Posts by Alblaka

    Of course you're free to redistribute the IC API for use of your mod.
    Though such a behavior is the cause of 'mod incompatibilies' when Mod A uses Mod B's API, but Mod B is updated with a newer API and Mod A override's Mod B's updated API whilst being loaded, causing Mod B to crash because it's accessing not-present methods. That's why IC uses submodules to either use foreign API's if present or don't if they are not present (thus not requiring the API to be redistributed with IC itself). You should consider doing something similar ^^

    Would be a dickmove not to grant you the permission ^^' though I still dislike the AdFly part.
    Feel free to proceed with using the IC² API. Be advised IC² is not open-source, please do not use any of IC²'s own API-implementations but write your own ones (in case you intended to do such a thing in first place).

    Oh, and I can't edit the Game Engine. It's hardcoded in the actual exe file, I think.
    Manning Drones is not within my range, sorry.


    @Crew Teleport: I have no issues using a lvl3 teleporter to send a first team, then a second and then retrieve a first team. Even works in no-O² situations.


    edit: Btw, Mod-developement is in full progress right now. Work title 'Advanced Warfare'

    Btw... I've grabbed the tools necessary to start modifying the data.dat. Theoretically I should be supposed to do quite anything, except for adding new sprites/sounds :3

    Heat exchangers DO calculate in reactor's maxheat. However, you can overload them when the heat differences are too vast.


    For example if the reactor is cooled, but all surrounding elements have loads of heat, the switches will first draw the maximum amount of heat from all surrounding components and then redistribute some to the reactor. If this keeps up for X ticks, they can overheat themselves.

    Given the upcoming module rework...
    I think we will rather add an additional "redstone behavior" slot for this. The number of redstone you place inside defines the machines redstone behavior (ordering the behaviors by complexity, more complex = more redstone needed)

    God, this game is beyond awesome and caused quite a few late nights for me :3


    So far, beat the game (EASY!) with a multitude of ships. In the end all you need is Maxed Speed and 3-4 shield to survive the endboss (oh, and either cloak or a defense drone to dodge those pesky missile launcher.
    Always focus down the missile launcher first (firebombs, breach missiles or teleporting someone over easyly takes them down).
    A big issue is the shield4+cloak on the first boss, since that pretty much messes up any Ion-based strategys. Vice versa the second stage has a Defense Drone = missiles won'T work well here.
    Third Stage is usually easy.



    Overall, I merely need the unknown cruiser, rock and slug. I've seen start events for all three quests, but failed on the slug one, missed the rock one 2 times (damn rebels moving too fast) and couldn't figure out where to put the Stasis chamber into :3



    Still unsure whether I will ever beat this game on normal XD

    If you can't 'pull' the crafting output from a mod-recipe, it's a 90% sure indicator for the server NOT running the mod (properly).
    (and in the other 10% it's an id-missmatch)


    Did you correctly install Forge's server version and IC's sever version? (Assuming you're running a 1.2.5 MC version or earlier)