Posts by Blood Asp
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Nak CoolantCell cannot be cooled down in vacuum freezer, like in Gregtech 4 ?
it was cool to make nuclear reactors with automated Nak CoolantCell in Gregtech 4, with vacuum freezers, but not possible now
I remember adding that function a few days ago. Should work in the latest version. In 5.09.10 for sure. Not perfectly sure if it allready was in 5.08.32 or if i added it after release.
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31 build to approach
IC2NuclearControl-2.3.1a-Butt ?Not sure what you want, so i try to guess: GT5.08.31 is compiled with NuclearControl 2.2.5a.
Also i want soon to start playing a new GT5.09 world, so closing my current easy server after 15 months and made some pics. http://imgur.com/a/L46Y4
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Hey Bloody, did you change anything performance-wise? I noticed that since the latest round of updates, the client launches MUCH faster. I updated GT, Railcraft, IC2 from 780 to 790, Pam's Harvestcraft and Buildcraft. Any of those could have helped but usually GT5U is the main load-hog (it usually makes up 2 minutes 37 seconds of the 3 minutes 33 seconds load time, last time I benched.) Now, it's loading in a lot less time. I'll do a bench shortly to find out exactly what changed. In case it was GT5U, good friggin' job! It's almost tolerable now! XD No seriously tho, kudos, this is a fantastic relief.
Some small performance improvements. (ShawnBuckley)
Seems the improvements were allready better than expected. And more to come.
At the same time on my private server:
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I only used IHL in the early days of K2.0 so i'm not perfectly sure about all additions since then. But afaik it allmost only adds stuff that has the same functions than other things that exist allready somewere else but in a more difficult way. The result: No one uses it besides for 1-2 things. So it should not really be missed when out. But also it does not really hurt to have it in. The biggest argument i have for taking it out is: Less mods = more stable pack.
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Well, the change i'm currently working on is adding config files for adding your own item/function combinations. After that it should be possible to seperate it from the GT_Api. But before doing that, i want a fully working version in GTE and GT5 to test how people like it.
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Well, the fishing core is disabled, so all we have is the vanilla enchanter for now. I don't know if Bloody's magical energy converter drains enchants from items like the old GT magic generators did, but if it doesn't we have no way of removing bad enchants from valuable tools.
It does. Direct port of the GT4 code on that part.
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If TC4 is no longer supported I can simply disable infusion enchanting, which I believe would be an unpopular move. It's actually a very simple exploit anyone can do - and it can't be fixed with a minetweaker/modtweaker script without disabling that entire mechanic. My proposal is to just declare it against the rules to use that particular exploit and run off the honor system and assume people wouldn't make the cheaty tools, much as how we run off the assumption people won't just xray all the ores or raid the bases of other players.
I wonder if i could add a check for entcanted items above a certain limit to be deleted. As part of the inventory unification that should not be too difficult. -
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Some last minute issues before the rebirth of Kirara: RLD is out - doesn't work with custom chest loot anymore, and nobody other than me and Kosyak seems to have interest in it. IHL is very likely going out at least temporarily, unless it can be tweaked or configured or fixed. If you have any more requests or objections get them in fast because KR will be released early this week.
I don't know how you plan to do the "real start", but please don't tell me it is "All planned changes done, reset map, now everyone can start. Maybe drop a small notification in the forum."
Something like that would result into a chaos start.
1. After all planned changes are done, before going online for real there must be some time. It allready failed that way in KHC. After all planned changes are done, inform everyone potenially starting there about it and give them 4-6 days for a double check if everything is ok. (No votes for mods or something like that anymore, but forgotten config options, exploids and stuff are important to find all first)
2. The start needs a starting time announced a few days early. This time can be used for finding teams. Planning a bit ahead. And the important final check time.It was done like this when Kirara 2.0 started and worked really fine. On start of KHC there were some issues that could only be fixed by map reset, so they stay even now. Also players joining the server spread over a period of about a week often ends like this: No others close to spawn and no prearranged teammates. Tries some hours on it's own and leaves forever. There might be others that might have agreed to join in a group or if close together in the beginning they might have helped each other just by that. I'm sure a oganized start results in easily 20-25% more players just because of this.