Posts by Alblaka

    Please define "autorefill".
    As well, did you use a FULLY empty'd (or filled) Batpack for crafting the lappack?

    I will not increase the CFs count to match building of a random structure x

    Luminators cannot be turned off with redstone. Don't see a bug there.

    Splitter cable != IC1 splitter. It's meant to "split the cable" upon being redstoned and will cut off any energy flow.

    Also, for some reason the geothermal generators generate tons of fps loss when charging any storage device (luminators, batboxes, etc...), at least for a while.

    EDIT: The CF batpack was "unloaded"... but how in the hell do I charge it with foam???? I tried some things with both the pellets and the construction foam, to no avail :S

    Random guess, geothermals tend to flicker on/off when "overpowering" (providing more EUt then the whole line can handle). This usually causes network updates, texture updates and sound updates. Put a large enough storage behind them.

    CF Batpacks can be recharged in the Canning Machine. Should have mentioned that.

    BatBox, MFE and MFSU don't emit energy when EUD is connect to Batbox, MFE or MFSU


    Duh? Ofc they dont, if redstone is applied their meant to shut off. And if you place a redstone emitting cable next to them...

    Only bugs I have found so far are in regards to the EU-Detector cable.

    1) Cable does not stop reporting current when a machine finishes all jobs. To replicate: Generator -> copper cable -> EUD -> copper cable -> macerator. Load generator with combustibles and allow it to fill up both machines internal storage. Place a macerateable in the applicable machine. Wait for the job to finish AND for the genny to stop consuming it's current fuel source. The EU-Detector will stay red, even though the EU-meter reads 0EU/t.

    2) EUD does not connect to red power cables (at least the basic, un-insulated kind). Just thought you should know ;D (The EU switch wire doesn't connect either.)

    1) Yes, we're on to the issue. Something seems to have gone wrong after the last successfull tests
    2) Happens with many machines, they do not accept "indirect" redstone links. Which redpower wires appear to be. Just place one piece of normal redstone in between.

    Its also one of the more complicated mods out there :) so will take a little longer to update to v1.00 than some of the others might.

    It's rather the fact i'm (as it's lead developer) currently extremely limited regarding free time, due to the SWProject for my studys ^^'. We're gonna work on the port next up (given no hotfixes for 1337 are ned).

    Changelogs, lots of them:

    1.23 > 1.30

    1.30 > 1.32

    1.32 > 1.337

    The IC²-Developement team proudly presents:
    Industrial Craft ²
    Version 1.337b SSP/SMP

    If you want to support IC²'s developement, or want to thank the team in a more materialistic way, feel free to drop us donations:

    Return (String) System.getMostRecentPieceOfValuableInformation();
    This is it. IC², the future of IC.
    While playing it, you will feel right at home again, rediscovering most of the stuff known from IC. However, once you get your machines running, you will quickly notice how smooth and well-designed everything works now. Wiring is easier, batterys aren't as twosided (on/off) anymore, new cables, rubber stuff, new machines, EVERYTHING was added.
    Create obstacle courses of Metal Poles and Rubber-Sheets, explore the Nether with an Electrical Jetpack or blow up whole landscapes at once by using the Dynamite-O-Mote. Or discover the much more complex mechanisms of Nuclear Engineering, blow up your hut or burn your hands. Or grab the rusty ol Composite Vest, and start hunting Creepers with the new, allmighty NanoSaber.

    It's up to you, it's MINEcraft after all.


    How to install, how to report errors, how to NOT bug the IC² developers:

    What do i need to install IndustrialCraft / Prerequisite ?


    It's strongly recommended to install these prequesite mods in the listed order onto a freshly downloaded minecraft.jar for optimum results.
    Do not forget to delete the META-INF folder if you didn't delete it already.

    How to install the Mod itself:
    DOWNLOAD
    You can (and actually, must) install IC² by dropping the downloaded JAR-file into your mods-folder. If there is none, install ModLoader and just start-up minecraft once for it to be automatically created. It is located inside your .minecraft directory.

    If you get any sort of crashes or errors, consider first reading the FAQ, before bugging the Support section:

    If you want to report Bugs; we got a Bug-Section for that purpouse.


    If you got questions, considere browsing through the official IC wiki.
    Note: It's the official wiki, nontheless coders of IC² are not actively updating it. Any information found/provided there can be incorrect or entirely false.

    You can download a artificially generated Recipe-File here!

    Or pay the Dev-Team's official YT-PR-Manager a visit:


    How to setup your own IC²-Server:
    First of all, you'll need to download and setup a normal MC-server. Once that's all working and you tested whether other people can connect, proceed to downloading the necessary components:


    Then grab your IC²-server files, HERE.
    As with the client, just drop it into the mods-folder of your server directory.
    Done :D
    You may now want to start up the server once to generate the config file and then proceed to build awesome Industrial Worlds with your friends.


    If you're looking for a server, check out the Server-Section of this forum.
    Or just directly grab your reserverd slot on
    Industrial Rage


    IC² now provides are more or less well documented API.
    If you're a modder yourself and want to create a mod implementing IC²s features, download THIS file, and add it's contents to your source-setup (MCP ned). By using the provided classes and interfaces you can in this manner create a mod using IC² features without requiring the whole IC² sourcecode.


