From what I remember it was late into 1.6.4 that it was all disabled, although Uncomplication was only available from 1.7.10. The Uncomplication thread is here in case you were wondering.
Posts by Chocohead
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Considering even with classic 4, 5 and 6 still apply, it's probably a lost cause. Although I wouldn't define such as hard line between casual and hardcore, Gregtech still exists for the true hardcore people, IC2 is somewhere in the middle.
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Since IC was first released
It was only since v4, but unless you'd only ever played some of the earliest Beta 1.3 versions of IC1 then never anything else until now, you'd have experienced the mechanic. There's not any chance of loss using a wrench now anyway, so in many ways it's less punishing than it's been for years.
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Hi, I'm tried to run gt1.10.2 but got a exeption:
[15:34:33] [Client thread/ERROR] [FML/]: Caught exception from GregTech (gregtech)
java.lang.NoClassDefFoundError: ic2/core/item/ItemUpgradeModule$UpgradeType
at java.lang.Class.forName0(Native Method) ~[?:1.8.0_91]only mods used:
gregtech-5.10.06
industrialcraft-2-2.6.129-ex110
jei (tried without, no luck)
Forge Mod Loader version 12.18.3.2185can you advice me something on that?
You'll want to use IC2 2.6.107 or below until GT updates to 108+
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Where about are you putting the fluid ports in the 5x5x5 structure? Are they at the edges or in the middle?
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Why be dependent on someone else's mod to fulfill a function that should rightly be set in this one?
Because the function to switch between fundamentally different power systems isn't one IC2 wants:
As it stands, the Electric Engine is a 6 EU->20 RF (per tick) conversion rate, with a few addons to change the efficiency/output in various ways. That's what's setting the 'value' of EU in an otherwise RF-based system. (I'm using RF instead of FE or whatever here because that's what I see everywhere in every other mod's GUI.) Another mod, effectively, is telling every other mod how much IC2 energy is worth (and requires you to have it specifically, since it's the only game in town at this point).
Why not have two blocks (or combine the function into one like a transformer, idk) for converting RF<->EU? (Optionally with some sort of internal buffer, but that's getting into the weeds more than I really want to here.) That way, within core IC2, the developers can make the decision on the 'currency exchange rate' (so to speak) between EU and RF, and if necessary add some sort of config option to tweak it more easily. That just seems to me to be the obvious option to lay this topic to rest, since I know it's come up before multiple times.
The electric engine exists for the sake of being able to run Forestry farms on EU. The rate is actually quite bad considering it's normally considered to be 1 EU = 4 RF (if you look at coal in generators), but that's Forestry encouraging you to use circuit board to make it better, or to just an RF power source (such as the other engines it adds).
It's those two factors (rate and encouragement to be used) that is crucial to any conversion. Rate in this case is normally taken to be 1 EU = 4 RF, but if you look at other parts then it can be 1 EU = 8.3 RF, 1 EU = 12 RF or even if you look at consumption a macerator takes 2 EU/t to run, other mods equivalents can take hundreds of RF/t to run, which suddenly makes the rate rather big. And depending on this rate will give the other factor - will it be used. If the rate is terrible people won't bother, defeating the whole effort, but if it's too good then people will start exploiting it. The fact there's no definitively correct conversion is why trying to convert between EU and RF/FE/T is never a good idea, either you'll end up never making IC2's generators or it will be too expensive to try and you'll just take another route. Even if there was a good perfect ratio, it gives the completely wrong message to people that IC2 can be powered using RF, as people won't bother making IC2 generators if they can just hook up their several thousand a tick RF power and be done with it. The other way slightly less so, as investing in IC2's infrastructure is normally going to be much more expensive than an equivalent RF, but that just leaves people to use RF generators for RF things and their IC2 setup for IC2 (which in the end is the best solution as people can experience the mods as they were intended).
Forestry's method in many ways is a very good, as it encourages using Forestry's only mechanics to make it better for EU -> RF, and RF -> EU is a long drawn out process to make you work for being lazy in an attempt to avoid making it too cheap. Immersive Engineering is a good example the otherway, where it just automagically converted with it's wires at 1 EU = 4 RF, causing everyone to use them instead of IC2 and now it's been fully removed from IE because Blu wasn't happy what had happened. Overall whilst IC2 doesn't have anything itself, the fact there are mods that can do it mean it is up to people what they want. It's not like you're missing out from making both sets of power generation anyway.
