Rikka0_0
What License does original FC have? If you permit I would just use MIT or(L)GPL or so
I haven't thought about the license problem yet....
I guess GPL is fine?
I'm going to restart programming soon wwwwww
Rikka0_0
What License does original FC have? If you permit I would just use MIT or(L)GPL or so
I haven't thought about the license problem yet....
I guess GPL is fine?
I'm going to restart programming soon wwwwww
I like how this forum is has lots of modders and they all contribute for a better community. :3
@MPa = Mega Pascal, aka pressure. Thus if 0, nothing gets compressed.
By the way, make a new thread for the ported addon (if you intend to maintain/develop it), unless you want to incorporate it to your main addon (like Greg did with braintech crops).
Heavy Industrial chemistry (in processing of stuff, useful chemical reactions, chemical waste) is something that GregTech lacks, so if you guys further develop this addon it would be nice.
Something that would be really interesting is enviromental damage of industrialization... i wonder if it is possible to properly simulate soil, water and air contamination.
That's our target! But recently I don't have any time for modding QAQ
Cool t osee you're alive! Looked at your project, it looks really cool and I like the resistor mechanic Uhm, your frogcraft source has many "par1, par2" parameters, is that intended or did you once decompile your mod and github it?
I upload my original source code to github...... those par1, par2 stuff may come from forge......
I was happy to see that someone update my mod to 1.6.4
I was so busy at the moment, dont have to time to do any modding
By the way,
I've come up with a idea about a entirely new energy network, that can improve the efficiency a lot(Don't have to do calculations in every ticks, just do calculations in some ticks - change of the energy network happens, eg. machine attach, detach, battery runs out)
See this project at github, it's called SimElectricity, 1 of my friend and i have been working on it for a while, it can works now, but there are still many issues(eg. cable rendering, model of transformers and rechargable battery boxes)
I don't want to come off rude, but the "bug" Rika0_0 was mentioning is a fully intended feature of the experimental builds. It is still being modified, but works as intended. Since the experimental builds will become official builds once they are stabilized, I suggest that you (Rikka0_0) start porting your mod to be compatible with the experimental builds and save yourself the hassle. Also I am completely for more tooltips.
Frogcraft for experimental IC will comes in a few days!
After that I will pause my mod development and looking at changes of IC2 experimental
no problem but do you know of any servers that use frogcraft?
I know only a few Chinese server use my mod, because my mod has just been coding for less than half year....
Personally, I wouldn't mind this system, if there were more ways to control your energy flow. we need higher capacity wires, and better transformers that act like valves.
Should cancel all transformers and no more explosions!!!!
this makes no sense QAQ
If the final eu system is like this, it will be impossible to build large scale power system!
I hope there' are solutions for this
also a suggestion you could try formatting your mod like gregs and putting like what elements/eupertick/packet size etc. in the tool tip i think it would really help a lot of people out XD!
What i'm doing is trying to make GregTech style machines~~~
1.4.7 version is impossible as I have to rewrite a huge part of fluid support(used to be called liquid system)
I almost die from updating 1.5.2 to 1.6.2
Sorry for that QAQ
Today 1 just add some new feature to my mod(1.6.2 version) , you can have a try
And I found a ridiculous bug in IC2 experimental, when you put 5 batbox together and it can explode a MFE!!!
That's a amazing bug!!!I first noticed this when I was looking at the new api of ic2 experimental.
The author of the energy network seems to mix up the voltage and power!!!
From my perspective, the corresponding relationship to the real world electricity system should be:
Voltage: Eu per packet(Size of a packet)
Current: Number of packet per tick
Time: How many ticks have been past
Power: Total Eu per tick (Eu/p times Number of packet per tick)
Work have done: Power times tick have been past
I'm sure other developers and players already found or noticed this problem, I hope the IC2 experimental development group should fix this as soon as possible!
I'm asking again...
I just post a bug free 1.5.2 version at the top of this thread~
Note that the IC2 Plates are now registered at the OreDictionary. "plateDenseCopper" is it in that Case.
Useful information~ Thanks~
Will the experimental IC becomes IC3?!
Should I upgrade my mod to IC3 rather than IC2?
