Posts by Alblaka

    Be advised, IC² is, since 7th October 2012, subject to an altered copyright, visible at the bottom of this post.
    Whilst you can ignore this note as a simple user of IC², it is important for redestributors of IC² files to ensure they still comply with the altered copyright.


    The IC²-Developement team proudly presents:
    Industrial Craft ²
    Version 1.106 SSP/SMP


    If you want to support IC²'s developement, or want to thank the team in a more materialistic way, feel free to drop us donations:


    Return (String) System.getMostRecentPieceOfValuableInformation();
    This is it. IC², the future of IC.
    While playing it, you will feel right at home again, rediscovering most of the stuff known from IC. However, once you get your machines running, you will quickly notice how smooth and well-designed everything works now. Wiring is easier, batterys aren't as twosided (on/off) anymore, new cables, rubber stuff, new machines, EVERYTHING was added.
    Create obstacle courses of Metal Poles and Rubber-Sheets, explore the Nether with an Electrical Jetpack or blow up whole landscapes at once by using the Dynamite-O-Mote. Or discover the much more complex mechanisms of Nuclear Engineering, blow up your hut or burn your hands. Or grab the rusty ol Composite Vest, and start hunting Creepers with the new, allmighty NanoSaber.


    It's up to you, it's MINEcraft after all.



    How to install, how to report errors, how to NOT bug the IC² developers:


    What do i need to install IndustrialCraft / Prerequisite ?


    *This is the RECOMMENDED version. You may use different ones, but in that case bugs may occur.


    How to install the Mod itself:
    DOWNLOAD
    You can (and actually, must) install IC² by dropping the downloaded JAR-file into your mods-folder. If there is none, install Forge and just start-up minecraft once for it to be automatically created. It is located inside your .minecraft directory.


    If you get any sort of crashes or errors, consider first reading the FAQ, before bugging the Support section:


    If you want to report Bugs; we got a Bug-Section for that purpouse.



    If you got questions, considere browsing through the official IC wiki.
    Note: It's the official wiki, nontheless coders of IC² are not actively updating it. Any information found/provided there can be incorrect or entirely false.


    Or pay the Dev-Team's official YT-PR-Managers a visit:

    Yes, you've heard right, now we got two specialists for promoting IC on the web. I'm sure you already heard of and watched
    Direwolf20's Youtube Channel.



    How to setup your own IC²-Server:
    Well, with the new 1.3.2 netcode of Minecraft, you can use your client to easyly create LAN servers. For global servers, just proceed as usual, the IC-jar provided above can be used on dedicated servers as well.


    If you're looking for a server, check out the Server-Section of this forum.
    Or just directly grab your reserverd slot on
    Industrial Rage


    If you want to setup an server but don't got the hardware, consider checking our official hosting service partnership:


    IC² now provides are more or less well documented API.
    If you're a modder yourself and want to create a mod implementing IC²s features, download THIS file, and add it's contents to your source-setup (MCP ned). By using the provided classes and interfaces you can in this manner create a mod using IC² features without requiring the whole IC² sourcecode.
    You can find some sort of more detailed doc at this site.


    LAST BUT NOT LEAST, CREDITS
    Firstly, we would like to thank the whole MCP team. Without their work, modifying Minecraft would be MUCH more complicated and time-consuming.
    Additionally, thanks go to Risugami, Flan and the MCForge team, a big mod like IC² just can't live without all these base-modifications.
    As well, i would on this spot thank my developer team personally:

    • Player - Coder & Co-Leader of IC²
    • alexthesax - Coder
    • Drashian - Coder
    • elementalist - Coder
    • RichardG - Coder
    • Feanturi - Spriter
    • tahu44 - Modeller
    • Lurch1985 - Sound Artist
    • The whole set of Beta-Testers, who i constantly annoyed by throwing buggy new versions at them while smiting every of their bugreport with a casual "It's not a bug, it's a feature".

    And our third party contributors:

    • silentdeth - For his BC3-Triggers code
    • ChickenBones, mistaqur - For their additions to the NEI submodule code



    COPYRIGHT:
    IMS-License 2.0 (It's my stuff!)
    Everything seen on this website/thread and directly related to the content of this post is copyright'd by the respective author of this mod (IC² Dev-Team, names mentioned above).
    Any sort of files associated with this content (= the Download) is intended to be used for it's actual purpouse (playing IndustrialCraft²).
    Modifying any or all of the files of IC is permitted without limitations for private use only.
    The publication of modified or genuine IC² source files is prohibited.
    The publication of modified IC² files (in compiled format) can be permitted under conditions noted here.
    Except for the author and associated websites, third party's may redistribute IC²'s original files (for example in form of 'ModPack's) under the conditions noted HERE
    Any of the limitations above can be nullified by an explicite permission of the author.


    Addendum I:
    Any individuum is allowed to showcase this mod in form of screenshots and/or videos on any platform/website/forum under following restriction:
    -A link to this thread must be provided, clearly visible under/next-to the media element(s).

