5.11 - Yeah receiving fall damage after depleting jetpack fuel gets jetpack destroyed. Same thing happens in v0.75
Not much i can do about it for now. Consider it a realistic effect for crashing XD.
Seriously, it's not THAT hard to stop crashing :O
5.11 - Yeah receiving fall damage after depleting jetpack fuel gets jetpack destroyed. Same thing happens in v0.75
Not much i can do about it for now. Consider it a realistic effect for crashing XD.
Seriously, it's not THAT hard to stop crashing :O
haha. That sounds like a fun bunch of ideas. Problem with number 1 is: presumably we want to remove the moulds after casting, destroy a block and your base becomes a very pretty airport runway. Also from your previous posts I gathered you're not overly excited by finite liquid coding.
Option 2 seems like the easiest to implement, although it would be difficult to construct anything quickly as you would be only able to construct one row at a time, since you cannot reach the liquid blocks below surface once having solidified the top layer.
I see this problem being solved with option 3, if the mining laser would be configured to solidify the bottom layer of a particular project first (i.e. checking for a liquidconcrete/solid interface).
@1: The hardening would take a few minutes, enough time to bucket the create source block Finite liquid coding shouldn't be much harder then coding liquids at all. Which is something i haven't done yet, though.
Legit idea. Exspecially as we got fuelcans with varying content, this wouldn't be much of a deal to implement, i guess.
I've made some thoughts about this... the current concept would suggest either:
1. A finite Liquid spreading like water and then hardening into a solid block. If the hardened Source block gets destroyed by explosion, it would turn liquid again, effectively repairing the explosion damage.
2. A 2-component system, where the liquid is cheap and needs to be rightclicked with a special powder to turn it solid. In redo, all destroyed blocks would turn into liquid, but would need to be resolified with powder again.
3. Liquid plastic, which needs to be heated to condense into a solid block. Probably with Mining Laser.
All concept show up a few issues that need to be though about, mainly balance stuff.
Damnit, apparently i mixed up an older spriter version again
edit: Now, actually some iconindexes slipped off. Probably misscalculated something there.
Fixed for next release.
Next release, mainly bugfixes and the (obviously) necessary MFEs for testing the EnergyNet.
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.
-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.
PS: Recipe code in the download.
Still can't bother writing a full recipe sheet. I saw a version written by somebody else somewhere. Mind updating it and posting it again? Will grap a copy and probably attack further code recipes into that.
Uhm, a blue-ish Ironfurnace sprite, yes?
Found the typo 37 instead of 34, referring to an empty terrain slot.
Display Moreprobs know all this stuff but ima mention anyways
things that have un named are as follows, cables, what im guessing are dynamite sticks when placed, both have no name, windmill hs no name,
generator has wrong sprite... or new one and im a dumbass, and uranium has no sprite.. it its not loading it....
also there are 2 of each crystal both charged, and 2 re battery's.. although 1 of each has a health bar... ( im probably wrong and the health bar is like a how much power is left display and im stupid) or not and im right
and goal dust.... spelling error
Gold dust"
Block you will never be able to have in your inventory have no name on intention.
Windmill unnamed? Guess somebody forget to add the localization-line, gonna fix it.
What exactly do you mean with wrong sprite of Generator? Looked fine to me. Same for Uranium, does it display white, as purple scare, invsibile?
Yes, health bar indicates charge level.
Derp
Holla People,
The nick's elementalist for those of you who can't read, not sure how your reading this but anyhow, currently a Uni student, have about 1-1.5 years profession programming experience. I like anime, manga, books. I'm a geek and usually online 16/7.
Kinda sounds like myself, welcome (back).
5.4: Happy jumping works. Don't try it without rubber boots or jetpack though. Yuppieeee just as when I was little kid. (maybe without breaking legs every landing but still!)
5.9: It's quite powerful I must say. I thought dynamite sticks are for for quick and effective mining.
5.10: Testing more and more! Wa-haha nothing will hide.
5.11: That's possible will tell for sure tomorrow.5
5.4
Tip: Holding shift while touching a rubber sheet will cause an artistic "move" i can barely translate as "wobble knee", catching the fall speed and usually stopping the jumps in one go. Good for scoring 10.0 rated landings without broken knees XD
5.9
Now, with Drill and ITNT, you can mine a whole 7x7x7 area within a few seconds.
Dynamite, in total, can mine more blocks, but you will need more time setting it up. More of a fun way to blow specially shaped holes into a rock. Or blow up stuff via remote. Or just throw dynamite at cows.
nope, fuel cans are burned (atm)
...
...
Not meant to be happening, in which machine?
Vilaz:
1.2: Yes, all intended
1.6: I will probably need to nerf it, but yes, ODE is much longer lasting the OV... on the other side, latter one has a 4 block range and will judge the returned number by the VALUE/RARITY of ores.
2.2: That's what they're meant for. Don't jump long ways into water, though XD
3.x As pointed out
3.8: Yes, Magnetizer runs unlimited. I didn't yet implement the enet into it and left it unlimited for testing purpouses
4 Jup, you can't charge stacked batterys. I'm lucky it didn't attempt to do.
5.4. If you set it up correctly (think of how you would mount a RL-trampoline), it's a quite funny hopping element :3
5.9 Intended feature. It's meant for quick and effective mining, i don't exactly see a point in making it redstone-related
5.10 Ow noes, you discovered my sneak-nerf on Obsidian... yes, i've added a line to vastly reduce it's overpowered explosion resistance. Still keeps of most explosives, but isn't stronger then ReStone anymore
5.11. Now that's strnage... you took fall damage? Afaik you can break jetpacks if you take enough fall damage to "deplete" it.
