Sure, if you get SpaceToad to code dynamic non-block-bound lights into the game.
Otherwise, nope.
Posts by Alblaka
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It's paint, why couldn't you use it to cover any block except lava or water.
Because it would need me to modify every single block class of Minecraft.
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Minecraft Forge 1.0.5 has modified gs.class , so I assume you want us to use Minecraft Forge 1.0.4 with your modified gs.class?
Afaik MCForge has a modified EntityPlayer.class since ~.2 or .3
I dunno whether the gile changed from 1.0.4 to 1.0.5... if so, you will need to use 1.0.4
I'm currently attempting to update my MCP to MCForge 1.0.6, but it appears it got some recompile issue's. -
Already done.
Currently we got 10 types of wires, split to 4 categories:Copper , I
Gold, I, II
Iron, I, II, IIII
FibreThe I's represent additional rubber insulation. More insulation = less shocking upon touching a wire.
The only thing not done yet is the actual shocking algorythm XD
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Painted walls will definitely come. I've already coded Painters (crafted with 2 iron and 3 wool, you can then fill them with a dye for 16 uses) to mark cables (for close-space wiring). Implementing it onto another block won't be an issue.
I however still need to find a good way of implementing said block, most likely concrete. -
IC² != Aether
No new dimensions or stuff like that. Creating new dimensions and actually putting useful stuff into them is just too much work... -
Added Mass Fabricator, NanoSaber and the recipes for Nano&Quantum Suit
1. Instructions:
Download is attached below.
-Install ModLoader
-Install ModLoaderMP
-Install MCForge
-Copy everything of the downloaded folder into your minecraft-jar. As you probably noticed, we moved all files to a handy sub-folderExcept for the mainfile, of course (as it needs to be present to get loaded by ML).
2. Usage Notes:
I've tested the installation, works fine (thus, if you get errors after installing, it's NOT the mod's fault, but a wrong install / version missmatch).
Currently, the mod is SSP only.
I've attached the recipe source code (couldn't bother writen a full recipe list yet), if you see the first few "known" old recipes you will quickly get the hang of reading the recipesIf you even need it, that is. ~60%+ of IC recipes were left unchanged.
If you got any questions regarding CONTENT or usage of item, drop them in here.
You're free to promote the mod in any way, except for distributing files or creating videos of it. First clause is obvious, second one is related to beez taking care of the PR in an aimed manner.3. Wiring:
The wiring system was completely reworked. Energy won't be sent along the cable, but each time you place a cable the EnergyNet will update references and link up all possible combinations. If then a source proceeds to emit energy, the energy will directly will distributed to all machines in need of energy (with according range loss, which however is 0 with the current cables (testing purpouse)).
You now get a set of 3 Energy Storage-Blocks, tiered. Storage blocks have once output, you will easyly recognize it by the special facing side. You can relocate that facing side by rightclicking the block with a wrench on the side you wish the output to be on. If you click the already outputting side, it will dismount the block as usual.
Storage blocks receive power from 5 sides, while outputting to the facing one. Take note: They can only, at max, take in the power they're outputting. Anything else will result in spontanous combustion.
As well, machines can now blow up if supplied more then 32 EUt. At least the tier 1 one (all currently avaible).
Additionally, you get 3 tiered transformers.
Tier 1 transforms from 32 to 128 EUt (BatBox - MFE)
Tier 2 transforms from 128 to 512 Eut (MFE - MFSU)
Tier 3 transforms from 512 to 2048 EUt (MFSU - True HighVoltage)
Transformers have, similar to Storage blocks, one "High" side... and 5 low ones.
In normal state, transformers will receive input from high, split received energy into smaller packets (read above) and output up to 4 pulses from their low sides.
If powered with redstone, this process reverses. Then transformers will solely take input from their low sides, and output their up-putpot from the high side.
This seems confusing at first, but once you got a hang of it, you will love it. the first to build a one-line energy storage facility with a switch on the main Transformer, gets a cookie :3
There are now various Cable types to choose from, with varyiing attributes like
- loss (+ means low EU over distance, - means a lot)
- capacity (+ means a lot of EU can run through this cable, - means only very low voltage)
- price (+ cheap, - expensive)
Copper Cables: loss o, capacity - (32), price +
Gold Cables: loss o, capacity o (128), price o
HV (Iron) Cables: loss -, capacity + (HV, 2048), price o
Glass Fibre: loss +, capacity o (512), price -
Quite all cables can be surrounded by insulation (rubber). Some can even wrapped in multiple layers.
More insulation = More rubber consumed, but less danger of getting shocked & slightly reduced EU loss over distance
You can add and remove insulation on already placed cables by using the insulation cutter.
Cables can now be painted. Colored cables do only emit energy to cables of the same color OR black cables (standard).4. Known bugs:
-None...