FYI buildcraft and gregtech are both 1.6.2 official release, can't wait for an update
I've already finished 1.6.2 updating, basicly just fixes some bug....
Where can i find recipes for chemical reactions? I searched for wiki to see if i can find any chemical reactions or what can your mod do.
Just simply click the arrow in the advanced chemical reactor GUI, if you have NEI(Not enough items) mod installed, you are able to see all recipes!
Ok, I've tried this mod, here's my observations and suggestions:
1. The industrial macerator etc only need 32 eu/t to run, am I correct? if so can you provide a config to increase this number, TBH they are pretty strong machines.
2. Can you provide a config for more expensive recipe of condenser+its components? IMO, they are too cheap...
And thanks for the mod..
i had a big progress in developing of the 1.6.2 version!in the new version
And when GT is installed, my mod will use GT components such as plate in the recipe
PS: my friends and I love GregTech so much~~~~~~~~~~
In theory, there is also Unversal Energy of GregTech. But that is 1:1 to the Energy Units of IC².
Actually different mods have different covention ratio for ic2 power and ue power
sometimes players can use this to make a generator that has a ridiculous high output without using anything and never stops
(Example: IC2 energy---power crystal---->Steam-----ue turbine---->ue energy---power crystal--->IC2 energy; this routine can amplifies the ic2 power for hundereds of times OAO)
This addon is cool. I hope that it develops well.
Suggestion: Synthetic Paint/dyes, that can be used in-place of any dye. Including the production of Titanium Dioxide for the White paints/lighter paints, and an ore, likely Ilmenite, that can be processed into Titanium Dioxide (and byproducts). However, this would not break GT balance, as the titanium would still have to be separated from the dioxide via whatever process, and an industrial blast furnace is still required to produce the titanium ingots, if a user wants to do that. It would just make the raw form a bit more common, but that is nothing to worry about (as using different mods/addons that add their own ores, including multiple types of Copper/Tin, even some Aluminum and others, does not break balance via adding more ores).
Good suggestion!
Add some ore contains TiO2 and can be used as white color dye
And after centrifuge/electrolize you can get TiO2
TiO2 will need 2500K with 2hydrogen in the GT blast
Sound good?
PS: In my server explosives are banned, so it's painful to look for the only ore contains Ti
Could you please add a config option to the next release which allows us to set the Max EU/p and EU/t usage for your industrial machines (Similar to immibis's advanced machines mod) so everyone can fit the advanced machines into the right tier for each persons mod pack.
My industrial machines are much more expensive and sink more energy than advanced machines, my machines can accpet 128eu/t and does NOT support any upgrade(diffent to advanced machines)
I'll add some optionss for changing the tier of Industrial machines~~~~
Display MoreFerroChromite ore (FeCr2O4) should generate in the Nether with generation probability like Iridium Ore.
Recipes:
Macerator -> 4 dust
Grinder + Water -> 4 dust + 0.5 Chrome dust
Grinder + Mercury -> 4 dust + 1 Chrome dust
7 dust -> Industrial Electrolyzer -> 1 Iron dust + 2 Chrome dust + 4 Compressed Air Cells (using 512,000 EU at 128 EU/t)
Also, 1 UU-matter + 1 Chrome dust should give 1 FerroChromite ore in an assembling machine (using 64,000 EU at 32 EU/t).
Good suggestion! I'm going to add it!
Display More
I have a bug with all your machines, none of them confirm to the vanilla iSided function so do not work with vanilla hoppers and have some issues with most automation systems (As alot of automation systems have now moved entirely to vanilla iSided)
Edit:
Also some suggestions (Most of these I imagine you may probably already be thinking of)
A way to extract the Carbon and Hydrogen from Benzyl, slow and a bit expensive for little gain.
I already fixed this bug!
When I first develop this mod, I just test it with BC pipes, the next version it should be compatible with vanilla hopper, GT and AE
How about adding some easier ways to the Advanced Chemical Reactor to get some hardly-to-get-materials (like Chrome) (This sentence seems to have a really bad grammar, sorry...)?
I already have some idea about this! In the later version I'll add some complex ore which contains Cr but you have to make new machine in order to extract useful stuff from them ~