Given the issue pops up in BLOCKRAIL, which isn't used by IC² at all, it's most likely the issue is caused by another mod(s incompatibility).
Posts by Alblaka
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Ask the creator of that tek pack why the config he's providing doesn't work properly.
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READ THE WHOLE TEXT IF YOU WANT TO POST HERE OR RISK TO BE BANNED.
I'm getting pissed off by people reading the first 5 setences and then create a random suggestion that's not even similar to the actual system.The new Agriculture-Crop system is done.
It's a open-mindedly coded block capable of handling a infinite amount of different plants (with a limited amount of sprites, though >.>), which can have specific growth attributes, react to environment and (of course!) drop kinda everything present in Minecraft.Some basic information:
A crop block, some sort of empty vine for plants to grow on, can be placed on tilled fields only. Plants can exclusively grow within this one crop block.
Then you can proceed to plant a Crop Seed (or a normal wheat seed, the start of your Agriculture Career) on the Crop Block.
Given the time, it will grow and can later on be harvested (which will merel yreduce the size of the crop, without destroying it). Gain varies and can even drop more seeds to expand.
That's the basic part of it. But now comes the fun:You can cross plants. By rightclicking an empty crop-block without another one, you will upgrade the cropvine, permitting it to cross nearby crops into a single one.
There are 2 reasons to do this: 1. you can obtain entirely new plants and then use their seeds to grow a new plantfarm.
2. Every crossing modifys the attributes of a plant.
There are three generic Attributes:
Growth - Determines the speed the crop grows and becomes harvestable.
Gain - Determines the amount of drops you gain from harvesting a plant.
Resistance - Determines the plants ability to survive trampling, weed, insects and being plucked out of a crop without being destroyed.
Crossing will mix up all nearby crops statistics and add a slight taste of RNG. Given enough trys, you can effectively raise a breed of super-crops for your own personal use.The thing i need now: Ideas.
The whole Agriculture thingy is coded to be infinitely expandable. The Cropblock contains base code to handle everything but the specific attributes of a plant.
These attributes can be defined in a specific class file, extending one of the API-classes (> it's extremely easy to add new plants via addons).
Now it's your turn to suggest which sort of plants i'm meant to add per se.
The information i need:
-Name of your plant
-Tier (valuability, ranging from 1 to 16)
-Short description
-Appearance (Keep it simple, we got 256 Sprites only, unless i code some other blocks in or stuff, keep in mind plants only grow within the crop block, they dont extend outwards, etc)
-Gain (What does this plant produce? Wheat? Apples? Dirt? Cobble? As well, how much does it produce. Raw statements are preffered over numbers.)
-Attributes (A set of words describing the plant. F.e. "Red" "Fire" "Explosive" for a plant setting people touching it on fire and dropping FireBlocks upon being harvested (random example))
-Special abilitys/effects (Reacts special to entitys stumbling into the plant, f.e. damage or slow. Special growth behavior/requirements (f.e. light, biome))Examples:
Wheat - Tier I
-Basic plant to start with, drops low amount of wheat/seeds
-Looks similar to normal Wheat
-Wheat, Yellow, Natural, FoodCreeperia - Tier IX
-Plant with slow growth speed, producing low amounts of Bio-Gunpowder
-Normal crop look, until fully grown, where it obtains grey-red-ish sacks or something
-Explosive, Grey, Chemical
-Attracts/Spawns Creepers nearby, Explodes if set ablazeYou're free to suggest whatever you like. Given it does make sense to some point and is possible, your chances are good it will be added.
The ideas aren't necessaryly ned to be realistic, as long as they fit into MC. Please try to think of plants for all tiers, we don't exactly need 200 T16 super-godlike-drop-uum plants.
Special effects (f.e. creeper-spawning mentioned above) ARE possible, but unless they are trivial i may prefer taking easier plants to code.
Consider reading this thread before posting your idea, we dont need multiple people suggesting the same idea.
Addon creators are free to use ideas of this thread as soon as the new API+version is released.Additional Notes:
-I preserve the right to comment posts directly in blue color, as well as delete entirely unfitting posts (unfitting = Off-Topic, overhyped ideas, impossible ideas). Please dont report your idea if it got deleted already.
-These plants are BLOCKS only, no entitys, no mob. As well they won't be animated, just simple textures (and eventually particle effects).
