Posts by Chocohead

    I've got a bud who is also a java developer, and he put something on the bottom of the first pastebin which he said might be able to help. Anyways here is the file.
    http://pastebin.com/2yYcAkXm

    That looks like the same text as opposed to the actual crash file (as it should start with ---- Minecraft Crash Report ----), either way it's the gap between lines 3 and 5 that is of interest as that should have the line numbers of Advanced Solars that are trying to load the client side interface.

    Could I have the whole server log file? I thought I'd definitely fixed that crash.

    IC2 will register it's recipe for it in FMLInitialisationEvent, so if you're loading after IC2 (which as an addon I'd presume you would), you can remove it from then. The actual removal code would be something along the lines of...

    If you're making your own addon then you'll need to register your own cropcards with the crops instance in the API.


    If you want to add them via some sort of config file then your best bet is probably Useful Crops. I don't remember how far estebes got with making it (so it could be a little clunky adding things), but it should do what you want.

    You have two options you could try. The first is put the outputs of the recipes you want to disable on the disable= parts of the [recipes] section of the config file. The other is to copy the shaped_recipes.ini (or shapeless_recipes.ini depending on what you're doing) from the IC2 jar and put it in a subfolder in the config folder called ic2. Any changes you make to it in there (which in your case would be removing recipes from it) will be used instead of the one in the jar.

    But when i added it to the pack i get this crash http://pastebin.com/kr4Wnsqb and i had even removed the mod and started the server with the ic2 94 like you suggested on the site and it loads just fine.

    That's an oversight to do with the way Java loads classes (separate to the 94 recommendation), that'll be fixed next version.

    Also some of the textures are not working in game when playing in single-player.

    Which ones?

    Hi people,
    It's not my full own mod. This addon based on "SeNtiMeL" Advanced Solar Panels v3.5.1. But his version of addon not update. I full rewrite source code, fix misc bugs, and optimized source code. Now panels work fine and no lags and bugs!
    About this mod:
    Name: Advanced Solar Panels
    Version: 4.2.0


    Addon have 2 sets of recipes: "Normal" mode and "Hard" mode ! (Changes in config file)


    Advanced Solar Panel
    Generate: 8 eu day, 1 eu night and rainy days.
    Internal storage: 32 000 eu
    Output: 32 eu
    Charge slots: 4 (you can charge 4 electric device simultaneously)
    advanced_solar_panel_scr.jpg


    Hybrid Solar Panel
    Generate: 64 eu day, 8 eu night and rainy days.
    Internal storage: 100 000 eu
    Output: 128 eu
    Charge slots: 4 (you can charge 4 electric device simultaneously)
    hybrid_solar_panel_scr.jpg


    Ultimate Hybrid Solar Panel
    Generate: 512 eu day, 64 eu night and rainy days.
    Internal storage: 1 000 000 eu
    Output: 512 eu
    Charge slots: 4 (you can charge 4 electric device simultaneously)
    After many years of researches in the field of quantum physics our scientists have opened new properties of irridium. In a combination with Sunnarium efficiency of transformation of solar energy increases in 8 times, but there is more to come, transformation of light from weak sources grows already in 6 times!!! On the basis of a new hybrid material we represent ours model of the solar panel. An energy output in day - 512 еу, at night and rainy days 64 еу!!!
    ultimate_solar_panel_scr.jpg


    Quantum Solar Panel
    Generate: 4096 eu day, 2048 eu night and rainy days.
    Internal storage: 10 000 000 eu
    Output: 8192 eu
    Charge slots: 4 (you can charge 4 electric device simultaneously)
    After long years of researches of a quantum matter we could reach unknown heights in quantum physics. And now we can offer our most perfect solar panel! With the new quantum core, we were able to improve the generation of energy in dark time by 4 times! An energy output in day - 4 096 еу, at night and rainy days 2048 еу!!!
    2014-06-28_161942_zpsdd0b641e.png


    Now addon is absolutely configurable! You can change all specification (genDay, genNight, storage and etc) in config file. If you think that some panels is overpowered, you can disable craft recipe in config file !!!


    Screenshot of Advanced Solar Panels GUI:


    Quantum Generator
    This is top tech of Quantum physics ! We are receive this gift from alien civilization. After many years of researches of reverse engineering we could not find way to reproduce this technology.
    This top generator was created for "map makers" and "server admins" who need infinite customize power source (it's no crafting recipe) ! Yea guys, is it's fully customize ! 8o You can change energy output and maximum packet size (for use with different cables) in GUI menu. Sample: we need make energy output 5120 eu and transfer it through "glass fiber cable". Glass fiber cable accept only 512 eu. We need setup in Quantum Generator "Output" is 5120 and setup "max packet size" to 512. Now "Quantum generator" emits 10 packets with 512 eu in tick. You can transfer this EU through copper cables if you setup "max packet size" to 32 8) You can disable all generation through Redstone signal.
    Also if you press "Left Shift" and click on buttons all values = x 5;


    quantum_gen_small_zps96dce4b6.jpg
    Quantum generator GUI


    Solar Helmets
    -> Can charge all electric items in Inventory (charging algorithm: first charge armor, second others items in inventory)
    -> Advanced Solar Helmet, based at nano helmet ! (generate same as Advanced Solar Panel)
    -> Hybrid Solar Helmet, based at quantum helmet (Generate same as Hybrid Solar Panel)
    -> Ultimate Solar Helmet, based at quantum helmet (Generate same as Ultimate Hybrid Solar Panel)
    -> Only 1 special ability of quantum helmet - underwater supply. Other abilities is off because solar panel replace this modules
    solar_helmets_zps5a482708.jpg


    Bonus recipe DoubleSlab for more convenience of construction:
    double_slab_recipe.png
    Note that technically it's not vanilla as of 1.8 it doesn't have a slab form, so I'm really too nice.


    TODO:

    • Fix Molecular Transformer when active - It currently lights up and has a config to bring back the old star in the centre. Let's just say right now it doesn't stay in the centre.

    All made using the new ITeBlock and XML GUI system if any budding addon devs want a fairly simple example, a dev copy will be attached to every version on Curse .




    Download new version for Minecraft 1.12.x and IndustrialCraft 2-2.8.74+ Exp. (addon is Universal for client and server) on Curse or here:

    The strength is a combination of how close the nearest biome change is and how many obstructions (ie not water blocks) there are around the rotor. There's also a slightly random nerf to ones in rivers.


    As for the biome checks, it does them twice, but differently (as the code for the kinetic water generator is far from pretty to say the least). The logic for whether the biome is valid for the GUI and whether to even try produce energy uses the biome dictionary, whilst the logic for finding the nearest biome change (and hence a large chunk of the overall output) checks if it's a vanilla ocean, deep ocean or river. Next build I push (which will probably be #92 unless I'm beaten to it) should resolve that issue at least so that it works with any mod's biomes that count as an ocean or river.

    If you look at the bottom of the IC2Items class it has a huge comment that gives you all the options that #getItem(name) takes.


    It would appear Credits have been missed whilst porting things.


    You have the post an EnergyTileLoadEvent when your tile entity is loaded for it to start interacting with the enet (and remember to post an EnergyTileUnloadEvent when it's unloaded).

    The mass fabricator overrides it and returns the energy component's comparator override anyway (in 1.10), so that won't have changed it. Not really sure what you'd do with the amount of energy it has currently stored in it anyway as most of the time it would be 0 because it's being used to make UU (if the internal tank is full it would start storing EU up though).