Posts by Alblaka

    @Plantclump of reed:
    Ow, my bad.. i adressed the (of course) unreachable BLOCK reed... the one you see in the world ^^' If you punch it, you will get an ITEM reed however.


    @Crystals:
    Ye, amusing typo of mine... instead of a single crystal damaged to 10001 ("empty"), you get 10001 crystals being damaged with 1 XD


    @Bronze Axe
    Derp, fail...


    @Alloy, Chamber
    Wuups, typo ^^' That's what you get for working up to 1 AM


    @Glowstonedust
    Lol.. apparently habit took over ^^' I quite always use G for GlowStoneDust... it's the only recipe (meant to be) using it for GoldDust instead


    @Jetpack
    Now, what exactly did you attempt to craft it with?
    You need to use a Energy Crystal.
    I left the TODO note to change it to a batBox later one, but that item is not implemented yet... so i picked a Crystal as testing recipe. Should work, though...
    But i should mention, you cannot use a TMI'd crystal, as that one has a damage value of 0 (invalid), whereas the recipes only accept 1 (full) and 10001 (empty).



    Fixed the recipes, will come in on the next update.

    You need a Canner/Filling Machine


    It has 4 slots and requires
    -Ingredients in the upper left
    -Power in the lower left (or wire a generator in)
    -Empty Containers in the upper right (Tincan or FuelCan)
    -Output is lower right


    To fill a single can, you need 6 ingredients... currently you got BioFuel (Cell+2 Compressed Plantclumps + EXTRACTING) and CoalFuel (Cell + Compressed Hyd. Coal + EXTRACTING).

    1. Nuclear Reactor and Magnetizer are not yet connected to the EnergyNet, should have mentioned that. Besides that, both are fully functional (though the nuker isn't doing anything valid and the Magnetizer has unlimited energy for testing purpouses).
    2. @Cables: Damnit
    3. Uranium: Compressor ^^

    Now, EnergyNet isn't my code and i'm not 100% sure why that error occured, but i've added a catch for it. And test showed machines are still working fine, even in combination with ElectricCurrent...
    Update to the new version (replaced the old attachment). You should even be capable of launching worlds which got crashed by this error before.

    WARNING
    It appears the Enet has a severe bug causing the game to crash & corrupt the savefile if you place a Macerator.
    I'm not exactly sure, but it may very well happen with any other machine, too... except for non-electric ones.


    Errorlog for reference:

    Code
    java.lang.NullPointerExceptionat ic2.Direction.applyToTileEntity(Direction.java:50)at ic2.EnergyNet.getValidReceivers(EnergyNet.java:197)at ic2.EnergyNet.discover(EnergyNet.java:153)at ic2.EnergyNet.addTileEntity(EnergyNet.java:50)at ic2.TileEntityBlock.<init>(TileEntityBlock.java:18)at ic2.TileEntityMachine.<init>(TileEntityMachine.java:20)at ic2.TileEntityElecMachine.<init>(TileEntityElecMachine.java:23)at ic2.TileEntityElectricMachine.<init>(TileEntityElectricMachine.java:22)at ic2.TileEntityMacerator.<init>(TileEntityMacerator.java:20)at ic2.BlockMachine.getBlockEntity(BlockMachine.java:124)at ic2.BlockMultiID.c(BlockMultiID.java:240)at lm.d(Chunk.java:457)at ew.b(SourceFile:54)at dk.a(WorldRenderer.java:139)at n.a(SourceFile:1113)at px.a(SourceFile:621)at px.b(SourceFile:509)at EntityRendererProxy.b(EntityRendererProxy.java:14)at net.minecraft.client.Minecraft.run(SourceFile:781)at java.lang.Thread.run(Unknown Source)--- END ERROR REPORT eb45a5d7 ----------


    Quote

    Hmm, this thread is for talks about how the mod is, and the bug reports are for threads like, the one i made before with hotkey right ?

    Depends. Severe stuff affecting all testers should be mentioned here, we got the bug report section for the rest.

    1. Yes, they are intentionally rare though. You will find them rarely in forests or somewhat common in swamp biomes (usually around a lake... or floating above it >.<). You can easyly spot them by their high leaf tip.


    2. Both. Testing through the whole set of recipes can't hurt and it may take some time to do this without TMI. However, as well it can't hurt to test the mod's balance by just playing. Thuough this won't work well, as some important stuff is still lacking (f.e. MFE's and stuff, necessary to charge more advanced tools (you can craft already)). Btw, you can charge Tier 1 tools by holding a battery and rightclicking. More stylish then a Mobile Charger :P

    Now... giant ITNT craters could work :3


    I should mention though, the Reactor is explosion is extremely large, but for some reason barely uses CPU. Heck, when first testing i didn't even notice the Reactor exploding, neither sound (was too far off), nor any lag.

    Finally, finally, finally we're done with a playable beta. It doesn't have all IC content, though most of the basic one, a first implementation of the Enet and stuff.


    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 EnergyNet is implemented and confirmed to be working. We don't got MFE's yet, though, thus you will have to do it IC-oldschool and wire stuff directly. Should be sufficient for testing.
    Take Note: 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)).


    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.
    -While testing i found a few Electric Machines eventually not switching their sprites corresponding to their state.
    -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.

    Actually an amusing idea. Exspecially as HV lines will be unisolated and highly dangerous. I think this could be useful... and i implemented fall-absorbing rubber boots either way, so...

    On the plus side, we have our own test server. Expect me to break it in less than 1 hour.

    XD


    Or lets piss them off by building chunklong wires and causing CPU-overusage and then request a better server as that one cant handle IC :3
    Wait, damn, Player's new EnergyNet isn't that CPU-intensive anymore, wouldn't work >.>

    It all depends on quality. If you promote shitty hosting, then there may be a problem. I noticed them pop up once they worked the same deal with spacetoad this past week or so. Haven't heard anything else about them though.


    Long as it's not multiplay; I say sure, why not. Long as I get to keep doing IR without you poaching members. lol

    No way lol, IR IS Server #1.
    But i will tell everybody asking for not-P2P servers to go their site making an own one :3

    If you want to rely on them as a source of funding for later on, this contract will essentially ask you to dedicate more time to IC2 than as just hobby. That is my 2 cent. If I am the sponsor, I will be likely to expect something new every week to ensure that it is worth letting you use their server for experiment.

    Afaik they rather want the attention they will get (doubtlessy) if i promote a link to their side next to the download link of IC².
    Heck, this made CocoSmackdown and Killerbeez famous among MC-YT. I can understand them offering a good deal to get similar popularity.

    PM Convo:

    Quote

    Warning, i was mistaken here, just posting for completion
    So...
    I drop you the whole code, advertise your site AND give you 75% of any link-income i could eventually get, while dropping our own paid domain?


    Nope, not really :P

    Anyone is free to discuss and drop oppinions, of course in effect only the developement teams final oppinions will matter, though.


    My PoV:
    Why not. We merely need to place a link and get a free server :3