-AGAIN, since people appear to overread it: PLANTS ONLY GROW IN CROPBLOCKS WHICH CAN ONLY BE PLACED ABOVE TILLED FIELD
-Seeds are not craftable, in neither direction.
-All plants can be obtained by crossing plants. The crossing system is implemented already and bases solely off a plants descriptive attributes. -
Vacations probably?
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Exactly why, though? I can see the code being a bit annoying, but I'm not seeing it as 'plainly stupid'.
1. It's entirely unrealistic, even for MC levels.
2. It would need a toggle function (yey, a new key), because otherwise it would become entirely unusable for fine drilling. And i doubt anyone wants to carry 2 drills.
3. No :O -
But, wouldn't this defeat the point of the chests? If the point is that it should store your valuables safely when you are not around, making it require energy would just be adding a way for people to break in.
All they'd have to do would be to cut the cable, and wait for the power to run out, and they could loot your stuff easily.
This.
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As for the whole copyright thing, I'm sure with the built-in API that is suppost to come out this month. May change how MODs are coded/installed making class files not have to edited after that, so we'll see how things go after that.
The last official thing i heard was Jeb commenting "not before March". Unless i've missed something somewhere...
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To drop a useful comment in here:
Energy Consumption isnt an issue since Lappacks power Drills for a loooooooong time.
AoE Drilling is plainly stupid idea.
Drilling speed is already quite maxed for most materials. F.e. drilling dirt cant get any fester, given the speed MC needs to switch from block to block if you keep LMB clicked. Admittedly a speedier drill could ravage through Stone slightly faster then it can now, though.Don't really see a reason for a new drill.
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The only 'Hax Blox' I know of that we can get from IC2 (since 1.0.0) is Ice Blocks- As Silk Touch no longer works on it.
You can compress snowballs and thus obtain ice legitly in IC.
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I'm measuring the electricity straight from the mill; does it only produce if it has somewhere it can reach to put it?
Yes, because it measures SENT energy... and the Enet doesnt send energy to spots the impulse cant reach.
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Search first.
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EU-Reader dislikes fluctuating Energy Sources.
Known. -
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The issue is enchantings being exclusively coded for "normal" tools. They can have quite unwanted and buggy effects on Complex stuff like electric-rechargeable tools, because we mess with damage values in a way not originally intended by Mojang.
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"Harz" is the German translation for "Resin". Couldn't bother to check a dictionary while i coded that stuff and thus it's called "Harz" on the code-level.
blockHarz = Resin-Layer
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Basically these two Generators provide a lot of lag if you use many of them.
1. Water-Gen
a) Maybe an option to switch the operation-mode. If you build water-gens that are fed with buckets there is no need to check the surroundings, so it would be good if you could disable this check.
b) Increase the period of the checks. I guess a water-gen checks every tick for nearby water. Couldn't it store the data for a minute and check again later?2. Solar-Cells
a) You could increase the period of the checks. Actually I also don't know how often solars check the conditions. But if they check every 5secs this should be enough.
b) You could also devide the solars into one block that actually detects the condition and delivers it to all horizontal adjacent solars. So instead of 9 Solars that check for condition you would only have on condition-check for 8 Solars.I actually don't know anything about wind-gens. I guess they involve some checks too, but no idea how ugly this could get. But I actually encountered the problem with solars and I read about the water-gen issue.
Please don't make code-based improvement suggestions without taking a look at the code.
Kinda everything you mentioned (cept for 2b) is implemented since 1.23 or something. though we further enhanced the efficiency of some gens in the last update. -
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then i after testing with trial and error i have concluded that IC2 and Incs don't work together
Can't be true. Try installing IC² correctly once before you mess it up with other stuff. Because
1. You didn't list MCForge in your list of mods, which is a mandatory prequesite for IC²
2. MCForge is incompatible with that moreids mod thingy -
Copper spawns from 70 to 0, but focus' on layer 40.
If you need Copper, don't go for a deep mine, or you will only find sacre pieces -
I would rather want people to mess around with a stack of UUM, trying to figure out the different possible combinations for ressources :3
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Because this isn't a bug, but a missing feature.
Nope, it's a bug.
Or rather "was", should be fixed in the current dev version.Kept ignoring my "Do not count as armor" if-flag.