Looks like an incidence of the crash that we found happens if your sound is muted. Does it stop if you turn sound effects on?
Posts by Drashian
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Add an OD Scanner or OV Scanner (OV for extra range), and it'll start seeking out nearby ore.
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I was under the impression that the custom recipe mod could only use IDs for mod items until the user set aliases for them. If it can also use pre-translation item names, that's cool. I recently posted a good list of both pre-translation names and their corresponding IDs in this thread. Hope that helps.
Being unable to smelt custom recipes in IC2 furnaces is most likely an issue with the custom recipe mod, as we hook to the standard FurnaceRecipes list. Does zombe overwrite any base classes that might conflict with Forge?
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Those're just the testing recipes, they're useful if you're not running TMI in your development environment. Alblaka, what were the blueprint recipes supposed to be, same as IC1? I could only find the testing versions in the Git repository.
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I totally agree with being able to macerate charcoal... but I'm not putting forth any opinion on what charcoal dust might be useful for. Maybe making lines on the ground like redstone.
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It's all there, have at it!
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By my calculations, without any scrap input needed, this will produce enough UUM in a full cycle to create 40 uranium, as well as leaving about 18 depleted cells. A good breeder can turn that into significantly more than the original 54 uranium cells, even if you factor in the cost of UUM-made tin and coal, and running the macerator for the coal dust. The tattered remains of the laws of thermodynamics throw up their metaphorical hands in disgust and leave the world of Minecraft forever. We've successfully turned time into energy.
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Hey Alblaka. Since we have our lovely team of testers in here, can we as coders pack up and post closed beta releases to the Development >> Releases forum? I'd like to stress test some of the new features we've added.
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Sorry, if you're using an MFE or MFSU, you're stuck with transforming it down or using higher grade cables. Those blocks (and their corresponding storage levels) are meant for MV and HV wiring.
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In 1.00, IC2 creates its config file in (wherever it's running from, probably AppData)/config/IC2.txt because of a bug. But it's around somewhere. That'll have the IDs. I've included the item/block ID list from one of my machines in the spoiler text for reference, it should be complete.
blockAlloy=231
blockAlloyGlass=230
blockCable=228
blockDoorAlloy=229
blockDynamite=236
blockDynamiteRemote=235
blockElectric=227
blockFenceIron=232
blockGenerator=246
blockHarz=240
blockITNT=239
blockLuminator=226
blockMachine=250
blockMachine2=223
blockMetal=224
blockMiningPipe=245
blockMiningTip=244
blockNuke=237
blockOreCopper=249
blockOreTin=248
blockOreUran=247
blockPersonal=225
blockReactorChamber=233
blockRubLeaves=242
blockRubSapling=241
blockRubWood=243
blockRubber=234
itemArmorAlloyChestplate=29923
itemArmorBatpack=29924
itemArmorBronzeBoots=29936
itemArmorBronzeChestplate=29938
itemArmorBronzeHelmet=29939
itemArmorBronzeLegs=29937
itemArmorJetpack=29954
itemArmorJetpackElectric=29953
itemArmorNanoBoots=29919
itemArmorNanoChestplate=29921
itemArmorNanoHelmet=29922
itemArmorNanoLegs=29920
itemArmorQuantumBoots=29915
itemArmorQuantumChestplate=29917
itemArmorQuantumHelmet=29918
itemArmorQuantumLegs=29916
itemArmorRubBoots=29955
itemBatCrystal=29985
itemBatLamaCrystal=29984
itemBatRE=29986
itemBatREDischarged=29983
itemBatSU=29982
itemCable=29928
itemCellBio=29973
itemCellBioRef=29971
itemCellCoal=29974
itemCellCoalRef=29972
itemCellCoolant=29950
itemCellEmpty=29981
itemCellLava=29980
itemCellUran=29951
itemCellUranDepleted=29947
itemCellUranEmpty=29945
itemCellUranEnriched=29946
itemCellWater=29962
itemCellWaterElectro=29925
itemCoin=29930
itemDoorAlloy=29929
itemDustBronze=29995
itemDustCoal=30000
itemDustCopper=29997
itemDustGold=29998
itemDustIron=29999
itemDustIronSmall=29994
itemDustTin=29996
itemDynamite=29959
itemDynamiteSticky=29958
itemFreq=29878
itemFuelCan=29976
itemFuelCanEmpty=29975
itemFuelCoalCmpr=29969
itemFuelCoalDust=29970
itemFuelPlantBall=29968
itemFuelPlantCmpr=29967
itemHarz=29961
itemIngotAdvIron=29993
itemIngotAlloy=29989
itemIngotBronze=29990
itemIngotCopper=29992
itemIngotTin=29991
itemIngotUran=29988
itemMatter=29932
itemNanoSaber=29893
itemNanoSaberOff=29892
itemOreUran=29987
