Posts by Alblaka

    First bug is known and noted in "Known Bugs" of this thread.


    Second one is amusing. But shouldn't have any relevance as minecraft ignores counts for items in the crafting grid.

    I run the game in command console, and upon 'crash' , or more like 'freeze' , closing the window doesn't give report. I have yet to figure out why sometimes the mod crash or frozen up, since freezing doesn't give error log.


    Give me a day to google around for that.

    Ok, sry then for the false accusement.
    Doesn't make much sense though, as it's a basic error and we already got it reported with log from 2 different people.
    The only error cmd can't find (afaik) are lock-ups. And this for sure isn't one XD

    Crash, no crash report I can provide.

    Stating something like that can cause you to get kicked out of the Beta-Tester team, you know ^^
    It's not THAT hard to start up Minecraft via cmd to get errorlogs that would otherwise be invisible...

    As i've mentioned already, porting a load of stuff to SMP is faster then developing SSP & SMP at once.
    Up to 1.00 we will keep it to SSP only, then port the whole IC² to SMP at once (and then spend weeks on bugfixing XD)

    From the 0.80 thread

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    Note: MCForge is currently lacking a vital fix and as i didn't want to wait for it, i've coded the fix directly into EntityPlayer.class. Could cause some incompatibilitys with FlyMod and stuff.
    Once MCForge will be updated with fix included, the file won't need to be extra modified anymore.

    "EnergyNet" is the term for the new Algorythm behing Energy-Distribution.


    The IC one was a CPU-intensive, frame-repeated recursive one.


    The new IC²-EnergyNet (coded by Player) is a masterpiece of efficiency, based on HashMaps, rare updates and a load of interfaces for easier implementation.



    Instead of sending pulses randomly across cables each frame, the Enet updates with each new placed Block which belong to the net. It will then once calculate where current can run and store everything.


    It's kinda like the whole CPU IC1 ned each frame is ONLY used by IC² if you place or remove a Electric Block. The rest runs with minimal CPU-usage :D



    AND of course energy-waste is onbsolete, the net will directly link up Energy Emitters and Receivers, and then apply the ned energy to the Receiver while subtracting the consumed energy (including distance loss) from the emitter.


    It bugs out then and when, but is quite stable. And fast.
    Goddamn fast.
    Goddamn freakin fast.
    You can't even spell HAYO that fast.

    Added Recipes for the stuff from 0.8
    As well, you now get the whole (so far) range of cables. Though i right now realised i forgot to add the recipe for Fibre cables.. damn.
    As the ressources aren't implemented yet, NanoSuit and QuantumSuit are not craftable.
    Luminators aren'T craftable either, as they're not functional yet.


    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-folder ^^ Except 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 recipes ^^ If 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:
    -Cables won't display their connection to machines/generators
    -Insulation Cutter recipe produces painter
    -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 / ConTRoLled


    PS: Recipe file included :3

    To mention it:
    This is NOT A suggestion forum!


    "Idea" is a goddamn missspell i will kill Fean for when he comes back.


    This section is exclusively meant for people who ALREADY CREATED their addon and want to add it to the "official" IC² Addons.
    The accepted Add-Ons will be moved into the real Addon forum, in which people cannot create threads by default.



    This was meant to prevent people from spamming the addon section with low-quality stuff.

    HEHE - when i use TMI i saw an word make in paint - RESERVED - what was planning there ?? :D

    Apparently TMI recognizes not-implemented stuff XD
    The reserver-sprites are the 15 further possible cable sprites (current system supports up to 16 different cable types).

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    i got to say after learning how it works, i like the new energy system, since you can use transformers 2 ways just by switching redstone on and off. The T3 transformer will emit 2048eu/t ist just like the old hv.


    Something i have seen about the transformers: If you lower the power like from 2048 eu/t to 512 eu/t it should emit 512 eu/t for 4 ticks for every HV tick. but it emits all the power in 1 tick. (but doesent kill the machines behind) At least my eu-meter says : infos like "an average of 1024 eu/t for 2 ticks" after the output of an T3 transformer. and if i watch the absolut numbers in an mfs behind it, it always goes up in 1 tick. not 4 fast ticks. I dont really know if it was intended to do so, but it doesent do what the description says.

    Me and Player agreed that this entire HV-Bottlenecking is stupid, thus transformer can fully output an HV-input... by sending 4 pulses per tick, if necessary/applyable.
    In fact this means you still transfer "2048 EU per tick", but receive 4tuble loss (as it are 4 seperate pulses with 512EU each) in favor of having a lowered voltage.


    @MFE issues:
    I've forgot a few clauses in there. But if you switch the facing of a MFE via using a wrench on it, it should register to the Enet and become functional.
    Same applies for transformers, afaik.


    @Unwrenchable:
    Still looking into the issue :/

    @Batterys: Fixed in the 0.80_02, afaik
    @PRoblems with placing MFEs: My bad, forgot a few lines regarding Enet, we figure out the error.


    Currently discussing about conductivity and balancing for cables. Rendering is already done, was piece a cake, actually...

    Yes that will work and if its easy to code then thats even better! We would be able to just stack up on more of the consumables and toss stuff into the "bottomless bag of holding". wouldnt allow you to swap full buckets for empty ones though to be able to get a ton of lava for a large project though i dont suppose. But that will have to do. Would there be a way to get things out of the dimension using your handheld device? that way you can have a storage of wood/food/batteries to resupply with standing by and waiting for you, or you can have a huge supply of empty buckets for collecting lava/oil(buildcraft)

    No, probably not, unless the device is a one-time use or consumeable.
    The issue is i can only store one value on a device. Either a frequency or a energy-level.
    If i implement the device to be capable to retrieve items, it still needs to have frequency stored.. means it can't store energy = thus it would need to be a consumeable (or would end up imba).
    With my previous idea the machine would consume energy to retrieve the sent items, balancing the feature.

    Did you remove a cable and place a Luminator in shortly after? Eventually caused by that.
    As mentioned, Luminators are functional, but lack the essential link to the games lightning engine. This error was caused by our attempt at doing so, apparently you placed a luminator into a ex-cable before the cablle TE got cleaned up.

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    The Quantum Suit seems to be working correctly (Same properties as the Adv Nano suit).


    Only issue I see is that the Sprite is white, where the Suit is Black. =P
    (Also, you "Take" Fall damage from falling over 15 blocks-ish. The damage is prevented, but you still go "OOOMPH!")

    Didn't yet design a rendering texture for the suit, thus i just reused the nanosuit one for now.
    Yes, i've got no clue why (because it uses the RubberBoots code), but i don't see much of an issue... at least you will notice if you're jumping from too high XD

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    some sprites have been edited in paint it looks like... they are white instead of clear (making thm not able to be seen through) will keep u posted


    also electro furnace is "unnamed" and wont open GUI

    Je, i commonly forget to add transparency back into pictures with Photoshop after i've edited them with Photofiltre (doesn't support PMG-transparency).
    Ignore it.

    Didn't yet add the hook for cables to be placed against MFE sites, thanks for mentioning it.


    What does it do instead of wrenching? Bringing up the GUI?


    Je, it's cables detection for placing them inside of you. It appears to be slightly off, related to java messing up the conversion of player coors (double) to block coords (int)


    What do you mean with cables don't update?


    Nah, it's just plainly different. Now you can for real set up stuff like town, by wiring the powerplant over HV into the town, transform it to MV do distribute it between central power stations and then to LV for every house. f.e.