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Forestry as the only currently available 1.8+ mod that actually does EU to RF (technically Forge Energy I've been told) conversion? and nothing for the other way around?
Directly yes. Mekanism cables are meant to be able to, but people have been having mixed results with it working, mostly not, and they crash you when you break them anyway. You can generate EU via some RF consuming method such as pumping lava or making biofuel, but there's nothing like the electric engine.
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The mod in the addons section might not be, but it looks to me like Immersive Engineering is available for 1.8+:
https://minecraft.curseforge.com/project…ive-engineeringIt might be, but it's cables can't even move EU from 1.8. There is an addon for it to be able to move EU, but there's no way to use it to convert RF to EU (or the other way) anymore.
Also, as far as Forge Energy, from what I've been able to find out about it, that is difficult for normal players to distinguish from RF. In fact, afaik, the unit involved is still called RF, even if the API is called Forge Energy.
Fundamentally it is RF, but instead of being implemented by interfaces it uses capabilities. And a lot of the unit confusion is mods supporting a collection of RF, Tesla and Forge Energy and not acting any differently no matter what they're receiving.
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There is a Mod for that in the Addons Section.
Also Immersive Engineering has a System that turns RF into EU when connected to IC2 Machines.
Neither are for 1.8+ though. Suppose RF is also dying for the newer versions though, it would be Tesla or Forge Energy people would want instead.
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Move your power generation closer to where you're actually using power is best way.
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Ah yeah, an optimisation upset them, fix incoming.
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from what i readed was he wanted to detect when a EU item is empty or full. Since he can not see the NBTTag but the ItemDamage i throught that would be a way of detecting the chargelevel (not acurate but still relyable) of an EU Item.
You're reading it completely wrong, he wants a way to spawn in items that have charge via a Bukkit plugin's command.
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There is no difference between modded and vanilla nbt tags, but from what you're saying is, that they can't deal with nbt tags at all.
Each vanilla tag is likely hardcoded syntax wise, so ours wouldn't be recognized.
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Fundamentally the item damage is detached from the charge, it's only used for drawing the damage bars. So you could spawn in an electric thing with any damage, it would still really be empty.
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IC2 2.6.108 added caps for the number of warnings the enet gives in an amount of time, so that should massively reduce the number of errors sent to the console. The actual issue could theoretically be fixed our side by manually posting unload events to broken tiles, but finding what the tile should've been instead of null could be quite hard and slow.
The wires being naughty bug is completely separate, the only reason you're likely to see it is teleporting around seems to not always load things properly, similarly to how the bug reports mention coming back from the nether sometimes doing it. It's one of a few hard to chase down bugs that are stuck on the todo list.
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Not sure if this was intended or not, but searching in JEI with @advanced only pulls up the Sharpened Iron Plate. All the other machines you've added are under the IC2 main label, which is a little confusing when I'm looking to see what specifically you added.
Not really much I can do about that, the way the tile entity using blocks are made goes through IC2's system which then gets them marked as IC2's.
This can be fixed by subclassing AdvShapedRecipe and returning new ItemStack[9]; as getContainerItems();
Indeed it would, fixed in the upcoming update.
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Hello boys and girls! Our scientists are glad to present you the latest advanced scientific development !!! After UFO falling near to Roswell, New Mexico, in June or July 1947 we are engaged more than 65 years in reverse engineering. There were numerous attempts to reproduce the gravitational engine of aliens, but until 2016 they were unsuccessful. And now after long years of research we represent you our new development a gravitational suite, based at alien technology.
And now we are proud to present to you:
UltimateLappack (based on our advanced development in the field of power and properties of iridium in combination to superconductors).
Tech specification:
- Energy storage 60 000 000 EU with a maximum transfer rate of 100 000 EU/t
- Tier 4 (so can charge and discharge only in an MFSU), good for using as portable storage.
- Visual indication of activation mode and charge state! (See screenshot at spoiler. You can change visual indicator energy state placement in config file. Hud position is: 1 - topleft, 2 - topright, 3 - bottomleft, 4 - bottomright.)GravitationChestPlate (Based on the latest gravitational engine and UltimateLappack).
Tech specification:
- It's allow flight! Default key for activate Gravitation engine is "V" (you can change it in options). Remember: if gravi engine is "ON", you no longer lose energy if you're not off the ground.
- Contains all the features of quantum body armour.
- Energy storage 60 000 000 EU with a maximum transfer rate of 100 000 EU/t
- Tier 4 (so can charge and discharge only in an MFSU), good for using as portable storage.
