Posts by HeadHunter67

    Thanks, you guys are great! And thanks for all your help getting Optifine working on my 1.0 build this morning too!


    [EDIT: Quick Note: You guys have some errors on the items sprite sheet - the LapPack should be just to the right of the terraformer blueprints (10,7). Next to that (10,8 ) is where the Iridium Orce chunk should be. Where you have the LapPack (3,15) is actually the CF backpack. And next to the tin wire should be the splitter cable ( 8,12) and the detector cable ( 8,13).

    B) it would requires 36 diamonds, 72 iron, 216 lapis lazuli, 264 Redstone, 1296 copper, and 2592 rubber.


    I think you have a major error on the amount of copper and rubber required. Each Lapotron requires 2 circuits.. Just 2. so 72 circuits for the whole set of 36 crystals - that's 432 pieces of cable. You multiplied THAT by 3 copper and 6 rubber... you forgot that the recipe isn't for one cable, it's for 6. So the correct amount is 216 Copper and 432 Rubber.


    Seriously, if you haven't got enough resources to make 36 Lapotrons, what are you doing setting up a power station in the Nether anyhow?


    Have you tried making glass fiber cables recently? I believe you replace the redstone with silver, and you get 50% more.


    Yes, and that is a RedPower recipe, not an IC one. Sure, they're meant to be used in IC2 - but that's a different mod adding an alternative recipe for this one.


    I still defy you to name me a single recipe in "vanilla" IndustrialCraft that is intended for, or uses unique resources from, another mod.

    Ironically enough, I was able to get the BC-IC Crossover working again - removing it, loading the world, then exiting and re-adding the mod. It did mean I lost the machines, but I can build new ones.


    The add-ons that no longer work (and crash the game) are, as you said, the ones that require recharging - for me, that's More TreeTaps and Thermometers. I am uncertain about Advanced Generators - I only use it for the miner (and I'd like the pump) but I don't need the other machines in it and would like to spare the block IDs. Waiting for the next release of that add-on, apparently the pump and miner will be available separately.


    So in the end, most of the 1.23 add-ons are compatible - though they may require removal and re-installation.

    Your video sold me on the mod - and SirSengir is a commendable individual! He's always very helpful, willing to get to the bottom of any issues and hotfixes any discovered bugs right away.

    Yes, but you may still be overlooking my point. IC2 doesn't use silver for anything - and since it doesn't exist in this mod, the ore dictionary doesn't matter.
    Yes, they could add a recipe for another mod, but that would require setting up silver for IC2 and associating it with that ore dictionary (however, exactly, that is done).
    In other words, it still requires certain work on the mod developer's end.


    I do not see why they'd go through all that trouble to provide a recipe for a material that can only be used in another mod. Feel free to check and see if there's ever been a precedent for this in IC2.

    I understand - I know that when it's EV, it can be 500, or 0, given that it waits until it has 2048 EU to send as a packet down the line. I was merely casually observing the maximum output on that section at two different intervals. If that maximum varies, one can estimate how much the output was nerfed.


    I don't think it was Alblaka's intent to nerf wind power - iot is powerful when done right but has fluctuations and is not widely used - and that would likely explain why he reversed that change.

    It's extremely unlikely that you'll ever see the IC2 client modified to allow recipes for other mods. IC2 doesn't need silver, so there's no point in a recipe to make one. Yes, RP2 uses it... and provides the ore.
    As for glass fiber cables, you already have a recipe for it. Sure, it makes 4 instead of 6.... so use that extra UU-M to make more diamonds and redstone if you must.


    Now, if someone were to make an add-on that did such things, that would be great - with the caveat that it might eventually conflict with added "official" recipes.


    That's just my opinion on the possiblity, of course - Alblaka may have a different opinion and if so, I'm sure he'll say so.

    Jep, but there are engine-based limits on how effective one can compress content into a single ID. We're usually trying our best at saving IDs wherever possible, but sometimes it's not possible.


    Oh, I do understand that - but I get the impression that some developers make a greater effort than others, and that some don't even try - you can tell because their mods use all sorts of block IDs all over the place and cause conflicts.
    It's beyond me to understand the specifics, I can only weigh in on its effect on the user.

    Yes, mod enthusiasts need to be choosy about which mods to use because of the limited block IDs. It would be nice if there were more available - or if Mojang had implemented a more dynamic means for using them - but in the meantime, it's up to mod developers to use Block IDs in the most sparing ways possible. An example would be the advanced machines addon - it uses ONE block ID that covers all three new machines, rahter than one for each machine as the Advanced Generator add-on does. Now, there may be a reason that I would not understand as a non-programmer, but the net effect on the end user is the same. The fewer Block IDs a mod or add-on uses, the less likely I am to have a conflict with another one down the road.


    Now, I don't mind manually changing Block IDs to resolve a conflict, but I worry that this may be borrowing trouble - it solves the issue today, at the increased likelihood of casuing another conflict later.

    I dont really need to farm wood and food. So i don't need this mod, and i havent checked what else it does.


    They're not "wood and food"... they're FUEL, man!
    Ferment whatever plant matter you are farming and distill it. It's nearly as good as BC fuel (same energy/tick but slightly less duration) and you don't need to find oil. Plus it introduces Peat engines (slow steam-like engines, bogs are made and maintained from dirt, sand and water). AND you can farm rubber trees, which is nice - all the rubber I'll ever need in one single chunk.


    Eight block IDs, in the range of 197-208. Give it a look, I think there are some parts of it you could find very useful.

    Is this addon still working for 1.337b?


    It is - at least, I'm successfully using Arsenic's fix.


    Here's the problem, and why I think this is worthwhile. Firstly, let's assume that zip never returns. I can see different, easier (to me) ways to write code that does a similar thing. As IC2, and BC and other stuff (like MCF) moves forward, it's going to get harder to make sure that this mod continues to work. If I want to be in this for the long haul, I want something that's going to be easy for me (or someone I hand it to) to maintain. I think if it's a reimagining of the whole suite of work, and just overlaps a bit with Zip's ideas, certainly inspired by Zip's ideas but still, unique enough to be different, then that makes me happy to make the effort.


    I understand that and I'm OK with it... as long as it doesn't mean my current machines are deleted from the world and I have to build them all over again. But I agree with Creepig - The functionality of the machines as they currently stand is perfectly fine with me - I don't need more crazy machines with wild features, I'm content to have machines that simply operate like the Induction Furnace - they heat up as they perform more work and can be redstoned to stay warm.


    It's understandable that you feel it is necessary to rebuild the add-on with your own code - but I don't think Zippinus is going to accuse you of "stealing" if the machines continue to work as they have. If he comes back and picks up where he left off, great - if not, I don't expect he'll take issue to you doing it your own way.