itemPartAlloy=29931
itemPartCarbonFibre=29896
itemPartCarbonMesh=29895
itemPartCarbonPlate=29894
itemPartCircuit=29935
itemPartCircuitAdv=29934
itemPartCoalBall=29882
itemPartCoalBlock=29881
itemPartCoalChunk=29880
itemPartIndustrialDiamond=29879
itemPartIridium=29891
itemReactorCooler=29948
itemReactorPlating=29949
itemRemote=29957
itemRubber=29960
itemScanner=29964
itemScannerAdv=29963
itemScrap=29933
itemScrapbox=29883
itemTFBP=29890
itemTFBPChilling=29887
itemTFBPCultivation=29889
itemTFBPDesertification=29886
itemTFBPFlatification=29885
itemTFBPIrrigation=29888
itemTinCan=29966
itemTinCanFilled=29965
itemToolBronzeAxe=29943
itemToolBronzeHoe=29940
itemToolBronzePickaxe=29944
itemToolBronzeSpade=29941
itemToolBronzeSword=29942
itemToolChainsaw=29977
itemToolCutter=29897
itemToolDDrill=29978
itemToolDrill=29979
itemToolMEter=29926
itemToolMiningLaser=29952
itemToolPainter=29914
itemToolPainterBlack=29913
itemToolPainterBlue=29909
itemToolPainterBrown=29910
itemToolPainterCloud=29901
itemToolPainterCyan=29907
itemToolPainterDarkGrey=29905
itemToolPainterGreen=29911
itemToolPainterLightGrey=29906
itemToolPainterLime=29903
itemToolPainterMagenta=29900
itemToolPainterOrange=29899
itemToolPainterPink=29904
itemToolPainterPurple=29908
itemToolPainterRed=29912
itemToolPainterWhite=29898
itemToolPainterYellow=29902
itemToolWrench=29927
itemToolWrenchElectric=29884
itemTreetap=29956If you create batteries / crystals / tools, give them a damage/meta value of 1 for full, or they won't be usable in crafting. Other than that, there shouldn't really be any caveats to adding them.
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Confirmed and fixed (finally, this one was bugging me!). On a related note, I hate floating point rounding errors.
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Also, how are modders who don't have acesses to the IC^2 codebase supposed to make add-ons?
I haven't verified it myself, but you should be able to make a working mod against the MCP-decompiled version of IC2. Later on, we want to have a nice public API to work with too.
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Actually, after Drashian actually implemented it as an addon, despite it being a joke, and not in the slightest practicle, I have to say, What we really need now, is solar panel hats.
You just take 8 solar panels and stick them together around a nano-suit head-piece, and any time you are out in the sunlight, it will charge the helmet (8EU/t ofc) (retains underwater breathing ability) and can be stuck in a machine to discharge it, similar to batteries or whatever else. Also, it will, if full, and you have equipped anything else that uses power and is not full, it will charge those instead.
Makes for a good way to keep your bat-pack running even when stranded away from civilization, since all your equipment will automatically recharge (extremely slowly ofc, 160 EU/second, so it would take ~6 minutes to charge a batpack)This is actually an idea suggested by my friend when we were having too much fun talking about industrial-craft.
What is this, I don't even... Heeehehehe. Certainly doable, although making more addons is probably gonna be back burner to core stuff for a while, so maybe another aspiring modder with IC2 source/MCP-decompile could take a crack at it. But how are you planning to fit eight solar panels on your head?
Also: Derail'd! Promise I really will get the electric treetap written. Actually, I could do that as an addon first too. That's really a pretty good way to test drive potential new items and machines.
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What about coal/charcoal and dyes?
On-topic: Great ideas : )
Oh, we can stick multiple items under the same ID. But we can't add additional variations to items that already exist in vanilla, only to our own stuff.
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It's more common the closer you get to layer 40, and its full range is 10-70.
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thanks bro, any chance to get a config file to change the mods id from 189
thanks
Yeah, I skipped that this afternoon because I was in a hurry. I'll try to get a version out with a proper config by the end of the night.
Edit: Bump for new version. It has a config file now. And this time I remembered to put it in Minecraft's config directory.
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MCP-based mods aren't going to be able to do any 1.8 development until MCP can deobfuscate it. I don't see Notch mentioning anything about modders updating to 1.8 anywhere. Unless he's releasing his own source, I don't know how they could. (Given, I'm fresh on the Minecraft mod scene, so I could be missing something.)
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I like my house, but I wanna live there more. Very nice look.