    Just storing this yet unfinished official guide here:


    Once upon a time, mankind used a block of metal, a battery and a stone furnace to create the first Generator. And he used Coal and there was electricity...
    And then mankind realized that it wasn't enough, and it started creating Solar Panels from Coal Dust and glass...
    And when the lag arrived, mankind averted from these incapable sources of low energy... and invented the Nuclear Reactor. But now...

    IT'S TIME FOR THE INDUSTRIAL REVOLUTION, HAYO!

    And since there's no revolution without sacrifices, we shall now remain quiet for 2 ticks to show our sympathy towards a lone, unnamed engineer, who managed to obtain the ultimate blueprints of Nuclear Engineering.
    There, silence done, let's check out the blueprints! >>ACCESS GRANTED<<


    Step I: Craft the future
    First of all, you will need to craft a Nuclear Reactor itself. Of course you can't just summon a complex Reactor out of some iron and other stuff! That would be unrealistic. Instead, you first need to craft Nuclear Chambers. These chambers are, duh, CHAMBERS. Accordingly, you merely need a Machine Block and a half'o'stack of Copper. How to craft 33 elements together? Well, use your head, it's all about compressing numbers into quality.
    (Be advised, I do not take any responsibility to injuries taken due attempts to compress Coppy by hammering it with your head.)
    After you successfully crafted three, not two, not four, but three, to be spelled, 3, which is the number following after the 2 and going before 4, chambers, you can now easyly create a Nuclear Reactor, by combining the side-wards aligned Chambers with a Generator below and an advanced Circuit above.
    You say that's much easier then before? Well, I say HAYO.
    Due to improvements in various blueprints, we managed to cut down useless wasted ressources by 2%, resulting in the new and awesomely cheap recipe. Once you crafter your Reactor, it's already fully operational. Placing it down can be done anywhere, since the new Copper-based isolation will ensure the Reactor to be 100% immune to outward influences, accordingly it does neither heat up or cool down by itself or by surrounding blocks.
    As you knew from before, a simple Reactor only contains 3 chambers and accordingly offers you 3 coloumns of space for installment of your personlaized reactor setup. You can expand this setup to up to 9 coloumns by placing more chambers (for the math-weak of you: 6) adjacent to the Nuclear Reactor core.
    Unless you intend to use your Reactor as hayo-ish replacement for a TNT-cannon, I advise to use Reinforced Stone to encase the Reactor in a resistant layer to ensure minimal area destruction in case of 'slight misscalculations'.


    Part II: Uranium and you (the radiated individual)
    Of course the fuel, the source of energy, the symbol of life, the ultimate answer to the question of the sense of life, the universe and how to obtain enough power for everything else, is Uranium. Mined as raw chunks, compressed into craftable Brickets, filled into strangely durable tin cells, you obtain Uranium cells.
    Be advised that, for your own security, Uranium cells do only do 'something' when the reactor is receiving a direct redstone signal.
    Uranium cells last for 10.000 seconds (and accordingly 10.000 ReactorTicks) each. The lifetime of an Uranium cell is considered 'one reactor cycle'.
    Uranium cells constantly and reliably (why? who cares?!) 'pulse' every full second. Every pulse causes an Uranium cells to send out a load of neutrons, whilst consuming 1/10000th of itself. Due to the critical-mass-of-compressed-uranium-in-small-tin-cells-for-whatever-reasons-hayo-rule, only a fractal of the Neutrons will actually cause Nuclear Reaction within the cell. (Reaction are good, they produce energy!).
    In effect, this causes a single cell to merely produce one 'pulse' of energy. Every pulse of energy produces enough useable heat for the Nuclear Reactor to produce 100 EU, spread out amongst the next 20 ticks, effectively granting 5 EU/t.
    However, if you place Uranium Cells adjacent to other Uranium Cells, the normally 'lost' Neutrons will hit the adjacent Uranium Cell, creating another pulse (for each adjacent Uranium cell). Therefore, 2 neighbouring cells will create a total of FOUR pulses, opposed to two pulses if they would be seperated.
    This is called 'efficiency'. Since the lifetime of a cell is not dependant on the amount of pulses it effectively creates (but on it's 10k second lifetime, duh), one piece of Uraniumj can produce 1 or x million EU. Naturally, you will want a higher efficiency to maximize the energy gain of your Reactor.
    However, the more efficient a cell is, the higher is the not-useable heat produced by it. Whilst useable heat is good, unuseable heat is not. It's like the dark side of good heat, just without cookies.
    A cell creating 5 EU/t will produce 4 heat per second. 10 EU/t produce 12hps. 15 is 24hps, 20 is 40hps, etc... You will shortly learn how to deal with reactor heat.
    Lastly, it should be mentioned there are theoretical approaches to condense more Uranium into less space. Of course way too dangerous to attempt this in practical applications, condensing Uranium Cells into more compact arrangements would permit users to reduce the amount of slots needed for actual Uranium Cells. Additionally, it would permit the Uranium Cells to more effectively use it's own emitted Neutrons.
    For example a, theoretical!, setup of a 'Dual Uranium Cell', would not just produce twice as much energy (and heat) compared to a single cell, but it would additional pulse by itself TWO TIMES (per cell element!), for a total of up to 6 pulses per Neutron emission. With a 'Quad Uranium Cell', this would even increase to a maximum of 7 pulses, the highest efficiency theoretically possible. Though such a setup would create whopping 448 heat per second... which isn't exactly hayo...


