Posts by Chocohead

    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.

    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.

    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.

    You've got the wrong fluid name for UU matter:

    Java
    IC2Items.getItem("fluid_cell", "ic2uu_matter") //Not just 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.

    Something like this should work

    Java
    IRecipeInput 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);

    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.

    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.

    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.