Posts by LinusPhoenix

    No not on amazon, it was some other online shop. They are incredibly cheap even though I live in Germany (and I paid in €)(Fun fact, in US Origin it's 39$ for the trilogy, in EU Origin it's 50€). Since Mass Effect 3 is not buyable in Steam, there was no Christmas Sale for it, so I got a pretty good deal out of that.


    Colour conductors :P


    Damn grammar nazis :3 ~SpwnX


    No, just people liking the British version of the word colour.


    Ok, installed updated Unidye in SSP, the crystalliser is pretty awesome; -snip-


    Glad you like it ^^


    - Ruby/Sapphire: fixed in my dev environment
    - Green Sapphire: Why?
    - Coal: fixed.
    - Progress bar: fixed.
    - Diamond: whoops, fixed.


    Recipe times are tiered for consistency:
    Tier "0" (only for nether quartz atm): 3 EU/t, 200 ticks, 0 mB uuM;
    Tier 1: 5 EU/t, 600 ticks, 0 mB uuM;
    Tier 2: 10 EU/t, 1800 ticks, 100 mB uuM;
    Tier 3: 20 EU/t, 2400 ticks, 250 mB uuM;
    Tier 4 (currently only nether star): 30 EU/t, 4800 ticks, 500 mB uuM;
    That's how it'll be for now until I get more gems. (fixed the lapis thing though)


    SpwnX could you link that picture instead of posting it directly? Done ~SpwnX


    Oh, before I forget:


    Those are gems registered by GT who don't have an explicit use in GT yet, and/or no electrolyzing/centrifuging. But maybe there are other mods who use these and for whom it would make sense to make recipes for. I don't really want to do anything with Apatite either, since its only use I am seeing is fertilizier and a bit phosphor and there is no reason to reverse that recipe.

    Gaining a lot of scrap is a lot harder than before, yes, but then again it's configurable by the amount of EU uuMatter needs as well as the config option to accept Cobblestone for scrap. And as long as you can scrap cobblestone, you can't really complain about enough scrap, can you? You can always turn down the EU value or just make more Cobblestone gens / Recyclers.

    That was a bug in MFR bioreactor.


    The intention is to use dyes to generate energy, where the chromatic generator extracts the colors from the dyes to generate energy and the monochromatic generator extracts the colors from the world (using dyes as a catalyst) to generate energy.


    Dyes as catalyst? Then the Monochromatic Generator wouldn't consume the dyes, only turn the world into scrap. Catalysts are not consumed.


    @LinusPheonix


    What did you use to make your GUIs?


    Code-wise or image-wise? If you mean image-wise, GIMP. I used a GUI image from FrogCraft, made the upper part all grey then pasted the slots / tanks / energy sign over. The name of the Inventory and the TileEntity is not on the image itself though.
    If you mean code-wise, you'll have to specify that question or it doesn't make any sense (at least to me).

    A lot of things changed and still change in the Experimental API, since a lot of things changed and still change in Experimental IC². The valid recipe would be:


    Code
    Recipes.extractor.addRecipe(new IRecipeInput(clock), null, circuit);


    Also, glad you use AGKz's tutorials. They are a bit outdated, but still very helpful, can only recommend. In case you still have questions, maybe you wanna take a look at Unidye's (or any other IC² Addon's that's available) code. :)

    You can automate all my machines (and now generators!) with a single pipe from any side. That's why my Crystalliser got so many tweaks, because that's complicated as hell for 4 inputs.


    The Monochromatic Generator will turn things into scrap ore, only ignoring Air, Bedrock, IC2 and GT Blocks. Maybe also all kinds of TileEntity. Also, it will remain disabled (it's not implemented yet, the chromatic generator is) until I can provide a way in my config to add new Block IDs to that list. Before I do that, I want to make a Crystalliser config to disable every recipe by writing its OreDict-Name in my config. So those are the priorities atm :P


    But yeah, coding generators is quite easy if they don't have an internal storage (which I'll also implement).

    The generator is functional, except I am running into a bug which leads to the inventory not being saved and also cables not connecting to the generator on startup until you rightclick the generator once..it's weird.


    I used the same network / Energy event code for my machines, but those work. Note to self: If you reuse code, reuse it right.


    I think I'll do make the "Monochromatic Generator", configurable, off by default, and only affecting the one chunk it is in for reduced eu production.

    The dye generator idea is a bit older (I registered every dye as a fuel once but decided not to release that because it's pretty dumb), but it seems a fun thing to do :P why not.
    About the random wool with Unidye: I literally thought about that this morning and, seeing as the wool dyer needs some tweaks either way (as well as the crystalliser so the order of the inputs does not matter), so it will likely get added.


    The generator wouldn't be too bad since I was planning on taking a look at ic2 power sources either way because I'm planning stuff.

    The newest version would most likely work with 1.6.2 since the differences of Apis/forge isn't too big (at least not in the parts that I use), but I wouldn't be properly able to fix bugs when one occurs due to this.


    Also, in the spoiler "exploit free dyes" in the second post you see the colours I added a dye for - not all of them. Otherwise, I hope you have fun with this!