Posts by MJEvans

    Please don't resurrect aged threads unless you /really/ have something important to add.

    Also, please don't paste designs you didn't (at least modify) your self; that breeder is probably an obvious shape, inspired by many past designs, but something I whipped out within the confines of a reply to your earlier thread.

    ONLY rubber trees will have resin holes on SOME logs. If in doubt, de-leaf the tree and examine the resulting sapling. There should be /no/ doubt about the giant RP2 rubber trees which lack resin holes and break directly in to 8 sticks from one oddly textured wood block. Look to the wiki for more information on what an IC2 rubber tree looks like.

    On the seed I started out in clay is not particularly abundant and is quite a distance away from spawn. With construction foam and RP2 aloy forges wanting clay it was time to break out the recipe...

    http://wiki.industrial-craft.net/index.php?title=Clay

    Only to find out that it didn't work. A crafting guide confirmed that the recipe was not among the 6888 recipes + smelts listed.

    Is this a documentation bug, or a missing recipe?

    Edit: BTW if the recipe is supposed to exist 8 clay (337) instead of 2 clay blocks would be nicer.

    Cadde if you have the redstone but not the iron then you might want to follow this, otherwise O.O on your level of hardness!

    You run python from a command line. It might be faster for me to just post this now that the forums are back.

    You'll need to change the old IDs to the new IDs. The old IDs were stored in your RP2 config however I'll dump my copy in case yours got corrupted.

    old

    Display Spoiler


    # RedPower 2 Configuration
    blocks {
    array.array.id=128
    base {
    appliance.id=117
    microblock.id=116
    }

    lighting {
    lampOff.id=126
    lampOn.id=125
    }

    logic.logic.id=118
    machine {
    machine.id=129
    machinePanel.id=130
    }

    sensor.sensor.id=127
    world {
    crops.id=124
    leaves.id=121
    log.id=123
    ores.id=120
    plants.id=119
    stone.id=122
    }

    }

    items {
    base {
    alloy.id=1002
    dyeIndigo.id=1003
    handsawDiamond.id=1005
    handsawIron.id=1004
    lumar.id=1000
    resource.id=1001
    screwdriver.id=1006
    }

    logic.parts.id=1007
    world {
    axeEmerald.id=1029
    axeRuby.id=1028
    axeSapphire.id=1030
    handsawEmerald.id=1009
    handsawRuby.id=1008
    handsawSapphire.id=1010
    hoeEmerald.id=1032
    hoeRuby.id=1031
    hoeSapphire.id=1033
    pickaxeEmerald.id=1026
    pickaxeRuby.id=1025
    pickaxeSapphire.id=1027
    seeds.id=1034
    shovelEmerald.id=1023
    shovelRuby.id=1022
    shovelSapphire.id=1024
    sickleDiamond.id=1014
    sickleEmerald.id=1017
    sickleGold.id=1015
    sickleIron.id=1013
    sickleRuby.id=1016
    sickleSapphire.id=1018
    sickleStone.id=1012
    sickleWood.id=1011
    swordEmerald.id=1020
    swordRuby.id=1019
    swordSapphire.id=1021
    }

    }

    netgui {
    alloyfurnace.id=121
    bluefurnace.id=124
    deployer.id=122
    filter.id=123
    }

    settings {
    core {
    # Automatically remap conflicting IDs.
    # WARNING: May corrupt existing worlds
    autoAssign=0
    }

    logic.enableSounds=1
    world {
    generate {
    copper=1
    silver=1
    tin=1
    }

    }

    }

    new

    Display Spoiler


    # RedPower 2 Configuration
    blocks {
    array.array.id=149
    base {
    appliance.id=137
    microblock.id=136
    }

    lighting {
    lampOff.id=254
    lampOn.id=253
    }

    logic.logic.id=138
    machine {
    frame.id=152
    machine.id=251
    machinePanel.id=238
    }

    sensor.sensor.id=148
    world {
    crops.id=144
    leaves.id=141
    log.id=143
    ores.id=140
    plants.id=139
    stone.id=142
    storage.id=252
    }

    }

    items {
    base {
    alloy.id=1002
    dyeIndigo.id=1003
    handsawDiamond.id=1005
    handsawIron.id=1004
    lumar.id=1000
    resource.id=1001
    screwdriver.id=1006
    }

    logic.parts.id=1007
    machine {
    battery.empty.id=1070
    voltmeter.id=1069
    }

    world {
    axeEmerald.id=1029
    axeRuby.id=1028
    axeSapphire.id=1030
    handsawEmerald.id=1009
    handsawRuby.id=1008
    handsawSapphire.id=1010
    hoeEmerald.id=1032
    hoeRuby.id=1031
    hoeSapphire.id=1033
    paintbrush {
    black.id=1068
    blue.id=1064
    brown.id=1065
    cyan.id=1062
    dry.id=1052
    gray.id=1060
    green.id=1066
    lightBlue.id=1056
    lime.id=1058
    magenta.id=1055
    orange.id=1054
    pink.id=1059
    purple.id=1063
    red.id=1067
    silver.id=1061
    white.id=1053
    yellow.id=1057
    }

    paintcan {
    black.id=1051
    blue.id=1047
    brown.id=1048
    cyan.id=1045
    empty.id=1035
    gray.id=1043
    green.id=1049
    lightBlue.id=1039
    lime.id=1041
    magenta.id=1038
    orange.id=1037
    pink.id=1042
    purple.id=1046
    red.id=1050
    silver.id=1044
    white.id=1036
    yellow.id=1040
    }

    pickaxeEmerald.id=1026
    pickaxeRuby.id=1025
    pickaxeSapphire.id=1027
    seeds.id=1034
    shovelEmerald.id=1023
    shovelRuby.id=1022
    shovelSapphire.id=1024
    sickleDiamond.id=1014
    sickleEmerald.id=1017
    sickleGold.id=1015
    sickleIron.id=1013
    sickleRuby.id=1016
    sickleSapphire.id=1018
    sickleStone.id=1012
    sickleWood.id=1011
    swordEmerald.id=1020
    swordRuby.id=1019
    swordSapphire.id=1021
    }

