Posts by Chocohead

    First of all, thanks for taking an interest in the wiki. It's been in limbo for quite a while as people intended to get around to updating it but never got around to it.


    In terms of content you're not wrong, a lot is quite old, some parts more than others especially. Realistically I'd expect people would rather have experimental content on the wiki rather than the older content, most of it is duplicated somewhere else already. The best solution either way is probably to keep the old information with a note before it that it's about pre-experimental IC2, and then have the up to date information before that. The old content is often useful writing new stuff anyway as a decent portion will still apply. As for the CraftingGuide links, they were just an idea but probably aren't particularly useful for what people want, especially as the site is slow to update recipes as it is (which totally defeats the purpose). With the fact pretty much everyone has JEI now, information about what things do is more of a priority than how you make it (unless how you make it isn't shown by JEI that is).


    To be honest, I'd rather you went nuts and edit a lot of pages because based off the past they'll lie unchanged for months on end being outdated, and anything that needs tweaking can be done afterwards. If you found a style you liked and applied it to a few pages to give people a feel that's probably the best way to know if you're going down the right track (or help point you towards it if not). You can either message me on the forums or my talk page on the wiki if you need something doing that needs special permissions (like modifying the navbox for example).

    You might need to fix some filenames/paths and copy some model and blockstate jsons from the ic2 jar assets folder to get them working, but that shouldn't be as bad as making completely new textures.

    By some it's probably nearly all of them, a lot of textures were shifted about when converting to models. On the plus side, I don't think you have to include the json files with resource packs if you're not changing the models, it will use IC2's if a resource pack doesn't include it's own.

    Some of the recipes are a bit strange.
    1x Ultimate SP -> 8x Hybrid SP?
    8x Hybrid SP + Adv. Circuit -> Ultimate SP ?
    1 Adv. Solar + Stuff -> Ultimate SP ?

    The recipes are exactly what SeNtiMeL had, I might have swapped an item or two around though which could cause balance issues (didn't think I did though).

    A real recipe chain without a back conversion would be easier. The main problem is, that you can specify cool new configs, but you may need to stay at the upgrade ratio of 8 for EU production.
    Otherwise people may convert the solars back to more outcome at the end.

    It's not new, ASP always had these config options. Set to the current default settings too.

    Every solar panel in your mod seems to export its entire buffer all at once, overwhelming even the ev transformers. You can reproduce it by allowing the buffer in the solar panels to get over 8192 and hooking it up to anything that takes power. Tested with the latest version of your mod.

    Ah yeah, that was an oversight with the way the enet measures tier now.

    I've fixed textures. I've renamed json files to UPPERCASE.

    It was either the folder they were in or the json files themselves, now we know.



    I'll release a version fixing both the textures and the tier thing shortly.

    Hmmmm, that's quite strange then. I'm pretty sure it's a capitalisation thing as I forgot to do .toLowerCase on the enum names for the crafting items, but would've expected Unix to be upset whilst Windows handle it fine (in it's own not really handling it sensibly way ignoring case).


    As a quick potential work around, you could try opening the jar and renaming assets/advanced_solar_panels/models/item/crafting to assets/advanced_solar_panels/models/item/CRAFTING, and seeing if that makes it any happier. It would be nice to know either way too, as it would prove that's the only problem or not.

    All the tables and suggestions in the world are no use if a mod dev chooses to ignore them. And whilst a global config to change a generator's output could work, it's not going to help performance at all if it's having to check every single tile to see if it's had a modifier applied.


    You can never presume things about modders using EU being sensible because the exact same logic was applied to RF and yet we're in the situation we're in now. The simplest way to keep the balance is to have solid defaults, which is what IC2 adds itself.

    In the current version, is there a way to do that?


    If I copy a pattern from a wood block, I get a wood side pattern. If I grab one from another wood block which faces another way, the image is different, either flipped or rotated 180 Degrees. Is there a way to get it to display rotated 90 degrees in the current version?

    Don't think there is, and I don't remember there ever being an option to for certain things like logs.

    As an idea it's not bad, as it would make supporting EU much easier. But, in doing so, you end up exposing EU to the same flaws that RF ended up with. IC2 sets the balance of EU by what it's own generators make, and it's own machines use. Without IC2 doing that, mods using EU could do whatever they wanted, leading for the potential power creep of the other non-mod backed power systems face. IC2 is a fairly unobtrusive mod on it's own, so if people really wanted to use EU only they'd end up being designed around it anyway.