Posts by Alblaka

    Ore generation wasn't working in my installation either, I tweaked the OV Scanner to check. I copied over the lines from the old mod_IndustrialCraft's GenerateSurface and that did bring them in (though at their old rarities, of course).

    Hmmm....
    But the code is quite the same, just with a few different values o.o
    DAMNIT


    The orecode got derped while merging some files... It's gone entirely XD


    When you power them
    Dont know if they are ment to work (you cant craft them/cant figure out the recipe/You cant wrench them)

    I was actually exspecting a "they don't work" report, because they're unfunctional atm... but this...
    We'll look into it.


    In meantime, don't bother with them. They're implemented and sap energy and stuff, but we're still tryingg to code multiple lightlevels into a single Block. Which appears to be impossible without MCForge adding another basehook.

    Im not suggesting a personal remote teleporter, only one for basic items so that you dont have to run back to base to drop your ore and run all the way back out to whereever you newest mining location is. After you get farther in game you have to run REALLY FAR AWAY to find more minerals. It would be teleporting much simpler matter and in smaller amounts as a means of dropping off ore and maybe picking up wood for torches. It also would make the harvesting of lava a lot less running back and forth...

    Hmmm...
    How about a special tool capable of emitting itemstacks into the "Votex", a para-Dimension.
    Each tool of course has an own frequency, thus a different dimension.
    As well, you can tune a special machine to the frequency and it will then proceed to consume energy to warp single items back to the machines location or into nearby chests.


    Possible & Easy to code ^^
    As well pseudo-realistically reasoned and exactly what you requested, isntant item teleportationg.. or at least semi-instant, as the item will disappear right away, but will some take (depending on amount) to reappear in the chest.

    Actually this release isn't fully down yet, but somebody pointed me at a critical error i forgot to patch up on the 75 version... and now i've already continued with more stuff.. thus here you go with a somewhat early 80.
    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.


    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


    4. Known bugs:
    -You can't TMI most of the blocks. This is related to the fact we're using metadata to store 16 blocks into a single ID. TMI can't handle this and will only display the first block of these 16. Somebody will need to write a patch for TMI later on.
    -On my test world i just found a group of trees floating in mid air above a lake -.- I assume lakes are generated AFTER trees.
    -As this is an unfinished build, some recipes for 0.80 stuff is lacking... as well, i've left some testing recipes in, my bad ^^
    -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

    Is the ore generation code in yet? Been spamming dynamite to bedrock and have yet to see a piece of new ore.

    Jep, and i used a few nukes to confirm it's working before i started a fair test world. Tin is slightly too rare, but i've fixed that in 75 already.


    I should mention the ores are of iron rarity now, thus you eventually just missed them ? no clue.

    Btw i still can't craft anything that uses Energy Crystals. (teste with both TMI crystals and selfcrafted ones)

    TMI's obviously don't work.
    What exactly did you attempt to craft? As well, don't attempt to mix Full/Empty/TMI crystals


    Ah, i just spotted a few typos. You could only craft some of the items with charged crystals. Stuff like MiningLaser should work fine though.

    This doesn't make sense o.o
    It was running fine in earlier versions, it ran fine for darenton and i just installed v0v75 in my minecraft.jar and everything displays perfectly.


    I'm kinda clueless.


    Any special OS you're using?



    edit:
    Finders, Keepers.
    Amusing combination of winrar and a typo.
    The folder in the download is meant to be named "IC2sprites" not "IC2Sprites". However, it was correctly spelled in the 0.70 release. Thus, if you install 0.70,then 0.75 (like me and darenton), winrar will merge both folders into the previous "IC2sprites" one, disregarding the uppercase.


    Just use winrar to rename your folder into lowercased s, should do the trick, sry for typo XD

    anyone can say to me how i can get NORMAL textures not only white with black lines ???? xd

    White+black lines = big MISSING screen.
    Happens if you fail to install the sprites correctly. You solely need to drop the content of the zip into your jar (except for the recipe.txt file, that's meant to be read).

    I've just preproduced the error. Doesn't make much sense at all, on my test world (version 0.50) i was charging batterys entirely fine... and we didn't change them. Strange...
    Derp, found the issue. Je, the code states an item needs at least 2 damage XD error of mine to make generators power the enet if the charged item is full XD


    fix will be included in next release ^^

    As i've said, batterys are working fine over here. Just don't TMI or stack them, first one will create bugged batterys, latter one will prevent charging.


    The bar is the small 4000 EU (worth of 1 coal) storage of the Generator.

    ye i was also speaking to player last night about not being able to charge empty batterys, he said tht the current code meant the battery needs atleast 2 EU in it to be charged

    Uhm what?
    Then one could never charge any batterys at all.
    However, yes, the damage values range from 0-10002 with 1-10001 representing the 10000 storage. 0 and 10002 cannot be reached normally, except for TMI'd damage=0 items.
    Spawn the "discharged RE battery", it will work flawless.

    Entirely white? That's a bug of MinecraftForge, stated to occur rarely but is fixable by restarting minecraft...


    If you got white textures with black lines on them, it's MCForges "Image not found"-message.