When Forge is ready sure, not much can be done until then.
Posts by Chocohead
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With industrialcraft-2-2.8.98-ex112 crash. Please fix. Not work on vanilla server. Forge 1.12.2 2760
It should be fine with build 99 of IC2
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You don't modify the inis that are in the jar itself. Everything in the jar needs to be left alone otherwise it will fail to verify (similar to if the download is corrupt). You'll want to use the IC2.ini file in the config folder (that is in the same place as where the saves/mods/resource packs folders are).
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You'll want to edit the IC2.ini file in the config folder, the internal ones in the jar won't appreciate being modified. If you put your additions in the [balance / uu-values / predefined] section (where there's IC2:itemOreIridium = 12000 already) it should be fine.
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The UU matter recipes are designed to be added via the config file, if it's crashing you can post it here and we should be able to see what's going wrong.
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So if I used a save where no mods have been installed in theory i should not get those messages? or is the registration more persistent than that I.E those all entries would need to be purged from the registry and started from scratch?
If you use a new save (or one without any mods) then yes you shouldn't get those messages.
Each save has its ID mapping which is detached from the game's, so every time you load a save up with a new mod that adds blocks or items it will claim those IDs for the save. Thus if the loaded mod list changes, it can end up with the game's registry being different to the save's IDs. The reason behind this is so theoretically you can load a save without a mod and then load it again later with it without losing anything. Technically you probably could realign a save's IDs, but you wouldn't see a practical different aside from the warnings not appearing unless you'd run out of block IDs from adding too many mods.
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That's not IC2 producing those warnings but Forge. Essentially the other mods had shifted the IDs relative to what was previous saved, so you end up with them realigning (and logging it in the process). I don't think it's anything you can stop, but neither should it be of any concern as it is designed to do this now that IDs aren't fixed.
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Heat acceptors are meant to pull heat directly from any adjacent IHeatSources, there is no interface necessary to do so.
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The harvester is specifically designed for IC2 crops, so as such doesn't have any support for Harvestcraft. Forestry is a good alternative if you're trying to automate it though, it has an electric engine too which means you can still power its machines if you particularly wanted to use EU.
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You've got the wrong fluid name for UU matter:
Also, I'd be careful adding a recipe like that. Doing getItem will return the same item instance all fluid cells use, which might not be what you want. I'd presume replacing the new ItemStack(fluid_cell_uu) with the ItemStack from IC2Items.getItem should ensure it only works for UU matter containing cells.
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Great to see you got it all working
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Something like this should work
JavaIRecipeInput input = Recipes.inputFactory.forOreDict("gravel"); ItemStack outputA = new ItemStack(Blocks.SAND, 3); ItemStack outputB = new ItemStack(Items.FLINT, 5); ItemStack outputC = IC2Items.getItem("dust", "stone"); outputC.setCount(3); //3 Stone dust output Recipes.centrifuge.addRecipe(input, Arrays.asList(outputA, outputB, outputC), null, false);
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IC2 2.8.97 now has a separate slider in the sound options that can be used to configure IC2's sounds only. The attenuation distance can also be changed in the config if you particularly wanted to.
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I presume that worked fine then?
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It could be mapping differences, but I would expect that to only be a problem with running it. Hard to say without any symptoms or logs though.
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You're getting a stack size of 1 from IC2Items#getItem, so splitStack will only ever return a stack size of 1. You're probably better copying the stack then doing setCount on it to get the size you want.
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You'd have to remove the recipes from the canning machine's enriching recipe manager; the cleanest method being removing it from the ICannerEnrichRecipeManager#getRecipes() iterator. Whilst not really recommended normally, it remains the best way to remove recipes if that is what you want to do.
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MOX lasts half the time of uranium within a reactor, so the dynamic of any design would have to account for stopping exactly half way through the uranium's life time to refuel the MOX. Whilst not terribly hard, it is a nuisance in setting it up. Any kind of automatic refilling could also be troublesome if you're relying on a certain type of rod being in a particular slot.
There have been examples in other threads of a couple of mixed designs, but from a practical point of view mixing them doesn't have too many benefits. MOX benefits from running hot, but uranium doesn't, so you're effectively wasting potential output that you could get from MOX rods where you have uranium instead. So long as you're not in a fluid reactor the design's heat output won't even change from swapping them over. If you're running short on plutonium but still need the power it is a solution, but even then you are only making an efficiency saving if you can't find more uranium either.
As for thermometers, Nuclear Control never updated so there isn't an explicit option for 1.10. I did make a brief port that worked for temperature measuring (without any guarantees of lasting long term) if you want that. There might be an official alpha of it too, don't think it was ever announced if there was. I also made a ComputerCraft addon for it that might work for 1.10 (as it was originally designed for 1.12) but that would also depend on you having ComputerCraft to use it.
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The sound scales at distance, so a macerator just above your head is substantially louder than one 32 blocks away which means the main slider alone could have a bigger difference on IC2 than the rest of the game. Of course if you are running machines right next to you, this isn't going to help
I'll have a look at adding a slider specifically for IC2 in the sound options.
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The volume is tied to the main volume slider, so if you lower that it will get quieter. There isn't anything that directly affects only IC2's sounds though, so that could be something we can look into if you need.