-Report everything else you may find. Except for the sprites! Feanturi isn't avaible right now, thus i can't grap his sprites (he fixed and remade a couple of them).5. Usage of stuff:
-Switch MiningLaser Settings by rightclicking while holding M
-Jetpack's Hover-Mode can be toggled by pressing H
-You can obtain rubber by using TreeTaps on RubberTree-Treeholes (Rubber Trees generate in Forest and extremely common in Swampland)
-Rigthclicking with a RE Battery equipped will plug it into another Electric Tool in the hotbar, quickly charging up said tool. Use this to power Mining Drills, etc.
-Uranium Ore can be COMPRESSED into Uranium Ingots.
-Nuclear Reactors are fully functional, but don't emit energy into the EnergyNet yet. You can watch their output in a cmd print, though.
-Special Functions of Quantum Suit are passive / ConTRoLledPS: Recipe file included :3
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X-Ray mods necessaryly modify basefiles.
As IC² will refrain from doing so, coding an xray function could be quite difficult ^^' -
Sure, feel free to give me the whole control panel, location assigning and rendering code. Once you've done that i will gladly implement it :3
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serVER and bal'DER' rhyme.
Afaik it just doesn't sound right.
I'm not a Native English speaker, thus i'm eventually plainly mistaken, though. -
it would be a good feature though
It would be a pain to code the miner to check 2 chests, origination from the first position.
Stick with normal chests or the compressed PC ones -
AwwMiner (and others?) dont support double chests
Never did.
But i've coded PCs now, which are 1-block but can hold 54 items perfectly safe.
Good thing you mentioned miner, i doubt it's code would recognize the chest yet. -
you cant use leaves (block) to make plantballs
Ye, removed that due to Leaves being an extremely abundant ressource.
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Insulated Copper Cable has a loss of 0.2 EU. As ENet is using a floor() for this calculation, it will loose 1 EU every 5 blocks. Probably the "unregulary" was caused by the semi-inaccurate measuring algorythm
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Wanna know how to kill a computer easily? make a small floor out of cables.... all the possible connections will pretty fast kill your computer (any maybe servers later...)
I tested a 5*5 floor and froze my MC and wasnt able to join the map again.
Oh and did i mention that i had to reinstall MC after to see the graphic of the new blocks again...
5*5 floor in IC² or IC1?
I assume 1 because so far non of my cable sculptures (Hell, i love the new cable rendering) caused anything, but i trivially now a large wired space of IC1 cables can cause overflows.edit:
Ow, just tried by myself.. flatwiring is a bad idea, i will talk to player about code optimization, that shouldnt be happening. -
@Transformers:
Ah, forgot the localizations, thx for mentioning it@Jetpack:
I should mention you can only fill jetpacks in the canning machine. It will consider the jetpack just like a fuelcan and fill it accordingly -
axes dont speed up rubber tree "mining"
canner sprite has blueish sides/white front
miner locks upon getting stuck (you have to replace the pipe in the pipe-slot after you removed the block that caused it to get stuck)
you can run into the pipe-fence blocks (?)1. Jup, i can't add it to the mineable list without basefile modification. Thus the explanation "Rubber Wood is to elastic to be mined by punching it with sharp stuff." It's. however, weaker then normal wood and can be harvested by hand quite easyly.
2. Jup, we need new canner sprites.
3. This is a mechanism to prevent it from wasting energy while futily mining something. The fact you need to replace an inventory item to "reboot" the miner is a energy-saving feature.
4. Yes, if you stack them up to poles they turn into POLES.. which have a fitting hitbox and can be used to slide down/up. -
I suggest make it a bit poetic. http://www.rhymer.com/RhymingDictionary/server.html
<player> has joined the server, ... ... ... (rhyming word)?
for example:
cvl4317 has joined the server, will he get any balder?1. How does that rhyme?
2. Then everything would need to rhyme on server... vastly limits the possibylities -
Idea is good, but how will you prioritise if blocks are above or below each other? A lot of HV work needs careful vertical planning, which is often more important than the 2D-planar planning.
In IC² you can alter the facing of every MFE/Transformer
Thus you could put it flat.
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Just an amusing thought, created from a discussion me and darenton had:
How about (after finishing up the important stuff) implementing an automated join-message for members of the dev team & IC Supporters into the server mod?Upon players connecting to the server (i'm sure i'Ve seen a hook for that in ModLoaderMP), the mod reads out the name of the player and compares it to a hardcoded list.
F.e. if i join a server, it could print "Alblaka has joined the server, WHERE'S MY TOOTHPICK?!" or something (bad example).Could be an amusing Easter-Egg, not?
Anyone got suggestions for his oneliners yet? If possible, link it to whatever you're doing in/for IC(²).