    }
    netgui {
    alloyfurnace.id=121
    batterybox.id=129
    bluefurnace.id=124
    buffer.id=126
    deployer.id=122
    filter.id=123
    itemdetect.id=127
    retriever.id=128
    sorter.id=125
    }

    settings {
    core {
    # Automatically remap conflicting IDs.
    # WARNING: May corrupt existing worlds
    autoAssign=0
    }

    logic.enableSounds=1
    world {
    generate {
    copper=1
    silver=1
    tin=1
    }

    }

    }

    Differences on my thing after some work, + is the new number - is the old. You'll note most things went up by 20, but some skipped around as if avoiding other things.

    Display Spoiler


    -appliance.id=117
    +appliance.id=137
    -array.array.id=128
    +array.array.id=149
    -crops.id=124
    +crops.id=144
    +frame.id=152
    -lampOff.id=126
    +lampOff.id=254
    -lampOn.id=125
    +lampOn.id=253
    -leaves.id=121
    +leaves.id=141
    -logic.logic.id=118
    +logic.logic.id=138
    -log.id=123
    +log.id=143
    -machine.id=129
    +machine.id=251
    -machinePanel.id=130
    +machinePanel.id=238
    -microblock.id=116
    +microblock.id=136
    -ores.id=120
    +ores.id=140
    -plants.id=119
    +plants.id=139
    -sensor.sensor.id=127
    +sensor.sensor.id=148
    -stone.id=122
    +stone.id=142
    +storage.id=252

    A better needle recipe would probably involve one refined iron, four glass and a rubber (For the plunger); a dart/arrow would be crafted with iron or tin instead of glass (note two metal types). The recipe should work like cells (a bunch of empties from the metal).

    Though I'm not exactly sure which machines would be required to refine the needle... IRL needles are made in several ways but I recall basically extrusion in some form and then grinding to sharpen the tips...

    My understanding of the suggestion is that Luminators would have three operating modes:

    1) No internal battery - A small (maybe 32 eU) internal reserve topped off when it hits 2eU (this would make it turn off anywhere from 12 seconds to 136 seconds after the switch is flipped). (Reason: Energy on copper/from batbox/transformer is sent in 32 eU/t packets)
    2) Internal battery (without external power) - Same behavior as now when run without external power; you may swap battery with the above small grace period (very fast charging).
    3) Internal battery (with external power) - Charges the battery first, can double as a trickle charger for batteries/hand-tools/batpacks.

    Oh that's a completely different thing. The best forward-compatible way of doing that I can think of would be to have batboxes/etc support RedBus (if RP2 is detected) once RP2 finishes developing an API for it.

    In that case, I'd like to see these functions exposed over RedBus ( http://www.eloraam.com/?p=152 :(

    Register (hex offset)/Address:Function
    0-3: (32-bit little endian value of stored eU)
    4-7: (32-bit little endian value of output rate limit (the maximum of this versus the hardware limit will take effect; a full 32 bit register is reserved for future uses)
    8-b: (32-bit eU collected since last read; value may wrap and first-reading is undefined)
    c-f: (32-bit eU dispensed since last read; value may wrap and first-reading is undefined)
    ff: redbus reserved?

    A register for the minimum block size of energy to dispense would also be useful (it currently isn't needed but /could/ allow for the last few eU to be pushed out instead of buffering it).
    Possibly a set of registers for defining redbus interrupts when triggered going above/beneath values, but just glancing at the details here I'm not exactly sure what the interfaces will look like. From the description it sounds like everything will be memory mapped but the address space is an open question for me (The wikipedia page did say that the program counter was 16 bits, so a 64K window of addresses wouldn't leave many devices, however there could be windowed-memory expanders, repeaters, etc.), esp useful would be various forms of transceiver links.

    This request seems so not worth it that I don't even know why I'm replying... however.

    What does that matter? You have N full batteries and 1 partial (which you can use a little before/after math to figure out the charge level in). Apply your own math or divide the remainder by the number of full + partial battery and you get the average. However honestly I /never/ use batteries this way. Partial charge stays in batboxes and batteries are either full, empty, or on their way to returning to one of those two states.

    Then you installed it wrong. Abort the mod.

    Move everything in .minecraft/ somewhere else and run minecraft again; it will reset you to vanilla 1.0.0 ; test it and make sure it works.
    Make a /backup/ of .minecraft/ (copy it somewhere else)
    Make another working copy.
    Follow the modding instructions again using a program like 7-zip http://www.7-zip.org/ to work on the .jar files. Take it slowly, step by step.

    Make a backup copy of that too, after verifying it works.