    LAST BUT NOT LEAST, CREDITS
    Firstly, we would like to thank the whole MCP team. Without their work, modifying Minecraft would be MUCH more complicated and time-consuming.
    Additionally, thanks go to Risugami, Flan and the MCForge team, a big mod like IC² just can't live without all these base-modifications.
    As well, i would on this spot thank my developer team personally:

    • Player - Coder & Co-Leader of IC²
    • alexthesax - Coder
    • Drashian - Coder
    • elementalist - Coder
    • Feanturi - Spriter
    • tahu44 Modeller
    • Lurch1985 Sound Artist
    • The whole set of Beta-Testers, who i constantly annoyed by throwing buggy new versions at them while smiting every of their bugreport with a casual "It's not a bug, it's a feature".


    COPYRIGHT:
    IMS-License (It's my stuff!)
    Everything seen on this website/thread and directly related to the content of this post is copyright'd by the respective author of this mod (IC² Dev-Team, names mentioned above). Any sort of files associated with this content (= the Download) may only be used for it's actual purpouse (installing and playing IC²). You may modify any or all of the content, but are NOT allowed to public any of it.
    As well, noone besides the author and persons elected by the author are allowed to provide any download links. Everyone else is NOT allowed to public any sort of download, though he/she may hand out links to this website/thread instead.
    Exspecially it is EXPLICITELY NOT allowed for anyone besides the author to earn any money by using this content's existence. This includes adfly, site advertisment and donations.
    Any of the limitations above can be nullified by an explicite permission of the author.

    Addendum I:
    Trivially, all sites associated with and/or hosted by Alblaka or any member of the IC²-Dev-Team are allowed to provide content and/or links to content freely.
    This addendum mainly refers to any downloads hosted via the IC² wiki.

    Addendum II:
    Any individuum is allowed to showcase this mod in form of screenshots and/or videos on any platform/website/forum under following restriction:
    -A link to this thread must be provided, clearly visible under/next-to the media element(s).

    Addendum III:
    Any sort of modifications to the original IC² code may be created and published within the Addons-Section of this forum. The addon download must not contain any IC² files except the ones modified and of course the new files themselves.

    Detector and Splitter Cables will be included in the 1.337 release.

    Both are made of HV cables, redstone and some smaler ingridents and are capable of transmittinh any voltage strength with acceptable low lost (they're still too exensive and way to unstylish to build whole networkds exclusively of them, though).
    Detector cables will update once each second, emitting redstone if any current passed by within the last second.
    Splitter cables will update each second and "disconnect" from the adjacent cables if powered by redstone.

    The second-delays are necessary, because there could be issues with too intense CPU-load otherwise.

    Solar doesnt detect if there is item that block the path to the sky. So, during the day, underground, it will still work

    EU detector cable has a problem to Turn Off after no more input (like solar no more outputting power). It is 'updated' by updating the cable network, placing a new cable etc.

    @Solars: That's why i didn't use the static lightmap and wrote my own iterator :O Player insisted on testing the more efficiet (this) implementation though. Thanks for bringing it up.
    @Detector: Could you provide some information? F.e. a screen of the set-up. So far everything worked right with it, over here.

    How about allowing an eu reader to check the storage of a lum? And be able to paint them or just add dye to the recipe. Can they also be turned on and off with redstone?

    Don't see much of a reason not to add that EU Reader functionality.
    Painting could be possible, though i don't see much of a point in that, unless Jeb adds dynamically colored lightning.
    Cannot be turned off with redstone, though i considered that feature.

    Yes, luminators are "cheap" now. Wanted them to rival torchs in being cheaply avaible, balanced by them not being re-pickable.

    Windmills are now balanced to the maximum height of 255. As well, Storms and (to lesser extent) Rain increase their production. If the produced energy exceeds 5 EUt (total theoriical max is somewhere above 11 Eut) there's a change to break (and the display in the GUI will start displaying in red).


    Thanks for the neat testing guys ^^
    Once we've fixed up the repository (some corrupted hardlink on my drive caused me to override some files multiple times >.> ) we will compile the final version. Somewhen in ~10 hours, after a good bag of sleep XD.

    I think i will offer casual "multitier" objects...
    A basic Stone-Iron overclocker giving like 20% boost fpor 50% more consumption.
    An advanced Iron-Cable overclocker granting 50% boost for 150% more consumption
    Next would be an super-advanced Diamond-Alloy overclocker with 100% boost for 400% more consumption
    The increased scaling of consumption is intended.

    And a redstone-gunpowder overclocker, granting 150% boost, 100% more consumption and overheat/explosion danger :3

    Should the ones on the wall link together?

    No, Luminators don't (yet) interact with each other. Their form depends on 1. the placing (wall/ceiling/ground) and 2nd on whether they're placed against a cable (in which case they will always turn into some covering panel of sorts).

    Suggestion:
    How about removing the "only emit energy when full" option when redstoned and let storage blocks emit redstone when they are full?

    Great idea. Gonna implement that one asap.

    A luminator sucks up about 10k EU when initcaily placed, I'm not sure if that's intentional or not.

    Edit: Recipe Book shows two recipes for the Lappack (one needing 4 lapis blocks, the other needing 6)
    and on the same note there's still two recipes for ITNT (one needing 6 flint, the other needing two glowstone, a circuit and a cable)

    Yes, luminators now hold a whole battery worth of energy. I wanted them to be usable without cables (you can charge them with rightclicking, battery/crystal)

    Guess that double'd recipe is a result of some merge-trouble we had XD
    The glowstone thing sounds like the dynamiteomote? No clue, gonna check it.

    edit:
    The double recipe was a cause of me only changing ONE recipe. lappack has 2, one for empty batpacks, one for full ones.
    Dunno about the glowstone-TNT recipe, doesnt make sense at all. removed it.