    Part III: Reactors in heat. ... Wait a second...
    A reactor can only take so much heat before it will start melting and finally explode (which is a safety measure to prevent in from leaking dangerous radioactivity). Per default, the reactor hull can survive up to 10k heat without lasting damage. However, as the reactor's temperature rises, it will start affecting it's surrounding. Reactor heat can set wooden structures ablaze, melt stone into lava and harm living beings. It is ill-advised to approach hot reactors without full Hazmat-Equipment.
    To prevent the reactor hull from heating up, you can make use of various Reactor Components. The most simple of those are Coolant Cells. Uranium Cells emit heat to all surrounding components (which can accept it) and will only heat the hull itself if there is no (suitable) component present. For example an Uranium Cell surrounded by four other cells will always heat the reactor hull.
    Coolant Cells can be constructed in multiple layers of coolant water, permitting the cells to store 10k, 30k or even hayoish 60k of heat. However, by themselves these cells do merely STORE the heat, but don't DISSIPATE any heat and will eventually melt as well (causing the cells to heat the hull again).


    For this reason, I hereby present you: HeatSwitches (commonly known as HD or HeatDissipator, HeatDistributer and Strange-Thing-Which-Can-Magically-Alter-Temeperatures).
    The standard HeatSwitch can store 2500 heat, has a 'sideTransfer rate' of 12 and a 'coreTransfer rate' of 4.
    All HeatSwitches work the same way: They calculate the % of heat stored in all surrounding tiles, themselves and the reactor hull, calculate a median and then attempt to reach that median on all components. A heatSwitch will first shift around (component <-> switch) the heat of adjacent components, to a max of sideTransfer. Then he will try to balance the heat between itself and the reactor to a max of coreTransfer.
    The 'Core Heat Switch' does have a sideTransfer rate of 0 (thus no heat balance between adjacent components), but a coreTransfer rate of 72, and a maxHeat of 5000.
    The 'Spread Heat Switch' does not have a coreTrasnfer, but instead 36 sideTransfer, and a maxHeat of 5000.
    Lastly, the 'Diamond Heat Switch' has a sideTransfer of 24 and a coreTransfer of 8, and a maxHeat of 10000.
    Opposed to the old HD's, the switches do NOT dissipate heat, have a LOW heat storage and do go by %, not my static values. F.e. you have a core heat switch (5000 max) and a reactor with some plating (20000 max). The system has a total of 5000 heat. The switch will balance 1000 heat to itself and 4000 to the reactor, resulting in 20% heat for itself and the reactor.

    Quote

    <aidancbrady>I wonder how many F5 keys you've broken.
    <Alblaka>I wish I would have invested into the F5-key industry. I for sure made someone rich :O
    <aidancbrady>"$50 USB iridium-plated F5 hotkey!"


    Hi Alblaka,


    can you tell me when IC 1.3.2 appears??


    I've been waiting so long?? ^^


    Looks like a casual spam-PM doesn't it? Fun fact: it was sent at 5:07 pm. 4 hours after IC 1.1.06 release ^^


    I would add, that that API thingy will be buggy, cuz you know, we are talking 'bout Mojang.



    Oh, right, Mojang's software.

    Cell structure: OOO
    First Cell has 3+1 pulses, the second has 3+2, third has 3+1 (since Quad Cells have a base pulse amount of 3).
    This all is multiplied by 4 for each unit, as there are 4 cells located in a quad cell.
    16+20+16=52


    For heat calculation, you got 8*4P+4*5P
    That's 8*(4*10)+4*(4*15)=320+240=560


    Hmmm.. that definitely looks to easy.

    Components do only take as much heat as they can take and simply disappear. In case of a Uranium cell, the remaining heat will be applied to a reactor hull.


    Exception are the heatswitches, when drawing x heat, they can possibly exceed their maxHeat. Since the melting of heatswitches isn't really an applyable 'intended concept' it doesn't matter, though.

    4 times?


    A Quad cell acts like 4 seperate cells in the same slot + every of these cells pulses 3 times 'in itself' opposed to the 1 basic pulse of single uranium.

    I noticed that the ID's of similar drinks are very differnt, for example the ID for rum has over 200 values. how am I supposed to sell/trade this stuff on a server????


    If you put the same recipes into different barrels and have them ferment for the same duration, you will get the same result. Thus the metavalue of the drinks will be equal.