Fuel Cans aren't wasted. Using them in a generator/furnace will return the can.
Yes, Cells waste tin, but only in minimal amounts.
Sounds aren't implemented.
Miners need a drill, a scanner, power and a pipe in their GUI... i think the scanner was lower left and the other stuff somewhere on the right, we seriously need fitting GUIs for this, Fean is on it.
Urgh.... so i fill food and fossil fuels in the same machine?
Uhm...
Öhh....
>.>
Yes.
Did i mention canning Mushroom stew cans the wood in as well ^^'
I never claimed Canned food to be healthy or jummy.. it's solely meant for mysteriously applying a heal effect :O
Now, admittedly i wanted to eventually copy scaffolding & cement from MeC, as it gained wide approval ^^'
Will think about how to properly implement this.
Yes, exactly that ^^'
The crafting recipe of the crystals is bugged. I probablly misspelt, it should produce damage-0 crystals, not 1-ones. Thus you couldnt gain the materials ned for crafting, sorry i didn't mention it this clearly
Display MoreIC2 0.7
- The internal storage function of the generator seems to be bugged.
Sometimes my generator decides to stop filling it's internal power storage.
Viewed after: - Taking out a partially filled RE-Battery out of it while running, sometimes (not always!) will cause it to stop filling it. (Can be fixed by restarting MC (not just relogging)
also viewed after: placing a cable adjectant and removing it while the generator is burning.
(Even if it stopped filling its internal power storage, if i add a battery of place a cable, the power will be correctly transmitted into it. just the power storage doesent work.)
- I cant Remove Electro furnaces with the wrench, right clicking opens the UI
- Rubber Trees can't be fast grown with bonemeal: bug or feature?
There are a few minor bugs regardign generator, mainly the fact it sometimes keeps being connected to a machine even after removing the cable. As well, machines drain (due to a small typo) much more energy then intended... this could be the cause of your bug?
Yes, ElecFurnaces drop themselves upon being destroyed and thus have no need of being wrenched... i just realised this is stupid, because you can't regain their inventory that way XD
Didn't think about adding that feature to rubber tree sapls, thanks for reminding me
Display More1.2 Mining Laser: Checked; Water or block under water that has been destroyed using laser do not allow player to jump(It is just flowing water, you can't jump in flowing water)
3.1 Canning Machines : Too Slow? Doesn't work with cooked bacon, cake, cookie.
3.4 Electric Furnace : When destroyed, items inside are gone.
3.6 Miner : Doesnt Work
3.7 Pump : How does it work?
3.8 Magnetizer : How does it work?
4.2 Water Mill: Critically Bugged. Game Crash upon placing Water Mill in water. Cannot get into the world anymore
4.3 Wind Mill: Critically Bugged. Game Crash upon placing Water Mill in water. Cannot get into the world anymore
4.4 Nuclear Reactor: If Nuclear reactor is detached, the nuclear reactor chamber items are not dropped, gone.
5.2 Rubber Tree : Still cannot be found naturally (Gorni found two)
5.5 Cable : Checked , cannot be removed using sticky piston anymore. Feature?
5.8 Iron Fence : Checked, Placeable, don't know other use.
1.2 This is not my fault, but a new "feature" of Notch. I'm unsure when exactly it was added, but he VASTLY increased the strength of flowing water. If water is flowing downwards you can't swim against it anymore. Not related to MiningLaser...
Though, MiningLasers shouldn't run through water at all :O
3.1 Canning Machine is more complex, but lacks a correct GUI yet. Fill ingridents (f.e. food) into the upper left slot, power (redstone or wiring) into lower left, empty cans in upper right and the result will come in lower right.
3.4/4.4 Not related to the Furnace specifically, but no machines yet drop their inven. Wil be added upon wrenching, though.
3.6 Similar to the canner. You now need Power source, ODE, Mining Pipes and a Mining Drill to place in the miner. I even mess up the order for slots by myself regulary, wait until i've got a proper GUI for it ^^'
3.7 The most basic application is a fountain. Place the pump above water and power it, it will emit the watter 3 blocks further above. Then you can put Empty Cells into the upper slot to make it suck up source blocks below it to fill the cells... can be used if you're lazy to fill cells with water by yourself.. wait a sec, actually i forget to implement the self-filling recipe... lol
As well, you can place a pump next to a miner to give it the abiltiy to extract liquids (into empty cells, just like above). It will put them into chests or spit them out, just like a miner does.
3.8 Place it below or above an Iron Fence Pole to charge it. You can then ride upwards on the pole by wearing metal boots.
4.x Yes, a certain someone *cough* failed quite a bit while "improving" my code... He's fixing it.
5.2. Rubber Trees are intentionally rare... though, if you find one of the uncommon swamp biome you will find lots of them.
5.5. Nope, rather an annoying side-effect. Cables now contian TEs (which makes them unpushable), an annoying "feature" of the new Enet
5.8 Place many fences on top of each. You can then jump against and hold sneak to slowly slide down. Or use Magnetizer.
QuoteRubber trees are possible to find growing naturally. From what I noticed even if You plant normal sappling there is a possibility that it'll grow rubber tree. Then every cutted down rubber tree creates rubber tree sapplings.
Nope, but i yet don't have seperate pictures for both saplings... if you hover above the sapling you will see it being labelled "RubberTree Sapling". They're seperated, just share the same icon, sorry for the confusion.