implemented allow the converting to be a little less intrusive, in terms of needing special blocks or cables at least.

    Hydrated Coal was removed years ago, as the canning machine was overhauled the recipe was removed and the items disappeared. It just so happened that the items re-appeared during the 1.8 port, to leave the option of adding it back open. The biggest issue now if probably how it would be made, as the canning machine is really for fluid crafting now.

    Whilst not aesthetically ideal, it matches real life more as wind turbines have to be well away from any obstructions. Wind turbines also output quite a lot of EU, especially with the higher tier rotors, so care has to be taken to not make them too easy to totally overtake nuclear as an end game power source.

    Funny you mention it really, as there is now one in 1.10 called the Batch Crafter. It has...


    EU Input = 32 EU/t
    EU Use = 2 EU/t
    EU Storage = 20 000 EU/t
    Time per Operation = 2 Seconds


    :Iridium: | :Macerator: | :Iridium:
    :Advanced Circuit: | :Advanced Machine: | :Advanced Circuit:
    :Bronze Shovel: | :Wrench: | :Bronze Shovel:


    Where :Iridium: is empty, :Macerator: is an Industrial Workbench, :Bronze Shovel: is a Forge Hammer and the rest of the icons are right for what they are.

    It checks for obstructions all around it (rather than just the front), so if nearly half the blocks are obstructions it's not going to get enough wind to turn.

    In the config, find this section:

    Code
    [recipes]
    ; To modify recipes or add custom recipes, copy the corresponding .ini file to
    ; "minecraft/config/ic2" and modify it.
    ; 
    ; Disable IC2 crafting recipes with the specified output, comma separated list.
    ; Recipes in the additional section below aren't affected.
    ; Format: <name>[@metadata], e.g. minecraft:bucket to disable IC2's bucket recipe from tin.
    disable =

    and then change the disable line to

    Code
    disable = ic2:nuclear#mox

    1. All machines do that, just the crop texture loads slightly slower because the model is more complicated, not really something that can be fixed.
    2. That's a bug that'll get fixed next time I push a new build.
    3. That's already been fixed in IC2 2.6.150
    4. Breeding is a very hard thing to prove it's not working as it's slightly random anyway, there's no reason it shouldn't work though.

    The best way of doing it is probably removing the recipe to make MOX from the recipes list, there's not any direct option to remove it as an item. An alternate solution is to increase the heat production of hot -> cold coolant in the config, which would make the liquid cooled reactors more productive than MOX.

    giving a person a fishing rod instead of the fish

    It's less giving a fishing rod but giving a stick and some string, then expecting them to know how to put it together and fish. A bit like using Linux without Google.

    Give Help Please.

    If you look in the BasicSink class in the IC2 API (in the folder ic2.api.energy.prefab), that has an example implementation and guidance for having something that uses energy. The actual machine part is down to you, but it will get you started with energy.

    As of IC2 2.6.140...


    1. That was an oversight, for the Batch Crafter it might not work amazingly for non-stackable things (still playing about with that), but the Industrial Workbench will function just as a vanilla crafting table.
    2. That should all work now, I spent quite a while sorting it out.
    3. No guarantees on that one, it's quite hard to run a Minecraft server and 2 clients all at once.


    The first couple of builds with the Industrial Workbench and Batch Crafter had some flaws in, but they should both be more reliable now.