- Supplies energy for any electric tools in the player's inventory (such as drills, mining lasers, etc.).
- Full charge will suffice for a long flight. Can boost by pressing "Boost key" (causing the сonsumption of energy to increase by 3 times, but also massively speeding up the engine).
- Visual indication of activation mode and charge state! (See
screenshot at spoiler. You can change visual indicator energy state
placement in config file. Hud position is: 1 - topleft, 2 - topright, 3 -
bottomleft, 4 - bottomright.)Advanced Lappack
Tech specification:
- Energy storage 3 000 000 EU with a maximum transfer rate of 30 000 EU/t
- Tier 3 (so can charge and discharge in both an MFE or an MFSU)
- Visual indication of charge state.Advanced Electric Jetpack
Tech specification:
- Energy storage 3 000 000 EU with a maximum transfer rate of 30 000 EU/t
- Tier 3 (so can charge and discharge in both an MFE or an MFSU)
- Overlocked engine - max height limit is now world height!
- Supplies energy for any electric tools in the player's inventory (such as drills, mining lasers, etc.).
- Can enable and disable the jetpack engine at your convenience ("Fly" key)
- Boost mode (energy consumption x2 more for double the speed)
- Visual indication of activation mode and charge stateAdvanced NanoChestPlate
Tech specification:
- Contains all features of Nanosuit Body Armour.
- Integrated Advanced Electric Jetpack (see specification above)
- Energy storage 3 000 000 EU with a maximum transfer rate of 30 000 EU/t
- Tier 3 (so can charge and discharge in both an MFE or an MFSU)
- Supplies energy for any electric tools in the player's inventory (such as drills, mining lasers, etc.).GraviTool
Tech specification:
- Energy storage 300 000 EU with a maximum transfer rate of 10 000 EU/t
- Tier 2 (so can charge and discharge in a CESU, an MFE or an MFSU)
- Universal tool, can function as a wrench, hoe, treetap, and screwdriver
- Screwdriver works with all redstone devices, such as pistons, dispensers and repeaters!
- you can change work mode by shift "right mouse button" and "Mode key"Advanced Diamond Drill
Tech specification:
- 35% faster than diamond drill in normal mode
- energy consumption 100% more than diamond drill
- Have 4 working modes ("Normal mode", "Lower power" - speed same as original Diamond Drill, "Fine mode" - speed same as Drill, "Big holes" - destroy 3 * 3 * 1 area for quick mine. For enable this function shift in hand this item and press key "Mode" and Right Click mouse button.Advanced Chainsaw
Tech specification:
- 35% faster than chainsaw
- energy consumption 100% more than chainsaw
- can eff operate with (wool, melon, pumpkin, cactus)Vajra (ultimate tool)
Tech specification:
- Based the destruction of intermolecular bonds with the microwave magnetic field
- Can break any block in game (exclude bedrock) with one hit (include in flight mode)
- 30% better damage than nanosaber
- have accurate mode - silk touch (right mouse button). For enable this function press key "Mode" and Right Click mouse button.
- energy consumption 3333 eu per hit (work time with vajra + Ultimate Lappack equivalent diamond drill + lappack).Design of Gravitation Suite:
Crafting recipe (you can disable some crafting recipes in config file):
For all craft we need create our new superconductor for UltimateLappack and GraviChestPlate.
First we need to craft Superconductor cover:After we can create superconductor:
UltimateLappack:
For craft new Gravitation chestplate we must craft some new items.
Cooling core for gravitation engine:And gravitation engine:
Now we can craft GravitationChestPlate:
Advanced Lappack:
Advanced Diamond Drill:
Advanced Chainsaw:
For craft new Vajra we need:
Magnetron:
Vajra Core:
And now we can craft Vajra:You can change the visual indicator placement in config file. Also, you can completely disable it if you use others HUD addons! (Hud position is: 1 - topleft, 2 - topright, 3 - bottomleft, 4 - bottomright)
Sceenshots of visual indicator energy state:
Download Gravitation Suite for Minecraft 1.10.x and IndustrialCraft 2-2.6.99+ on Curse or here:
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What were you doing to get the crash? Nothing points to IC2 directly breaking from the crash itself.
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Hi! Just want to submit bug report. Minecraft crashes when you break Molecular Transformer with IC2 drill.
here is crash report:
http://pastebin.com/W0d5tTTfFixed in v4.04 (that should be on Curse shortly)