Posts by Alblaka

    If your that "lmao" about the guy who didn't read, you really shouldn't ask that second question for yourself, i've given loads of informationr egarding the current progress all over the forum.
    (Except your question was meant to be like "how much code has to be changed for porting IC² to 1.0" in which case you should worry about your grammar and would get the answer "Can't tell yet".)

    The next question of yours is kinda dumb as well, as the obfuscation changes every major update, it's impossible for mods to be "backwards" compatible, regardless of their size or whether they are extending a mod's function. What do ya think why we need to port IC² every time?

    Per se i would dare to say "impossible".
    One could probably code a hook into the light calculation and edit the lightmaps, but that's something extremely complex i don't exactly see a point to look into.

    Grab a stack of luminators instead.

    After some discussion with Player we've decided to implement both directions as cable-types.
    Coding the buffering on a machine would be too complex, using actual cables is a better alternative.

    HOWEVER the disadvantage is, both codes used by the cables are slightly more CPU-costly then the block-wise implementation.
    The EU>R cable will need to use the unoptimized EU-Meter function to determine current flow.
    The R>EU cable will need to disconnect and reconnect itself from the enet, causing a whole netupdate.

    Both won't be severe unless spammed, but i strongly disrecommend putting a RP clock next to the latter one.

    Don't mistake "CPU-usage" with "Harware-limitations".
    The real limitation is the Java VM and the inefficiency of the MC code itself.

    That's the reason you usually don't code games in Java, it just can't fullfill more advanced requirements.

    I've got no clue, but Eloraam stated she's using some extremely complicated boolean algorythms or similar stuff.
    For me, there are 3 levels:

    Block IDs, granting full options for customization
    Metadta, 16 objects, but they need, by engine, to have the same physical attributes (Hardness, Light level etc)
    TEDate, unlimited amount of objects, but strictly limited in regard of common attributes.

    Afaik RP is using latter one for (f.e.)all circuits, because they all share the exactly same attributes.
    However, TEData-Blocks have the disadvantage of being more CPU and storage-intensive (to be exact a TE Block is about ~100 times more RAM-using then a normal one). Which is the reason why "common build blocks" like CF Foam are coded without TEs.
    I think i COULD try to code all reinforced blocks+doors+stairs+slaps+sameForCF into a single ID. But it would cause the CPU effect of a furnace for every single placed block.

    Issue is, Placed blocks can exclusively store meta values from 0 to 15.
    Only items store up to 32000.

    Thus, given we want all colors, i would need one ID for every Stair-direction (because yes, that's something usually stored in meta, as well)

    Would require another block ID for each sort of CF Block, unless we make them unpaintable, in which case i could eventually code them into a single ID.
    Did you think about using Pole-Slides instead of Stairs for vertical transport? :3

    IIRC sprayfoam /replacing/ placed scaffold blocks as a way of molding output is supposed to be in it.

    That. ^^

    Btw, if you don't use scaffolds, spraying is coded to "spread away from the user". If your watching into direction x, it will never extend into direction -x.
    Unless you're standing right next to a wall, it's hard to suffocate yourself.
    It's kinda easy (with that damn players-get-pushed-out-of-suffocating-blocks) to throw yourself off somewhere, though.

    Golden Helmet: I wanted something super-shiny-wearable which is actually one of the most useless items avaible.

    Wooden Hoe: Added after the old amusing IC1 comments "Goddamn, wood tools again. Exspecially hoes, WHOTHEF IS USING WOOD HOES?!".

    I'm currently tinkering on whether to build those gadgets as cables or as machines (yes, there's an actual difference codewise).

    Because i'm not sure whether a cable can detect electricity running through. And as well i doubt it can actuall prevent electricity running through (2nd gadget) when redstoned, except for "disabling" itself in the enet... which would cause a un-neat reload every time something turn on/off.
    Rather going to put that into some sort of "Redstone-Transformer" blocks, which act similar to Electric Storage blocks, but are either outputting or inputting redstone.

    Will probably be a pain to code the buffering, though.